Files
EmeraidAI/Runtime/Scripts/Profiles and Objects/Ability Objects/Ability Object Scripts/General Projectile/GeneralProjectile.cs
2025-07-20 10:01:29 +08:00

379 lines
18 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using EmeraldAI.Utility;
using System.Linq;
using UnityEngine.Audio;
namespace EmeraldAI
{
[RequireComponent(typeof(AudioSource))]
[RequireComponent(typeof(Rigidbody))]
public class GeneralProjectile : MonoBehaviour, IAvoidable
{
#region Variables
GeneralProjectileAbility CurrentAbilityData;
EmeraldSystem EmeraldComponent;
Transform CurrentTarget;
public Transform AbilityTarget { get => CurrentTarget; set => CurrentTarget = value; }
Vector3 InitialTargetPosition;
ICombat StartingICombat;
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;
bool MinHomingDistMet;
float TargetAngle;
[SerializeField]
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, GeneralProjectileAbility abilityData)
{
StartCoroutine(InitializeInternal(owner, currentTarget, abilityData));
}
IEnumerator InitializeInternal (GameObject owner, Transform currentTarget, GeneralProjectileAbility abilityData)
{
Owner = owner;
CurrentTarget = currentTarget;
if (CurrentTarget != null)
{
StartingICombat = CurrentTarget.GetComponent<ICombat>();
InitialTargetPosition = StartingICombat.DamagePosition();
}
EmeraldComponent = Owner.GetComponent<EmeraldSystem>();
CurrentAbilityData = abilityData;
m_Collider.enabled = false; //Don't enable colliders until after they have launched
GetLBDColliders(); //Get a reference to the Owner's LBD component so internal colliders can be ignored.
if (m_SphereCollider != null)
{
m_SphereCollider.radius = CurrentAbilityData.ColliderSettings.ColliderRadius;
m_SphereCollider.center = Vector3.forward * CurrentAbilityData.ColliderSettings.ZOffet;
}
gameObject.layer = CurrentAbilityData.ColliderSettings.ProjectileLayer;
Initialized = false;
MinHomingDistMet = false;
HomingTimer = 0;
if (CurrentAbilityData.ProjectileSettings.EffectsToDisable.Count > 0) SetEffectsState(true); //Enable the specified effects by comparing the names from the EffectsToDisable list.
InitializeProjectile(); //Intialize the projectile's settings.
yield return new WaitForSeconds(CurrentAbilityData.ProjectileSettings.LaunchProjectileDelay);
StartTime = Time.time;
m_Collider.enabled = true; //Enable the collider now this is has launched
if (CurrentAbilityData.ProjectileSettings.TravelSound != null) m_AudioSource.PlayOneShot(CurrentAbilityData.ProjectileSettings.TravelSound);
CurrentAbilityData.ProjectileSettings.SpawnLaunchProjectileEffect(Owner, transform.position);
Initialized = true;
}
void GetLBDColliders()
{
//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);
}
}
}
void InitializeProjectile ()
{
if (CurrentAbilityData.SpreadSettings.Enabled && CurrentAbilityData.SpreadSettings.SpreadType == EmeraldAI.AbilityData.SpreadTypes.HorizontalRadius)
transform.position += transform.forward * CurrentAbilityData.SpreadSettings.SpawnDistance;
TargetAngle = EmeraldCombatManager.TransformAngle(EmeraldComponent, CurrentTarget);
if (TargetAngle < (CurrentAbilityData.GeneralProjectileSettings.ProjectileMaxLaunchAngle / 2f))
{
if (!CurrentAbilityData.SpreadSettings.Enabled)
{
transform.LookAt(InitialTargetPosition);
}
}
else
{
transform.LookAt(transform.position + Owner.transform.forward);
}
CurrentAbilityData.ProjectileSettings.SpawnEffect(Owner, 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.
MoveProjectile(); //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 ()
{
if (!Initialized) return;
float TimeAlive = Time.time - StartTime;
if (TimeAlive > CurrentAbilityData.ProjectileSettings.ProjectileTimeoutSeconds && m_Collider.enabled)
{
CurrentAbilityData.ProjectileSettings.SpawnImpactEffect(Owner, transform.position);
this.enabled = false;
EmeraldObjectPool.Despawn(gameObject);
}
}
/// <summary>
/// Move the projectile towards its current target, but only if the ability is initialized.
/// </summary>
void MoveProjectile ()
{
if (Initialized)
{
var step = CurrentAbilityData.GeneralProjectileSettings.ProjectileSpeed * Time.deltaTime;
if (CurrentTarget != null)
{
float DistFromTarget = (Vector3.Distance(transform.position, StartingICombat.DamagePosition()));
if (!MinHomingDistMet && DistFromTarget < CurrentAbilityData.HomingSettings.MinimumHomingDistance) MinHomingDistMet = true;
if (CurrentAbilityData.HomingSettings.Enabled && HomingTimer < CurrentAbilityData.HomingSettings.HomingSeconds && !MinHomingDistMet && CurrentTarget.transform.localScale != Vector3.one * 0.003f && TargetAngle < (CurrentAbilityData.GeneralProjectileSettings.ProjectileMaxLaunchAngle / 2f))
{
Vector3 ForwardMovement = Vector3.MoveTowards(transform.position, transform.position + transform.forward, step);
transform.position = ForwardMovement;
float DistFormOwner = Vector3.Distance(Owner.transform.position, transform.position);
if (DistFormOwner > 1f || DistFromTarget < 1)
{
HomingTimer += Time.deltaTime;
RotateTowardsTarget();
}
}
else
{
transform.position = Vector3.MoveTowards(transform.position, transform.position + transform.forward, step);
}
}
else
{
transform.position = Vector3.MoveTowards(transform.position, transform.position + transform.forward, step);
}
}
}
/// <summary>
/// Rotate towards the projectile's Current Target's position.
/// </summary>
void RotateTowardsTarget ()
{
//Determine which direction to rotate towards
Vector3 targetDirection = StartingICombat.DamagePosition() - transform.position;
//Vector3 targetDirection = CurrentTarget.position - transform.position;
//The step size is equal to speed times frame time.
float singleStep = Time.deltaTime * CurrentAbilityData.HomingSettings.HomingSpeed;
//Rotate the forward vector towards the target direction by one step
Vector3 newDirection = Vector3.RotateTowards(transform.forward, targetDirection, singleStep, 0.0f);
//Calculate a rotation a step closer to the target and applies rotation to this object
transform.rotation = Quaternion.LookRotation(newDirection);
}
/// <summary>
/// Handles the impact functionality, given the collision object is not this or another projectile.
/// </summary>
void OnTriggerEnter(Collider other)
{
if (!this.enabled) return; //Only allow trigger collisions to work if the script is active
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.
Invoke(nameof(ImpactDespawn), CurrentAbilityData.ColliderSettings.CollisionTimeout); //Despawn the projectile according to its CollisionTimeout. This gives the projectile extra time to finish before being despawned.
DamageTarget(TargetHit); //Damages the projectile's Target. If a LocationBasedDamageArea is detected, damage it. If not, damage the target's IDamageable component.
if (CurrentAbilityData.ProjectileSettings.EffectsToDisable.Count > 0)
{
if (!CurrentAbilityData.GeneralProjectileSettings.AttachToTarget) SetEffectsState(false); //Disables the specified effects by comparing the names from the EffectsToDisable list.
else if (TargetHit.activeSelf) StartCoroutine(SetEffectsStateDelay(false)); //Disables the specified effects by comparing the names from the EffectsToDisable list (with delay).
}
}
/// <summary>
/// Delay the SetEffectsState call.
/// </summary>
IEnumerator SetEffectsStateDelay (bool State)
{
if (!State) yield return new WaitForSeconds(1);
SetEffectsState(State);
}
void OnDisable ()
{
StopAllCoroutines();
}
/// <summary>
/// Sets the specified effects' state by comparing the names from the EffectsToDisable list.
/// </summary>
void SetEffectsState (bool State)
{
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>
/// 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();
}
if (CurrentAbilityData.GeneralProjectileSettings.AttachToTarget)
{
AttachToCollider(Target.transform);
}
}
/// <summary>
/// Attaches the projectile to the passed collider.
/// </summary>
void AttachToCollider(Transform Target)
{
transform.SetParent(Target);
}
/// <summary>
/// Despawns the impact effect after the CollisionTimeout has been met.
/// </summary>
void ImpactDespawn ()
{
this.enabled = false; //Disable the script so it doesn't interfere with other objects that may use the same object through Object Pooling
EmeraldObjectPool.Despawn(gameObject);
}
}
}