mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
253 lines
7.9 KiB
C#
253 lines
7.9 KiB
C#
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using Fie.Manager;
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using Fie.Object;
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using Fie.Utility;
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using GameDataEditor;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.Ponies.Twilight
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{
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[FiePrefabInfo("Prefabs/Twilight/Power/TwilightForceFieldEntity")]
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public class FieEmitObjectTwilightForceFieldEntity : FieEmittableObjectBase
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{
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[SerializeField]
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private Transform _forceFieldCenterTransform;
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[SerializeField]
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private float ForceFieldDuration = 12f;
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[SerializeField]
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private float ForceFieldDestroyDuration = 0.5f;
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[SerializeField]
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private float ForceFieldScaleAnimationDuration = 0.5f;
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[SerializeField]
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private float ShieldReginInterval = 1f;
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[SerializeField]
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private float ShieldReginPerInterval = 0.05f;
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[SerializeField]
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private GameObject _sphereObject;
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[SerializeField]
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private GameObject _normalSphereObject;
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[SerializeField]
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private AnimationCurve damageCurvePerLifeRatio;
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[SerializeField]
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private Texture2D defaultSphereTexture;
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[SerializeField]
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private Texture2D disruptorSphereTexture;
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[SerializeField]
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private Texture2D healingSphereTexture;
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private Tweener<TweenTypesInOutSine> _sphereScaleTweener = new Tweener<TweenTypesInOutSine>();
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private Tweener<TweenTypesOutSine> _sphereDeathTweener = new Tweener<TweenTypesOutSine>();
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private float _lifeTimeCount;
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private bool _isEndUpdate;
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private float _angle;
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private Vector3 _initScale = Vector3.one;
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private float _currentDuration;
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private float _healingDelay;
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private float _healingRate;
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private Dictionary<int, Coroutine> _healRoutine = new Dictionary<int, Coroutine>();
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private Material _emissiveMaterial;
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private Material _normalMaterial;
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private FieStatusEffectsBuffAndDebuffToDeffence _debuffToDeffenceBuff;
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private IEnumerator HealingEffectCoroutine(int instanceID, float delay, float healingRate, FieGameCharacter targetCharacter)
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{
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if (targetCharacter != null)
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{
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targetCharacter.damageSystem.Regen((targetCharacter.healthStats.maxHitPoint + targetCharacter.healthStats.maxShield) * healingRate);
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}
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yield return (object)new WaitForSeconds(delay);
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/*Error: Unable to find new state assignment for yield return*/;
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}
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public void Awake()
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{
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_initScale = base.transform.localScale;
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}
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public override void awakeEmitObject()
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{
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_healRoutine = new Dictionary<int, Coroutine>();
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base.transform.localScale = _initScale;
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Vector3 vector = Vector3.one;
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Vector3 one = Vector3.one;
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float num = ForceFieldDuration;
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float forceFieldDuration = ForceFieldDuration;
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float num2 = 0f;
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float num3 = 1f;
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bool flag = false;
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bool flag2 = false;
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_debuffToDeffenceBuff = base.gameObject.GetComponent<FieStatusEffectsBuffAndDebuffToDeffence>();
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if (_debuffToDeffenceBuff != null)
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{
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_debuffToDeffenceBuff.isActive = false;
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}
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if (base.ownerCharacter != null)
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{
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GDESkillTreeData skill = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.MAGIC_MAGIC_BUBBLE_LV2_1);
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if (skill != null)
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{
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vector += one * skill.Value1;
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}
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GDESkillTreeData skill2 = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.MAGIC_MAGIC_BUBBLE_LV3_2);
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if (skill2 != null)
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{
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vector += one * skill2.Value1;
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}
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GDESkillTreeData skill3 = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.MAGIC_MAGIC_BUBBLE_LV1_2);
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if (skill3 != null)
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{
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num += forceFieldDuration * skill3.Value1;
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}
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GDESkillTreeData skill4 = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.MAGIC_MAGIC_BUBBLE_LV2_2);
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if (skill4 != null)
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{
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num += forceFieldDuration * skill4.Value1;
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}
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GDESkillTreeData skill5 = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.MAGIC_MAGIC_BUBBLE_LV4_HEALING_BUBBLE);
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if (skill5 != null)
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{
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num2 += skill5.Value1;
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num3 += skill5.Value2;
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flag = true;
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}
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else
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{
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GDESkillTreeData skill6 = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.MAGIC_MAGIC_BUBBLE_LV4_DISRUPTOR_BUBBLE);
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if (skill6 != null)
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{
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if (_debuffToDeffenceBuff == null)
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{
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_debuffToDeffenceBuff = base.gameObject.AddComponent<FieStatusEffectsBuffAndDebuffToDeffence>();
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}
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_debuffToDeffenceBuff.isActive = true;
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_debuffToDeffenceBuff.duration = base.HitInterval;
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_debuffToDeffenceBuff.magni = 0f - skill6.Value1;
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_debuffToDeffenceBuff.skillID = skill6.ID;
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_debuffToDeffenceBuff.isEnableStack = true;
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flag2 = true;
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}
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}
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}
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_sphereScaleTweener.InitTweener(ForceFieldScaleAnimationDuration, _initScale, vector);
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_currentDuration = Mathf.Max(1f, num);
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_healingRate = num2;
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_healingDelay = num3;
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_emissiveMaterial = _sphereObject.GetComponent<Renderer>().material;
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_normalMaterial = _normalSphereObject.GetComponent<Renderer>().material;
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_emissiveMaterial.SetFloat("_Brightness", 1f);
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_emissiveMaterial.SetTexture("_Gradient_Color", flag ? healingSphereTexture : ((!flag2) ? defaultSphereTexture : disruptorSphereTexture));
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_normalMaterial.SetColor(0, Color.white);
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}
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public void Update()
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{
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if (_isEndUpdate)
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{
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float num = _sphereDeathTweener.UpdateParameterFloat(Time.deltaTime);
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if (_emissiveMaterial != null)
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{
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_emissiveMaterial.SetFloat("_Brightness", num);
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}
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if (_normalMaterial != null)
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{
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_normalMaterial.SetColor(0, new Color(num, num, num, num));
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}
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}
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else
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{
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base.transform.localScale = _sphereScaleTweener.UpdateParameterVec3(Time.deltaTime);
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_lifeTimeCount += Time.deltaTime;
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if (_lifeTimeCount >= _currentDuration - ForceFieldDestroyDuration)
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{
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destoryEmitObject(ForceFieldDestroyDuration);
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_sphereDeathTweener.InitTweener(ForceFieldDestroyDuration, 1f, 0f);
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_isEndUpdate = true;
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}
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}
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}
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private void OnTriggerEnter(Collider collider)
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{
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if (!_isEndUpdate)
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{
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FieEmittableObjectBase component = collider.GetComponent<FieEmittableObjectBase>();
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if (component != null && reflectEmitObject(component))
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{
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Vector3 vector = collider.ClosestPointOnBounds(base.transform.position);
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Vector3 vector2 = vector - _forceFieldCenterTransform.position;
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FieEmitObjectTwilightForceFieldReflectEffect fieEmitObjectTwilightForceFieldReflectEffect = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightForceFieldReflectEffect>(base.transform, vector2.normalized);
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if (fieEmitObjectTwilightForceFieldReflectEffect != null)
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{
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fieEmitObjectTwilightForceFieldReflectEffect.transform.position = vector;
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}
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}
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FieCollider component2 = collider.gameObject.GetComponent<FieCollider>();
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if (!(component2 == null) && component2.isRoot)
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{
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FieGameCharacter parentGameCharacter = component2.getParentGameCharacter();
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if (!(parentGameCharacter == null))
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{
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}
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}
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}
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}
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private void OnTriggerStay(Collider collider)
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{
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if (!_isEndUpdate)
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{
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if (collider.gameObject.tag == getHostileTagString() && _healingRate <= 0f)
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{
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FieDamage defaultDamageObject = getDefaultDamageObject();
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float num = damageCurvePerLifeRatio.Evaluate(_lifeTimeCount / (_currentDuration - ForceFieldDestroyDuration));
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defaultDamageObject.damage *= num;
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defaultDamageObject.stagger *= num;
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FieGameCharacter fieGameCharacter = addDamageToCollisionCharacter(collider, defaultDamageObject);
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}
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else if (collider.gameObject.tag == getAllyTagString())
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{
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FieCollider component = collider.gameObject.GetComponent<FieCollider>();
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if (!(component == null))
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{
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FieGameCharacter parentGameCharacter = component.getParentGameCharacter();
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if (!(parentGameCharacter == null))
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{
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int instanceID = parentGameCharacter.GetInstanceID();
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_healRoutine.TryGetValue(instanceID, out Coroutine value);
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if (value == null)
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{
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value = StartCoroutine(HealingEffectCoroutine(instanceID, _healingDelay, _healingRate, parentGameCharacter));
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_healRoutine.Add(instanceID, value);
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}
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}
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}
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}
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}
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}
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}
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}
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