268 lines
12 KiB
C#
268 lines
12 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using EmeraldAI.Utility;
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using System.Linq;
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using UnityEngine.Audio;
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namespace EmeraldAI
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{
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[RequireComponent(typeof(AudioSource))]
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public class BulletProjectile : MonoBehaviour, IAvoidable
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{
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#region Variables
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BulletProjectileAbility CurrentAbilityData;
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EmeraldSystem EmeraldComponent;
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Transform CurrentTarget;
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public Transform AbilityTarget { get => CurrentTarget; set => CurrentTarget = value; }
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Vector3 InitialTargetPosition;
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ICombat StartingICombat;
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AudioSource m_AudioSource;
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GameObject m_SoundEffect;
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GameObject Owner;
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List<Collider> IgnoredColliders = new List<Collider>();
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float StartTime;
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bool Initialized;
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float TargetAngle;
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#endregion
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/// <summary>
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/// Used to initialize the needed components and settings the first time the projectile is used.
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/// </summary>
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void Awake()
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{
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m_AudioSource = GetComponent<AudioSource>();
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m_AudioSource.loop = true;
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m_AudioSource.rolloffMode = AudioRolloffMode.Linear;
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m_AudioSource.spatialBlend = 1;
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m_AudioSource.maxDistance = 20;
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m_SoundEffect = Resources.Load("Emerald Sound") as GameObject;
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}
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/// <summary>
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/// Initialize the projectile with the passed information.
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/// </summary>
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/// <param name="owner">The owner of this projectile.</param>
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/// <param name="currentTarget">The current target for this projectile.</param>
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/// <param name="abilityData">The current ability data for this projectile.</param>
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public void Initialize (GameObject owner, Transform currentTarget, BulletProjectileAbility abilityData)
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{
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Owner = owner;
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CurrentTarget = currentTarget;
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if (CurrentTarget != null)
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{
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StartingICombat = CurrentTarget.GetComponent<ICombat>();
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InitialTargetPosition = StartingICombat.DamagePosition();
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}
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EmeraldComponent = Owner.GetComponent<EmeraldSystem>();
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CurrentAbilityData = abilityData;
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GetLBDColliders(); //Get a reference to the Owner's LBD component so internal colliders can be ignored.
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Initialized = false;
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InitializeProjectile(); //Intialize the projectile's settings.
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StartTime = Time.time;
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}
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void GetLBDColliders()
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{
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//Get a reference to the Owner's LBD component so internal colliders can be ignored.
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LocationBasedDamage LBDComponent = Owner.GetComponent<LocationBasedDamage>();
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if (LBDComponent)
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{
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IgnoredColliders.Clear();
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for (int i = 0; i < LBDComponent.ColliderList.Count; i++)
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{
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IgnoredColliders.Add(LBDComponent.ColliderList[i].ColliderObject);
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}
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}
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}
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void InitializeProjectile ()
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{
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if (EmeraldComponent.CombatComponent.TargetAngle < EmeraldComponent.MovementComponent.CombatAngleToTurn) transform.LookAt(InitialTargetPosition);
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Initialized = true;
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StartCoroutine(MoveProjectile());
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}
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IEnumerator MoveProjectile()
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{
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bool Collided = false;
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float CollisionCheckTimer = 0;
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Vector3 EndPosition = Vector3.zero;
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Vector3 Accuracy = new Vector3(Random.Range(-CurrentAbilityData.BulletProjectileSettings.BulletSpreadX, CurrentAbilityData.BulletProjectileSettings.BulletSpreadX) * 0.001f,
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Random.Range(-CurrentAbilityData.BulletProjectileSettings.BulletSpreadY, CurrentAbilityData.BulletProjectileSettings.BulletSpreadY) * 0.001f, 0);
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while (!Collided)
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{
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var step = CurrentAbilityData.BulletProjectileSettings.BulletSpeed * Time.deltaTime;
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transform.position = Vector3.MoveTowards(transform.position, transform.position + transform.forward + Accuracy, step);
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CollisionCheckTimer += Time.deltaTime;
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//Only check for collisions every tick according to CollisionCheckSpeed.
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if (CollisionCheckTimer >= CurrentAbilityData.BulletProjectileSettings.CollisionCheckSpeed)
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{
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//In order to have reliable collisions for fast moving bullets, a raycast needs to be cast continiously while it travels towards its target.
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//It has a forward offset of 0.65 units, which allows for reliable collision detection.
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RaycastHit hit;
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//Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 0.5f);
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if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, 0.65f, ~CurrentAbilityData.BulletProjectileSettings.IgnoreLayers))
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{
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//When the raycast hits something, call the impact function to check to see if the collider can take damage. Store the end hit.point to be used below.
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if (hit.collider != null)
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{
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EndPosition = hit.point + (transform.TransformDirection(Vector3.forward) * 0.1f);
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Impact(hit.collider.gameObject, hit.point, hit.normal);
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Collided = true;
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}
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}
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CollisionCheckTimer = 0;
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}
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yield return null;
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}
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Vector3 StartingPosition = transform.position;
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float t = 0;
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bool Complete = false;
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while (!Complete)
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{
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//Since the raycast is stopped 0.5 units in front of the hit collider, finish up the rest of the distance
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//for the bullet to allow the bullet trail to reach the impact position.
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float Distance = Vector3.Distance(transform.position, EndPosition);
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t += Time.deltaTime * CurrentAbilityData.BulletProjectileSettings.BulletSpeed;
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transform.position = Vector3.Lerp(StartingPosition, EndPosition, t);
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if (Distance <= 0)
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{
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Complete = true;
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}
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yield return null;
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}
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}
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/// <summary>
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/// Used to move and track the time since the projectile has been spawned.
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/// </summary>
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void Update()
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{
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ProjectileTimeout(); //Track the time since the projectile has been active.
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}
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/// <summary>
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/// Track the time since the projectile has been active. Once the time ProjectileTimeoutSeconds
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/// has been met, despawn the projectile and spawn an impact effect from its current position.
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/// </summary>
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void ProjectileTimeout ()
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{
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if (!Initialized) return;
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float TimeAlive = Time.time - StartTime;
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if (TimeAlive > CurrentAbilityData.BulletProjectileSettings.BulletObjectTimeout)
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{
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this.enabled = false;
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EmeraldObjectPool.Despawn(gameObject);
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}
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}
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/// <summary>
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/// Handles all impact related functionality.
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/// </summary>
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void Impact (GameObject TargetHit, Vector3 HitPosition, Vector3 HitNormal)
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{
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if (!this.enabled) return; //Only allow trigger collisions to work if the script is active
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Initialized = false; //Disable initialization so the projectile stops operating.
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BulletImpact(TargetHit, HitPosition, HitNormal);
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DamageTarget(TargetHit); //Damages the projectile's Target. If a LocationBasedDamageArea is detected, damage it. If not, damage the target's IDamageable component.
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Invoke(nameof(ImpactDespawn), CurrentAbilityData.BulletProjectileSettings.BulletCollisionTimeout);
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}
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void BulletImpact (GameObject TargetHit, Vector3 HitPosition, Vector3 HitNormal)
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{
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if (CurrentAbilityData.BulletProjectileSettings.BulletImpactData.Count == 0)
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{
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CurrentAbilityData.BulletProjectileSettings.SpawnDefaultBulletImpact(TargetHit, HitPosition, HitNormal);
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return;
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}
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for (int i = 0; i < CurrentAbilityData.BulletProjectileSettings.BulletImpactData.Count; i++)
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{
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if (TargetHit.CompareTag(CurrentAbilityData.BulletProjectileSettings.BulletImpactData[i].SurfaceTag))
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{
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CurrentAbilityData.BulletProjectileSettings.SpawnBulletImpact(TargetHit, CurrentAbilityData.BulletProjectileSettings.BulletImpactData[i], HitPosition, HitNormal);
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return;
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}
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}
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CurrentAbilityData.BulletProjectileSettings.SpawnDefaultBulletImpact(TargetHit, HitPosition, HitNormal);
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}
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void OnDisable ()
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{
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StopAllCoroutines();
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}
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/// <summary>
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/// Damages the projectile's Target. If a LocationBasedDamageArea is detected, damage it. If not, damage the target's IDamageable component.
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/// </summary>
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void DamageTarget(GameObject Target)
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{
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LocationBasedDamageArea m_LocationBasedDamageArea = Target.GetComponent<LocationBasedDamageArea>();
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//Only damage layers that are in the AI's DetectionLayerMask or if the target has a LBD component on it.
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if (!m_LocationBasedDamageArea && ((1 << Target.layer) & EmeraldComponent.DetectionComponent.DetectionLayerMask) == 0) return;
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//Return if the target is teleporting.
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if (m_LocationBasedDamageArea != null && m_LocationBasedDamageArea.EmeraldComponent.transform.localScale == Vector3.one * 0.003f || Target.transform.localScale == Vector3.one * 0.003f) return;
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var m_ICombat = Target.GetComponentInParent<ICombat>();
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//If stuns are enabled, roll for a stun
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if (CurrentAbilityData.StunnedSettings.Enabled && CurrentAbilityData.StunnedSettings.RollForStun())
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{
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if (m_ICombat != null) m_ICombat.TriggerStun(CurrentAbilityData.StunnedSettings.StunLength);
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}
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//Only cause damage if it's enabled
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if (!CurrentAbilityData.DamageSettings.Enabled) return;
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if (m_LocationBasedDamageArea == null)
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{
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var m_IDamageable = Target.GetComponent<IDamageable>();
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if (m_IDamageable != null)
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{
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bool IsCritHit = CurrentAbilityData.DamageSettings.GenerateCritHit();
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m_IDamageable.Damage(CurrentAbilityData.DamageSettings.GenerateDamage(IsCritHit), Owner.transform, CurrentAbilityData.DamageSettings.BaseDamageSettings.RagdollForce, IsCritHit);
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CurrentAbilityData.DamageSettings.DamageTargetOverTime(CurrentAbilityData, CurrentAbilityData.DamageSettings, Owner, Target);
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m_AudioSource.Stop();
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}
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else
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{
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Debug.Log(Target.gameObject + " is missing IDamageable Component, apply one");
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}
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}
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else if (m_LocationBasedDamageArea != null)
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{
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bool IsCritHit = CurrentAbilityData.DamageSettings.GenerateCritHit();
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m_LocationBasedDamageArea.DamageArea(CurrentAbilityData.DamageSettings.GenerateDamage(IsCritHit), Owner.transform, CurrentAbilityData.DamageSettings.BaseDamageSettings.RagdollForce, IsCritHit);
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CurrentAbilityData.DamageSettings.DamageTargetOverTime(CurrentAbilityData, CurrentAbilityData.DamageSettings, Owner, m_ICombat.TargetTransform().gameObject);
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m_AudioSource.Stop();
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}
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}
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/// <summary>
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/// Despawns the impact effect after the CollisionTimeout has been met.
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/// </summary>
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void ImpactDespawn ()
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{
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this.enabled = false; //Disable the script so it doesn't interfere with other objects that may use the same object through Object Pooling
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EmeraldObjectPool.Despawn(gameObject);
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}
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}
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} |