FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.Applejack/FieEmitObjectApplejackRope.cs

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C#
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2018-11-20 20:10:49 +01:00
using Fie.Object;
using Fie.Utility;
using GameDataEditor;
using UnityEngine;
namespace Fie.Ponies.Applejack
{
[FiePrefabInfo("Prefabs/Applejack/Power/ApplejackRope")]
public class FieEmitObjectApplejackRope : FieEmittableObjectBase
{
private enum RopeState
{
ROPE_READY,
ROPE_SHOOTING,
ROPE_HITTING,
ROPE_END
}
public float pullDuration = 0.5f;
private const float ROPE_CURVE_MINIMUM = 0.0001f;
private const float ROPE_CURVE_INIT = 0.001f;
private const float ROPE_SCALE = 0.025f;
private const float ROPE_END_SCALE = 0f;
private float ROPE_MAX_RANGE = 10f;
private RopeState _ropeState;
[SerializeField]
private float RopeShotTime = 0.2f;
[SerializeField]
private float RopeDuration = 1f;
[SerializeField]
private float RopeDestroyPastTime = 0.8f;
[SerializeField]
private float RopeStabilityHeight = 4f;
[SerializeField]
private PhysicMaterial _ropePhysicalMaterial;
[SerializeField]
private GameObject _ropeOrigin;
[SerializeField]
private GameObject _ropeTop;
[SerializeField]
private GameObject _ropeBackOrigin;
[SerializeField]
private GameObject _ropeBackTop;
private Vector3 _velocityVec = Vector3.zero;
private Vector3 _lastDirectionalVec = Vector3.zero;
private float _lifeTimeCount;
private float _minDistance = 3.40282347E+38f;
private bool _isEndUpdate;
private Vector3 _startPosition = Vector3.zero;
private Vector3 _targetPosition = Vector3.zero;
private Tweener<TweenTypesOutSine> _ropeDistanceTweener = new Tweener<TweenTypesOutSine>();
private Tweener<TweenTypesInSine> _ropeScaleTweener = new Tweener<TweenTypesInSine>();
private Tweener<TweenTypesOutSine> _ropeShotStabirityTweener = new Tweener<TweenTypesOutSine>();
private QuickRope2 _ropeObject;
private QuickRope2 _backRopeObject;
private QuickRope2Mesh _ropeMesh;
private QuickRope2Mesh _backRopeMesh;
private float _currentRopeCurve = 0.001f;
private float _lastRopeCurve;
private float _lastLopeScale;
private Vector3 _targetPositionScatter = Vector3.zero;
private Vector3 _pullPosition = Vector3.zero;
private FieGameCharacter _hitGameCharacter;
private FieStatusEffectsTimeScaler _timeScalerStatusEffectEntity;
public void setPullPosition(Vector3 pullPosition)
{
_pullPosition = pullPosition;
}
private void Awake()
{
_ropeObject = QuickRope2.Create(_ropeOrigin, _ropeTop, BasicRopeTypes.Mesh);
_backRopeObject = QuickRope2.Create(_ropeBackOrigin, _ropeBackTop, BasicRopeTypes.Mesh);
_ropeObject.mass = 1f;
_ropeObject.angDrag = 1f;
_ropeObject.drag = 1f;
_backRopeObject.mass = 1f;
_backRopeObject.AngZLimit = (_ropeObject.AngZLimit = 45f);
_backRopeObject.LowAngXLimit = (_ropeObject.LowAngXLimit = 45f);
_backRopeObject.AngYLimit = (_ropeObject.AngYLimit = 45f);
_backRopeObject.LTLDamper = (_ropeObject.LTLDamper = 50f);
_backRopeObject.S1LDamper = (_ropeObject.S1LDamper = 50f);
_ropeObject.jointSpacing = 0.2f;
_ropeObject.enablePhysics = true;
_ropeObject.colliderRadius = 0.02f;
_ropeObject.solverOverride = 20;
_ropeObject.colliderType = RopeColliderType.Capsule;
_ropeObject.physicsMaterial = _ropePhysicalMaterial;
_ropeObject.ApplyRopeSettings();
_backRopeObject.jointSpacing = 0.1f;
_backRopeObject.useGravity = true;
_backRopeObject.enablePhysics = true;
_backRopeObject.solverOverride = 20;
_backRopeObject.physicsMaterial = _ropePhysicalMaterial;
_backRopeObject.ApplyRopeSettings();
_ropeMesh = _ropeObject.GetComponent<QuickRope2Mesh>();
_backRopeMesh = _backRopeObject.GetComponent<QuickRope2Mesh>();
}
public override void awakeEmitObject()
{
Transform transform = base.transform;
Vector3 position = base.transform.position;
float x = position.x;
Vector3 position2 = base.transform.position;
float y = position2.y;
Vector3 position3 = base.transform.position;
transform.position = new Vector3(x, y, position3.z - 0.1f);
float ropeStabilityHeight = RopeStabilityHeight;
if (targetTransform != null)
{
_targetPosition = targetTransform.position;
FieGameCharacter component = targetTransform.GetComponent<FieGameCharacter>();
if (component != null)
{
_targetPositionScatter = component.centerTransform.position - _targetPosition;
}
ropeStabilityHeight = RopeStabilityHeight * Vector3.Distance(targetTransform.position, initTransform.position) / ROPE_MAX_RANGE;
}
else
{
_targetPosition = initTransform.position + directionalVec.normalized * ROPE_MAX_RANGE;
ropeStabilityHeight = 0f;
}
_ropeShotStabirityTweener.InitTweener(RopeShotTime, ropeStabilityHeight, 0f);
_targetPosition.y += ropeStabilityHeight;
_ropeOrigin.transform.position = initTransform.position;
_ropeTop.transform.position = _targetPosition;
_ropeBackOrigin.transform.position = initTransform.position;
_ropeBackTop.transform.position = initTransform.position;
updateRopeRange(_ropeMesh, 0.001f);
updateRopeRange(_backRopeMesh, 1f);
_ropeObject.ApplyRopeSettings();
_backRopeObject.ApplyRopeSettings();
_ropeDistanceTweener.InitTweener(RopeShotTime, 0.001f, 1f);
_ropeScaleTweener.InitTweener(1f, 0.025f, 0.025f);
_ropeState = RopeState.ROPE_READY;
_hitGameCharacter = null;
if (base.ownerCharacter != null)
{
GDESkillTreeData skill = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.HONESTY_ROPE_LV1_2);
if (skill != null)
{
defaultDamage += skill.Value1;
}
GDESkillTreeData skill2 = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.HONESTY_ROPE_LV2_2);
if (skill2 != null)
{
defaultDamage += skill2.Value1;
}
_timeScalerStatusEffectEntity = base.gameObject.GetComponent<FieStatusEffectsTimeScaler>();
if (_timeScalerStatusEffectEntity != null)
{
_timeScalerStatusEffectEntity.isActive = false;
}
if (_timeScalerStatusEffectEntity != null)
{
_timeScalerStatusEffectEntity.isActive = false;
}
GDESkillTreeData skill3 = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.HONESTY_ROPE_LV4_SLOW_DOWN);
if (skill3 != null)
{
if (_timeScalerStatusEffectEntity == null)
{
_timeScalerStatusEffectEntity = base.gameObject.AddComponent<FieStatusEffectsTimeScaler>();
}
_timeScalerStatusEffectEntity.isActive = true;
_timeScalerStatusEffectEntity.duration = skill3.Value1;
_timeScalerStatusEffectEntity.targetTimeScale = skill3.Value2;
}
}
}
public void Update()
{
if (!_isEndUpdate)
{
_ropeBackOrigin.transform.position = initTransform.position;
}
else
{
_ropeBackOrigin.transform.position = _ropeOrigin.transform.position;
}
updateRopeRange(_ropeMesh, _ropeDistanceTweener.UpdateParameterFloat(Time.deltaTime), _ropeScaleTweener.UpdateParameterFloat(Time.deltaTime));
updateRopeRange(_backRopeMesh, 1f, _ropeScaleTweener.UpdateParameterFloat(Time.deltaTime));
if (!_isEndUpdate)
{
_ropeOrigin.transform.position = initTransform.position;
Vector3 position = Vector3.zero;
if (targetTransform != null)
{
position = targetTransform.position + _targetPositionScatter;
if (Vector3.Distance(targetTransform.position, initTransform.position) > ROPE_MAX_RANGE)
{
finishTransaction();
}
}
else
{
position = _targetPosition;
}
position.y += _ropeShotStabirityTweener.UpdateParameterFloat(Time.deltaTime);
_ropeTop.transform.position = position;
switch (_ropeState)
{
case RopeState.ROPE_READY:
_ropeState = RopeState.ROPE_SHOOTING;
break;
case RopeState.ROPE_SHOOTING:
if (_lifeTimeCount >= RopeShotTime)
{
bool flag = false;
if (targetTransform != null)
{
FieGameCharacter component = targetTransform.GetComponent<FieGameCharacter>();
if (component != null)
{
callHitEvent(component);
if (base.ownerCharacter != null)
{
GDESkillTreeData skill = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.HONESTY_ROPE_LV3_2);
if (skill != null)
{
component.damageSystem.AddDefenceMagni(1006, 0f - skill.Value2, skill.Value1);
}
}
addDamageToCharacter(component, getDefaultDamageObject());
flag = true;
}
}
if (!flag)
{
finishTransaction();
_ropeState = RopeState.ROPE_END;
}
else
{
_ropeState = RopeState.ROPE_HITTING;
}
}
break;
}
_lifeTimeCount += Time.deltaTime;
if (_lifeTimeCount >= RopeDuration)
{
finishTransaction();
}
}
}
private void updateRopeRange(QuickRope2Mesh ropeMesh, float ropeCurveRange, float ropeScale = 0.025f)
{
float num = Mathf.Max(Mathf.Min(ropeCurveRange, 1f), 0.001f);
float num2 = Mathf.Max(Mathf.Min(ropeCurveRange + 0.0001f, 1f), 0.001f);
if (num != _lastRopeCurve || ropeScale != _lastLopeScale)
{
ropeMesh.curve = new AnimationCurve();
ropeMesh.curve.AddKey(0f, ropeScale);
ropeMesh.curve.AddKey(num, ropeScale);
if (num2 != num)
{
ropeMesh.curve.AddKey(num2, 0f);
}
for (int i = 0; i < ropeMesh.curve.keys.Length; i++)
{
ropeMesh.curve.SmoothTangents(i, 1f);
}
_lastRopeCurve = num;
_lastLopeScale = ropeScale;
}
}
private void finishTransaction()
{
Rigidbody component = _ropeBackOrigin.GetComponent<Rigidbody>();
bool flag = true;
_ropeTop.GetComponent<Rigidbody>().useGravity = flag;
flag = flag;
_ropeOrigin.GetComponent<Rigidbody>().useGravity = flag;
component.useGravity = flag;
Rigidbody component2 = _ropeBackOrigin.GetComponent<Rigidbody>();
flag = false;
_ropeTop.GetComponent<Rigidbody>().isKinematic = flag;
flag = flag;
_ropeOrigin.GetComponent<Rigidbody>().isKinematic = flag;
component2.isKinematic = flag;
destoryEmitObject(RopeDestroyPastTime);
_ropeScaleTweener.InitTweener(RopeDestroyPastTime, 0.025f, 0f);
_isEndUpdate = true;
}
}
}