mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 15:27:59 +01:00
329 lines
9.8 KiB
C#
329 lines
9.8 KiB
C#
using Fie.Object;
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using Fie.Utility;
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using GameDataEditor;
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using UnityEngine;
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namespace Fie.Ponies.Applejack
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{
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[FiePrefabInfo("Prefabs/Applejack/Power/ApplejackRope")]
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public class FieEmitObjectApplejackRope : FieEmittableObjectBase
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{
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private enum RopeState
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{
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ROPE_READY,
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ROPE_SHOOTING,
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ROPE_HITTING,
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ROPE_END
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}
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public float pullDuration = 0.5f;
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private const float ROPE_CURVE_MINIMUM = 0.0001f;
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private const float ROPE_CURVE_INIT = 0.001f;
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private const float ROPE_SCALE = 0.025f;
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private const float ROPE_END_SCALE = 0f;
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private float ROPE_MAX_RANGE = 10f;
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private RopeState _ropeState;
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[SerializeField]
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private float RopeShotTime = 0.2f;
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[SerializeField]
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private float RopeDuration = 1f;
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[SerializeField]
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private float RopeDestroyPastTime = 0.8f;
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[SerializeField]
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private float RopeStabilityHeight = 4f;
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[SerializeField]
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private PhysicMaterial _ropePhysicalMaterial;
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[SerializeField]
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private GameObject _ropeOrigin;
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[SerializeField]
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private GameObject _ropeTop;
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[SerializeField]
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private GameObject _ropeBackOrigin;
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[SerializeField]
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private GameObject _ropeBackTop;
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private Vector3 _velocityVec = Vector3.zero;
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private Vector3 _lastDirectionalVec = Vector3.zero;
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private float _lifeTimeCount;
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private float _minDistance = 3.40282347E+38f;
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private bool _isEndUpdate;
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private Vector3 _startPosition = Vector3.zero;
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private Vector3 _targetPosition = Vector3.zero;
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private Tweener<TweenTypesOutSine> _ropeDistanceTweener = new Tweener<TweenTypesOutSine>();
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private Tweener<TweenTypesInSine> _ropeScaleTweener = new Tweener<TweenTypesInSine>();
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private Tweener<TweenTypesOutSine> _ropeShotStabirityTweener = new Tweener<TweenTypesOutSine>();
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private QuickRope2 _ropeObject;
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private QuickRope2 _backRopeObject;
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private QuickRope2Mesh _ropeMesh;
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private QuickRope2Mesh _backRopeMesh;
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private float _currentRopeCurve = 0.001f;
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private float _lastRopeCurve;
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private float _lastLopeScale;
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private Vector3 _targetPositionScatter = Vector3.zero;
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private Vector3 _pullPosition = Vector3.zero;
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private FieGameCharacter _hitGameCharacter;
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private FieStatusEffectsTimeScaler _timeScalerStatusEffectEntity;
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public void setPullPosition(Vector3 pullPosition)
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{
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_pullPosition = pullPosition;
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}
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private void Awake()
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{
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_ropeObject = QuickRope2.Create(_ropeOrigin, _ropeTop, BasicRopeTypes.Mesh);
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_backRopeObject = QuickRope2.Create(_ropeBackOrigin, _ropeBackTop, BasicRopeTypes.Mesh);
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_ropeObject.mass = 1f;
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_ropeObject.angDrag = 1f;
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_ropeObject.drag = 1f;
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_backRopeObject.mass = 1f;
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_backRopeObject.AngZLimit = (_ropeObject.AngZLimit = 45f);
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_backRopeObject.LowAngXLimit = (_ropeObject.LowAngXLimit = 45f);
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_backRopeObject.AngYLimit = (_ropeObject.AngYLimit = 45f);
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_backRopeObject.LTLDamper = (_ropeObject.LTLDamper = 50f);
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_backRopeObject.S1LDamper = (_ropeObject.S1LDamper = 50f);
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_ropeObject.jointSpacing = 0.2f;
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_ropeObject.enablePhysics = true;
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_ropeObject.colliderRadius = 0.02f;
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_ropeObject.solverOverride = 20;
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_ropeObject.colliderType = RopeColliderType.Capsule;
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_ropeObject.physicsMaterial = _ropePhysicalMaterial;
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_ropeObject.ApplyRopeSettings();
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_backRopeObject.jointSpacing = 0.1f;
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_backRopeObject.useGravity = true;
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_backRopeObject.enablePhysics = true;
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_backRopeObject.solverOverride = 20;
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_backRopeObject.physicsMaterial = _ropePhysicalMaterial;
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_backRopeObject.ApplyRopeSettings();
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_ropeMesh = _ropeObject.GetComponent<QuickRope2Mesh>();
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_backRopeMesh = _backRopeObject.GetComponent<QuickRope2Mesh>();
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}
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public override void awakeEmitObject()
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{
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Transform transform = base.transform;
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Vector3 position = base.transform.position;
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float x = position.x;
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Vector3 position2 = base.transform.position;
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float y = position2.y;
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Vector3 position3 = base.transform.position;
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transform.position = new Vector3(x, y, position3.z - 0.1f);
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float ropeStabilityHeight = RopeStabilityHeight;
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if (targetTransform != null)
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{
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_targetPosition = targetTransform.position;
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FieGameCharacter component = targetTransform.GetComponent<FieGameCharacter>();
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if (component != null)
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{
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_targetPositionScatter = component.centerTransform.position - _targetPosition;
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}
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ropeStabilityHeight = RopeStabilityHeight * Vector3.Distance(targetTransform.position, initTransform.position) / ROPE_MAX_RANGE;
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}
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else
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{
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_targetPosition = initTransform.position + directionalVec.normalized * ROPE_MAX_RANGE;
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ropeStabilityHeight = 0f;
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}
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_ropeShotStabirityTweener.InitTweener(RopeShotTime, ropeStabilityHeight, 0f);
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_targetPosition.y += ropeStabilityHeight;
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_ropeOrigin.transform.position = initTransform.position;
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_ropeTop.transform.position = _targetPosition;
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_ropeBackOrigin.transform.position = initTransform.position;
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_ropeBackTop.transform.position = initTransform.position;
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updateRopeRange(_ropeMesh, 0.001f);
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updateRopeRange(_backRopeMesh, 1f);
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_ropeObject.ApplyRopeSettings();
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_backRopeObject.ApplyRopeSettings();
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_ropeDistanceTweener.InitTweener(RopeShotTime, 0.001f, 1f);
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_ropeScaleTweener.InitTweener(1f, 0.025f, 0.025f);
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_ropeState = RopeState.ROPE_READY;
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_hitGameCharacter = null;
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if (base.ownerCharacter != null)
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{
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GDESkillTreeData skill = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.HONESTY_ROPE_LV1_2);
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if (skill != null)
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{
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defaultDamage += skill.Value1;
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}
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GDESkillTreeData skill2 = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.HONESTY_ROPE_LV2_2);
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if (skill2 != null)
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{
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defaultDamage += skill2.Value1;
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}
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_timeScalerStatusEffectEntity = base.gameObject.GetComponent<FieStatusEffectsTimeScaler>();
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if (_timeScalerStatusEffectEntity != null)
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{
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_timeScalerStatusEffectEntity.isActive = false;
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}
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if (_timeScalerStatusEffectEntity != null)
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{
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_timeScalerStatusEffectEntity.isActive = false;
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}
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GDESkillTreeData skill3 = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.HONESTY_ROPE_LV4_SLOW_DOWN);
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if (skill3 != null)
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{
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if (_timeScalerStatusEffectEntity == null)
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{
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_timeScalerStatusEffectEntity = base.gameObject.AddComponent<FieStatusEffectsTimeScaler>();
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}
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_timeScalerStatusEffectEntity.isActive = true;
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_timeScalerStatusEffectEntity.duration = skill3.Value1;
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_timeScalerStatusEffectEntity.targetTimeScale = skill3.Value2;
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}
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}
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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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_ropeBackOrigin.transform.position = initTransform.position;
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}
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else
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{
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_ropeBackOrigin.transform.position = _ropeOrigin.transform.position;
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}
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updateRopeRange(_ropeMesh, _ropeDistanceTweener.UpdateParameterFloat(Time.deltaTime), _ropeScaleTweener.UpdateParameterFloat(Time.deltaTime));
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updateRopeRange(_backRopeMesh, 1f, _ropeScaleTweener.UpdateParameterFloat(Time.deltaTime));
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if (!_isEndUpdate)
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{
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_ropeOrigin.transform.position = initTransform.position;
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Vector3 position = Vector3.zero;
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if (targetTransform != null)
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{
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position = targetTransform.position + _targetPositionScatter;
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if (Vector3.Distance(targetTransform.position, initTransform.position) > ROPE_MAX_RANGE)
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{
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finishTransaction();
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}
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}
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else
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{
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position = _targetPosition;
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}
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position.y += _ropeShotStabirityTweener.UpdateParameterFloat(Time.deltaTime);
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_ropeTop.transform.position = position;
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switch (_ropeState)
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{
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case RopeState.ROPE_READY:
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_ropeState = RopeState.ROPE_SHOOTING;
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break;
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case RopeState.ROPE_SHOOTING:
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if (_lifeTimeCount >= RopeShotTime)
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{
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bool flag = false;
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if (targetTransform != null)
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{
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FieGameCharacter component = targetTransform.GetComponent<FieGameCharacter>();
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if (component != null)
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{
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callHitEvent(component);
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if (base.ownerCharacter != null)
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{
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GDESkillTreeData skill = base.ownerCharacter.GetSkill(FieConstValues.FieSkill.HONESTY_ROPE_LV3_2);
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if (skill != null)
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{
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component.damageSystem.AddDefenceMagni(1006, 0f - skill.Value2, skill.Value1);
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}
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}
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addDamageToCharacter(component, getDefaultDamageObject());
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flag = true;
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}
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}
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if (!flag)
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{
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finishTransaction();
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_ropeState = RopeState.ROPE_END;
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}
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else
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{
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_ropeState = RopeState.ROPE_HITTING;
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}
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}
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break;
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}
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_lifeTimeCount += Time.deltaTime;
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if (_lifeTimeCount >= RopeDuration)
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{
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finishTransaction();
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}
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}
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}
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private void updateRopeRange(QuickRope2Mesh ropeMesh, float ropeCurveRange, float ropeScale = 0.025f)
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{
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float num = Mathf.Max(Mathf.Min(ropeCurveRange, 1f), 0.001f);
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float num2 = Mathf.Max(Mathf.Min(ropeCurveRange + 0.0001f, 1f), 0.001f);
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if (num != _lastRopeCurve || ropeScale != _lastLopeScale)
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{
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ropeMesh.curve = new AnimationCurve();
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ropeMesh.curve.AddKey(0f, ropeScale);
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ropeMesh.curve.AddKey(num, ropeScale);
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if (num2 != num)
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{
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ropeMesh.curve.AddKey(num2, 0f);
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}
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for (int i = 0; i < ropeMesh.curve.keys.Length; i++)
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{
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ropeMesh.curve.SmoothTangents(i, 1f);
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}
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_lastRopeCurve = num;
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_lastLopeScale = ropeScale;
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}
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}
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private void finishTransaction()
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{
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Rigidbody component = _ropeBackOrigin.GetComponent<Rigidbody>();
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bool flag = true;
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_ropeTop.GetComponent<Rigidbody>().useGravity = flag;
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flag = flag;
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_ropeOrigin.GetComponent<Rigidbody>().useGravity = flag;
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component.useGravity = flag;
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Rigidbody component2 = _ropeBackOrigin.GetComponent<Rigidbody>();
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flag = false;
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_ropeTop.GetComponent<Rigidbody>().isKinematic = flag;
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flag = flag;
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_ropeOrigin.GetComponent<Rigidbody>().isKinematic = flag;
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component2.isKinematic = flag;
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destoryEmitObject(RopeDestroyPastTime);
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_ropeScaleTweener.InitTweener(RopeDestroyPastTime, 0.025f, 0f);
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_isEndUpdate = true;
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}
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}
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}
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