CapersProject/Assets/02.Scripts/Character/Player/Combat/CombatAttacker.cs
Nam Tae Gun c9e2a6ab5d #27 SandMole, MiniSandMole 스파인 동기화 완료
+ 스파인 오브젝트에 커스텀 Material 추가 및 MaterialPropertyBlock 방식 추가
+ 개발자 키(F3) 전투플레이어 체력 회복 기능 추가
+ SandMole Spike 파티클 변경
+ 맵 이동할 때, 재시작할 때, 보스 체력 바 제거
2024-06-24 04:52:28 +09:00

290 lines
10 KiB
C#

using System.Collections;
using BlueWater.Audios;
using BlueWater.Interfaces;
using BlueWater.Utility;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
namespace BlueWater.Players.Combat
{
public class CombatAttacker : MonoBehaviour, IComboAttackable
{
// Variables
#region Variables
// Components
[SerializeField]
private Rigidbody _rigidbody;
[SerializeField]
private CapsuleCollider _capsuleCollider;
[SerializeField]
private AnimationController _animationController;
private IPhysicMovable _iPhysicMovable;
private IDashable _dashable;
private ISkillHandler _skillHandler;
private IStunnable _stunnable;
// ComboAttack
[field: SerializeField, Range(1, 21), Tooltip("한 번에 공격 가능한 개체 수")]
public int MaxHitCount { get; private set; } = 10;
[field: SerializeField]
public ComboAttack[] ComboAttacks { get; private set; } = new ComboAttack[2];
public bool IsAttackEnabled { get; private set; } = true;
public bool IsComboAttackPossible { get; private set; }
public bool IsComboAttacking { get; private set; }
private int _currentComboAttackCount;
public int CurrentComboAttackCount
{
get => _currentComboAttackCount;
set
{
_currentComboAttackCount = value;
_animationController.SetAnimationParameter("comboAttackCount", CurrentComboAttackCount);
}
}
public Collider[] HitColliders { get; private set; }
[field: SerializeField]
public LayerMask TargetLayer { get; private set; }
[field: SerializeField]
public LayerMask MouseClickLayer { get; private set; }
// Particles
[SerializeField]
private ParticleSystem _swordAttackParticle;
// Camera effects
[SerializeField]
private float _comboAttackHitStopDuration = 0.07f;
// Variables
private Coroutine _firstComboAttackCoroutine;
private Coroutine _secondComboAttackCoroutine;
#endregion
// Unity events
#region Unity events
private void Awake()
{
InitializeComponents();
}
private void Start()
{
HitColliders = new Collider[MaxHitCount];
}
#endregion
// Initialize
#region Initialize
[Button("컴포넌트 초기화")]
private void InitializeComponents()
{
_rigidbody = GetComponent<Rigidbody>();
_capsuleCollider = GetComponent<CapsuleCollider>();
_animationController = GetComponent<AnimationController>();
_iPhysicMovable = GetComponent<IPhysicMovable>();
_dashable = GetComponent<IDashable>();
_skillHandler = GetComponent<ISkillHandler>();
_stunnable = GetComponent<IStunnable>();
}
#endregion
// Methods
#region Methods
public bool CanAttack()
{
if (!IsAttackEnabled || CurrentComboAttackCount == 2) return false;
var isActivatingSkill = _skillHandler?.IsActivatingSkill ?? false;
var isStunned = _stunnable?.IsStunned ?? false;
if (isActivatingSkill || isStunned) return false;
var isDashing = _dashable?.IsDashing ?? false;
if (isDashing)
{
_dashable.EndDash();
}
return true;
}
public void Attack(bool usedMouseAttack)
{
if (!CanAttack()) return;
if (CurrentComboAttackCount == 1 && IsComboAttackPossible)
{
IsComboAttacking = true;
if (usedMouseAttack)
{
UseMouseAttack();
}
return;
}
if (usedMouseAttack)
{
UseMouseAttack();
}
Utils.StartUniqueCoroutine(this, ref _firstComboAttackCoroutine, FirstComboAttackCoroutine());
}
private void UseMouseAttack()
{
var mousePos = Mouse.current.position.ReadValue();
var ray = CombatCameraManager.Instance.MainCamera.ScreenPointToRay(mousePos);
if (!Physics.Raycast(ray, out var hit, float.MaxValue, MouseClickLayer))
{
EndAttack();
return;
}
var attackDirection = (hit.point - _rigidbody.position).normalized;
attackDirection.y = 0f;
_iPhysicMovable.SetCurrentDirection(attackDirection);
}
private IEnumerator FirstComboAttackCoroutine()
{
CurrentComboAttackCount = 1;
var animationStarted = false;
yield return StartCoroutine(_animationController.WaitForAnimationToRun("ComboAttack1",
success => animationStarted = success));
if (!animationStarted)
{
EndAttack();
yield break;
}
_animationController.SetCurrentAnimationSpeed(ComboAttacks[CurrentComboAttackCount - 1].Speed);
AudioManager.Instance.PlaySfx("FirstComboAttack");
IsComboAttackPossible = true;
var doDamage = false;
while (_animationController.IsComparingCurrentAnimation("ComboAttack1") &&
_animationController.GetCurrentAnimationNormalizedTime() < 1f)
{
if (!doDamage && _animationController.GetCurrentAnimationNormalizedTime() >= 0.28f)
{
var moveSpeed = ComboAttacks[CurrentComboAttackCount - 1].MovePower;
var finalVelocity = _iPhysicMovable.CurrentDirection * moveSpeed;
_rigidbody.MovePosition(transform.position + finalVelocity * moveSpeed * Time.deltaTime);
doDamage = true;
DoDamage(CurrentComboAttackCount, _iPhysicMovable.CurrentDirection);
}
yield return new WaitForFixedUpdate();
}
if (IsComboAttacking)
{
Utils.StartUniqueCoroutine(this, ref _secondComboAttackCoroutine, SecondComboAttackCoroutine());
}
else
{
EndAttack();
}
}
private IEnumerator SecondComboAttackCoroutine()
{
_animationController.ResetAnimationSpeed();
IsComboAttackPossible = false;
CurrentComboAttackCount = 2;
var animationStarted = false;
yield return StartCoroutine(_animationController.WaitForAnimationToRun("ComboAttack2",
success => animationStarted = success));
if (!animationStarted)
{
EndAttack();
yield break;
}
_animationController.SetCurrentAnimationSpeed(ComboAttacks[CurrentComboAttackCount - 1].Speed);
AudioManager.Instance.PlaySfx("SecondComboAttack");
var doDamage = false;
while (_animationController.IsComparingCurrentAnimation("ComboAttack2") &&
_animationController.GetCurrentAnimationNormalizedTime() < 1f)
{
if (!doDamage && _animationController.GetCurrentAnimationNormalizedTime() >= 0.3f)
{
var moveSpeed = ComboAttacks[CurrentComboAttackCount - 1].MovePower;
var finalVelocity = _iPhysicMovable.CurrentDirection * moveSpeed;
_rigidbody.MovePosition(transform.position + finalVelocity * moveSpeed * Time.deltaTime);
doDamage = true;
DoDamage(CurrentComboAttackCount, _iPhysicMovable.CurrentDirection);
}
yield return new WaitForFixedUpdate();
}
EndAttack();
}
private void DoDamage(int comboAttackCount, Vector3 attackDirection)
{
var hitCount = Physics.OverlapSphereNonAlloc(transform.position, ComboAttacks[comboAttackCount - 1].Range, HitColliders,
TargetLayer, QueryTriggerInteraction.Collide);
for (var i = 0; i < hitCount; i++)
{
var hitCollider = HitColliders[i];
var targetDirection = (hitCollider.transform.position - transform.position).normalized;
var angleBetween = Vector3.Angle(attackDirection, targetDirection);
if (angleBetween >= ComboAttacks[comboAttackCount - 1].Angle * 0.5f) continue;
var iDamageable = hitCollider.transform.GetComponentInParent<IDamageable>();
if (iDamageable != null)
{
iDamageable.TakeDamage(ComboAttacks[comboAttackCount - 1].Damage);
// TODO : Collider에 따라 잘 안보이는 경우가 있음
var spawnPosition = _capsuleCollider.bounds.center + targetDirection * 1.5f;
//var closestPoint = hitCollider.ClosestPoint(_capsuleCollider.bounds.center);
//var spawnPosition = closestPoint + Random.insideUnitSphere * 0.2f;
Instantiate(_swordAttackParticle, spawnPosition, Quaternion.identity);
}
if (comboAttackCount == 2)
{
VisualFeedbackManager.Instance.TriggerHitStop(_comboAttackHitStopDuration);
}
}
}
public void EndAttack()
{
Utils.EndUniqueCoroutine(this, ref _firstComboAttackCoroutine);
Utils.EndUniqueCoroutine(this, ref _secondComboAttackCoroutine);
CurrentComboAttackCount = 0;
IsComboAttacking = false;
IsComboAttackPossible = false;
_animationController.ResetAnimationSpeed();
}
#endregion
}
}