Files
2025-07-20 10:01:29 +08:00

380 lines
19 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using EmeraldAI.Utility;
namespace EmeraldAI
{
[RequireComponent(typeof(AudioSource))]
[RequireComponent(typeof(Rigidbody))]
public class GroundProjectile : MonoBehaviour, IAvoidable
{
#region Variables
GroundProjectileAbility CurrentAbilityData;
Transform CurrentTarget;
public Transform AbilityTarget { get => CurrentTarget; set => CurrentTarget = value; }
Vector3 InitialTargetPosition;
ICombat StartingICombat;
EmeraldSystem EmeraldComponent;
AudioSource m_AudioSource;
GameObject m_SoundEffect;
Collider m_Collider;
SphereCollider m_SphereCollider;
Rigidbody m_Rigidbody;
GameObject Owner;
List<Collider> IgnoredColliders = new List<Collider>();
float StartTime;
float HomingTimer;
bool Initialized;
float TravelDistance;
Vector3 StartingPosition;
bool MinHomingDistMet;
Vector3 SurfaceNormal;
Quaternion qTarget;
Quaternion qGround;
Vector3 TargetDirection;
public List<ProjectileEffectsClass> m_ProjectileObjects = new List<ProjectileEffectsClass>();
#endregion
/// <summary>
/// Used to initialize the needed components and settings the first time the projectile is used.
/// </summary>
void Awake()
{
m_AudioSource = GetComponent<AudioSource>();
m_AudioSource.loop = true;
m_AudioSource.rolloffMode = AudioRolloffMode.Linear;
m_AudioSource.spatialBlend = 1;
m_AudioSource.maxDistance = 20;
//If a collider already exists on the projectile object, use it as the projectile's collider.
m_Collider = GetComponent<Collider>();
if (m_Collider != null)
{
m_Collider.isTrigger = true;
m_Collider.enabled = false;
}
//If not, create a SphereCollider.
else
{
m_Collider = gameObject.AddComponent<SphereCollider>();
m_SphereCollider = gameObject.GetComponent<SphereCollider>();
m_Collider.isTrigger = true;
m_Collider.enabled = false;
}
m_Rigidbody = GetComponent<Rigidbody>();
m_Rigidbody.useGravity = true;
m_Rigidbody.isKinematic = true;
m_Rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
m_SoundEffect = Resources.Load("Emerald Sound") as GameObject;
//Go through all effect objects on Awake and cache them to be used through the Projectile Module.
m_ProjectileObjects.Add(new ProjectileEffectsClass(gameObject.GetComponent<ParticleSystemRenderer>(), gameObject));
foreach (Transform child in transform)
{
m_ProjectileObjects.Add(new ProjectileEffectsClass(child.GetComponent<ParticleSystemRenderer>(), child.gameObject));
}
}
/// <summary>
/// Initialize the projectile with the passed information.
/// </summary>
/// <param name="owner">The owner of this projectile.</param>
/// <param name="currentTarget">The current target for this projectile.</param>
/// <param name="abilityData">The current ability data for this projectile.</param>
public void Initialize(GameObject owner, Transform currentTarget, GroundProjectileAbility abilityData)
{
StartCoroutine(InitializeInternal(owner, currentTarget, abilityData));
}
IEnumerator InitializeInternal(GameObject owner, Transform currentTarget, GroundProjectileAbility abilityData)
{
Owner = owner;
CurrentTarget = currentTarget;
if (CurrentTarget != null)
{
StartingICombat = CurrentTarget.GetComponent<ICombat>();
InitialTargetPosition = StartingICombat.DamagePosition();
}
EmeraldComponent = Owner.GetComponent<EmeraldSystem>();
CurrentAbilityData = abilityData;
m_Collider.enabled = true;
//Get a reference to the Owner's LBD component so internal colliders can be ignored.
LocationBasedDamage LBDComponent = Owner.GetComponent<LocationBasedDamage>();
if (LBDComponent)
{
IgnoredColliders.Clear();
for (int i = 0; i < LBDComponent.ColliderList.Count; i++)
{
IgnoredColliders.Add(LBDComponent.ColliderList[i].ColliderObject);
}
}
if (m_SphereCollider != null)
{
m_SphereCollider.radius = abilityData.ColliderSettings.ColliderRadius;
m_SphereCollider.center = Vector3.forward * abilityData.ColliderSettings.ZOffet;
}
gameObject.layer = CurrentAbilityData.ColliderSettings.ProjectileLayer;
CurrentAbilityData.GroundProjectileSettings.AllignmentLayers &= ~(1 << CurrentAbilityData.ColliderSettings.ProjectileLayer); //Remove the ProjectileLayer if it was mistakenly added to the AllignmentLayers
Initialized = false;
MinHomingDistMet = false;
HomingTimer = 0;
StartTime = Time.time;
//Reset the rotation and target variables (not doing so causes the starting direction to be incorrect).
TargetDirection = Vector3.zero;
qGround = new Quaternion();
qTarget = new Quaternion();
SetEffectsState(true); //Disables the specified effects by comparing the names from the EffectsToDisable list.
InitializeProjectile(); //Initialize the projectile
yield return new WaitForSeconds(CurrentAbilityData.ProjectileSettings.LaunchProjectileDelay);
if (CurrentAbilityData.ProjectileSettings.TravelSound != null) m_AudioSource.PlayOneShot(CurrentAbilityData.ProjectileSettings.TravelSound);
CurrentAbilityData.ProjectileSettings.SpawnLaunchProjectileEffect(Owner, transform.position);
Initialized = true;
}
void InitializeProjectile()
{
CurrentAbilityData.ProjectileSettings.SpawnEffect(Owner, transform.position);
StartingPosition = transform.position;
}
/// <summary>
/// Used to move and track the time since the projectile has been spawned.
/// </summary>
void Update()
{
ProjectileTimeout(); //Track the time since the projectile has been active.
MoveGroundProjectile(); //Move the projectile towards its current target.
}
/// <summary>
/// Track the time since the projectile has been active. Once the time ProjectileTimeoutSeconds
/// has been met, despawn the projectile and spawn an impact effect from its current position.
/// </summary>
void ProjectileTimeout()
{
float TimeAlive = Time.time - StartTime;
if (TimeAlive > CurrentAbilityData.ProjectileSettings.ProjectileTimeoutSeconds && m_Collider.enabled)
{
StopGroundProjectile();
}
}
/// <summary>
/// Move the projectile towards its current target, but only if the ability is initialized.
/// </summary>
void MoveGroundProjectile()
{
if (Initialized)
{
TravelDistance = Vector3.Distance(StartingPosition, transform.position);
if (TravelDistance < CurrentAbilityData.GroundProjectileSettings.MaxTravelDistance || CurrentTarget == null)
{
var step = CurrentAbilityData.GroundProjectileSettings.ProjectileSpeed * Time.deltaTime;
float DistFromTarget = (Vector3.Distance(transform.position, StartingICombat.DamagePosition()));
float DistFormOwner = Vector3.Distance(Owner.transform.position, transform.position);
if (!MinHomingDistMet && DistFromTarget < CurrentAbilityData.HomingSettings.MinimumHomingDistance) MinHomingDistMet = true;
if (CurrentAbilityData.HomingSettings.Enabled && HomingTimer < CurrentAbilityData.HomingSettings.HomingSeconds && !MinHomingDistMet && CurrentTarget.transform.localScale != Vector3.one * 0.003f)
{
if (DistFormOwner > 2f || DistFromTarget < 1)
{
HomingTimer += Time.deltaTime;
GetSurfaceNormal();
TargetDirection = StartingICombat.DamagePosition() - transform.position;
TargetDirection.y = 0;
SetMovementAndRotation(step);
}
else
{
GetSurfaceNormal();
SetMovementAndRotation(step);
}
}
else
{
GetSurfaceNormal();
SetMovementAndRotation(step);
}
}
else
{
StopGroundProjectile();
}
}
}
/// <summary>
/// Sets the movement and rotation for the ground projectiles. The target source is only used while the ability is actively homing.
/// </summary>
void SetMovementAndRotation (float step)
{
qGround = Quaternion.Slerp(qGround, Quaternion.FromToRotation(Vector3.up, SurfaceNormal), Time.deltaTime * CurrentAbilityData.GroundProjectileSettings.AlignmentSpeed);
if (TargetDirection != Vector3.zero) qTarget = Quaternion.Slerp(qTarget, Quaternion.LookRotation(TargetDirection, Vector3.up), Time.deltaTime * CurrentAbilityData.HomingSettings.HomingSpeed);
transform.position = Vector3.MoveTowards(transform.position, transform.position + transform.forward, step);
transform.rotation = Quaternion.Slerp(transform.rotation, qGround * qTarget, Time.deltaTime * CurrentAbilityData.GroundProjectileSettings.AlignmentSpeed);
float SurfaceAngle = Vector3.Angle(SurfaceNormal, Vector3.up);
if (SurfaceAngle >= CurrentAbilityData.GroundProjectileSettings.KillAngle) StopGroundProjectile();
}
/// <summary>
/// Return the current surface normal by casting a ray from the center of the projectile.
/// </summary>
public Vector3 GetSurfaceNormal()
{
RaycastHit HitDown;
if (Physics.Raycast(transform.position + Vector3.up, -Vector3.up, out HitDown, 2f, CurrentAbilityData.GroundProjectileSettings.AllignmentLayers))
{
if (HitDown.transform != this.transform)
{
float MaxNormalAngle = CurrentAbilityData.GroundProjectileSettings.MaxAlignmentAngle * 0.01f;
transform.position = new Vector3(transform.position.x, Mathf.Lerp(transform.position.y, HitDown.point.y + CurrentAbilityData.GroundProjectileSettings.HeightOffset, Time.deltaTime * 20), transform.position.z);
SurfaceNormal = HitDown.normal;
SurfaceNormal.x = Mathf.Clamp(SurfaceNormal.x, -MaxNormalAngle, MaxNormalAngle);
SurfaceNormal.z = Mathf.Clamp(SurfaceNormal.z, -MaxNormalAngle, MaxNormalAngle);
}
}
else
{
//Stop the projectile if there's no detectable ground. This is to prevent moving on cliffs or edges.
StopGroundProjectile();
}
RaycastHit HitForward;
if (Physics.Raycast(new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z), transform.forward, out HitForward, CurrentAbilityData.ColliderSettings.ColliderRadius, CurrentAbilityData.GroundProjectileSettings.AllignmentLayers))
{
if (HitForward.transform != this.transform)
{
float SurfaceAngle = Vector3.Angle(HitForward.normal, Vector3.up);
if (SurfaceAngle >= CurrentAbilityData.GroundProjectileSettings.KillAngle)
{
//CurrentAbilityData.ProjectileSettings.SpawnImpactEffect(Owner, transform.position); //Spawns the ability's impact effect and impact sound.
StopGroundProjectile();
}
}
}
return SurfaceNormal;
}
/// <summary>
/// Handles the impact functionality, given the collision object is not this or another projectile.
/// </summary>
void OnTriggerEnter(Collider other)
{
if (((1 << other.gameObject.layer) & CurrentAbilityData.ColliderSettings.CollidableLayers) != 0 && other.gameObject != Owner && !IgnoredColliders.Contains(other)) Impact(other.gameObject);
}
/// <summary>
/// Handles all impact related functionality.
/// </summary>
void Impact(GameObject TargetHit)
{
m_Collider.enabled = false; //Disable the ability's collider so unintended collisions don't happen.
Initialized = false; //Disable initialization so the projectile stops operating.
CurrentAbilityData.ProjectileSettings.SpawnImpactEffect(Owner, transform.position); //Spawns the ability's impact effect and impact sound.
DamageTarget(TargetHit); //Damages the projectile's Target. If a LocationBasedDamageArea is detected, damage it. If not, damage the target's IDamageable component.
Invoke(nameof(ImpactDespawn), CurrentAbilityData.ColliderSettings.CollisionTimeout); //Despawn the projectile according to its CollisionTimeout. This gives the projectile extra time to finish before being despawned.
SetEffectsState(false); //Disables the specified effects by comparing the names from the EffectsToDisable list.
}
void StopGroundProjectile ()
{
m_Collider.enabled = false; //Disable the ability's collider so unintended collisions don't happen.
Initialized = false; //Disable initialization so the projectile stops operating.
m_AudioSource.Stop();
Invoke(nameof(ImpactDespawn), CurrentAbilityData.ColliderSettings.CollisionTimeout); //Despawn the projectile according to its CollisionTimeout. This gives the projectile extra time to finish before being despawned.
SetEffectsState(false); //Disables the specified effects by comparing the names from the EffectsToDisable list.
}
/// <summary>
/// Damages the projectile's Target. If a LocationBasedDamageArea is detected, damage it. If not, damage the target's IDamageable component.
/// </summary>
void DamageTarget(GameObject Target)
{
LocationBasedDamageArea m_LocationBasedDamageArea = Target.GetComponent<LocationBasedDamageArea>();
//Only damage layers that are in the AI's DetectionLayerMask or if the target has a LBD component on it.
if (!m_LocationBasedDamageArea && ((1 << Target.layer) & EmeraldComponent.DetectionComponent.DetectionLayerMask) == 0) return;
//Return if the target is teleporting.
if (m_LocationBasedDamageArea != null && m_LocationBasedDamageArea.EmeraldComponent.transform.localScale == Vector3.one * 0.003f || Target.transform.localScale == Vector3.one * 0.003f) return;
var m_ICombat = Target.GetComponentInParent<ICombat>();
//If stuns are enabled, roll for a stun
if (CurrentAbilityData.StunnedSettings.Enabled && CurrentAbilityData.StunnedSettings.RollForStun())
{
if (m_ICombat != null) m_ICombat.TriggerStun(CurrentAbilityData.StunnedSettings.StunLength);
}
//Only cause damage if it's enabled
if (!CurrentAbilityData.DamageSettings.Enabled) return;
if (m_LocationBasedDamageArea == null)
{
var m_IDamageable = Target.GetComponent<IDamageable>();
if (m_IDamageable != null)
{
bool IsCritHit = CurrentAbilityData.DamageSettings.GenerateCritHit();
m_IDamageable.Damage(CurrentAbilityData.DamageSettings.GenerateDamage(IsCritHit), Owner.transform, CurrentAbilityData.DamageSettings.BaseDamageSettings.RagdollForce, IsCritHit);
CurrentAbilityData.DamageSettings.DamageTargetOverTime(CurrentAbilityData, CurrentAbilityData.DamageSettings, Owner, Target);
m_AudioSource.Stop();
}
else
{
Debug.Log(Target.gameObject + " is missing IDamageable Component, apply one");
}
}
else if (m_LocationBasedDamageArea != null)
{
bool IsCritHit = CurrentAbilityData.DamageSettings.GenerateCritHit();
m_LocationBasedDamageArea.DamageArea(CurrentAbilityData.DamageSettings.GenerateDamage(IsCritHit), Owner.transform, CurrentAbilityData.DamageSettings.BaseDamageSettings.RagdollForce, IsCritHit);
CurrentAbilityData.DamageSettings.DamageTargetOverTime(CurrentAbilityData, CurrentAbilityData.DamageSettings, Owner, m_ICombat.TargetTransform().gameObject);
m_AudioSource.Stop();
}
}
/// <summary>
/// Sets the specified effects' state by comparing the names from the EffectsToDisable list.
/// </summary>
void SetEffectsState(bool State)
{
if (CurrentAbilityData.ProjectileSettings.EffectsToDisable.Count > 0)
{
for (int i = 0; i < m_ProjectileObjects.Count; i++)
{
for (int j = 0; j < CurrentAbilityData.ProjectileSettings.EffectsToDisable.Count; j++)
{
if (m_ProjectileObjects[i].EffectObject.name == CurrentAbilityData.ProjectileSettings.EffectsToDisable[j])
{
if (m_ProjectileObjects[i].EffectParticle != null) m_ProjectileObjects[i].EffectParticle.enabled = State;
else if (m_ProjectileObjects[i].EffectObject != null && m_ProjectileObjects[i].EffectObject != this.gameObject) m_ProjectileObjects[i].EffectObject.SetActive(State);
}
}
}
}
}
/// <summary>
/// Despawns the impact effect after the CollisionTimeout has been met.
/// </summary>
void ImpactDespawn()
{
EmeraldObjectPool.Despawn(gameObject);
}
}
}