OldBlueWater/BlueWater/Assets/02.Scripts/NewSkill/Rhinoceros/BoolCharge.cs

158 lines
6.3 KiB
C#

using System;
using System.Collections;
using BlueWaterProject;
using Sirenix.OdinInspector;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace RhinocerosSkill
{
public class BoolCharge : BaseSkill
{
[Title("추가 옵션")]
[SerializeField] private bool isDrawingGizmo = true;
[SerializeField] private float width = 3f;
[SerializeField] private float rushSpeed = 15f;
[SerializeField] private float rushOffset = 3f;
private RaycastHit[] hits;
private bool isUsingSkill;
private void OnDrawGizmos()
{
if (!isDrawingGizmo || !isUsingSkill) return;
if (SkillInputData.PlayerCollider is CapsuleCollider capsuleCollider)
{
var capsuleRadius = capsuleCollider.radius;
var point1 = SkillInputData.PlayerRb.position + Vector3.up * capsuleRadius;
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(point1, capsuleRadius);
}
}
protected override void BasicSetting()
{
base.BasicSetting();
hits = new RaycastHit[5];
}
public override void ActivateSkill(params Action[] actions)
{
enableSkill = false;
StartCoroutine(SkillCoroutine(actions));
}
private IEnumerator SkillCoroutine(params Action[] actions)
{
var iAnimationStateController = SkillInputData.IAnimationStateController;
iAnimationStateController.SetAnimationParameter(RhinocerosAnimationParameter.SKILL_INDEX, 0);
var animationStarted = false;
yield return StartCoroutine(iAnimationStateController.WaitForAnimationToRun(RhinocerosAnimationName.BULL_CHARGE,
success => animationStarted = success));
if (!animationStarted)
{
EndSkill(0, actions[0]);
yield break;
}
iAnimationStateController.ResetAnimationSpeed();
isUsingSkill = true;
var isAttacked = false;
var startPosition = SkillInputData.PlayerRb.position;
var vectorToTarget = SkillInputData.TargetCollider.transform.position - startPosition;
vectorToTarget.y = 0f;
var targetDirection = vectorToTarget.normalized;
var targetDistance = vectorToTarget.magnitude + rushOffset;
//var endPosition = startPosition + targetDirection * targetDistance;
transform.position = startPosition + Vector3.up * 3f;
transform.localScale = new Vector3(width, 6f, targetDistance * 2);
var angle = Mathf.Atan2(targetDirection.x, targetDirection.z) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0, angle, 0);
actions[1].Invoke();
ShowIndicator();
var elapsedTime = 0f;
var fill = 1 / SkillData.CastingTime;
while (elapsedTime < SkillData.CastingTime)
{
elapsedTime += Time.deltaTime;
if (isUsingIndicator && indicator)
{
var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * fill;
indicator.material.SetFloat(FillHash, fillValue);
}
yield return null;
}
HideIndicator();
var timeToReachTarget = targetDistance / rushSpeed;
var capsuleCollider = (CapsuleCollider)SkillInputData.PlayerCollider;
var capsuleRadius = capsuleCollider.radius;
elapsedTime = 0f;
while (elapsedTime <= timeToReachTarget)
{
elapsedTime += Time.deltaTime;
SkillInputData.PlayerRb.velocity = targetDirection * rushSpeed;
var playerPosition = SkillInputData.PlayerRb.position;
var point1 = playerPosition + Vector3.up * capsuleRadius;
var point2 = playerPosition + Vector3.up * (capsuleCollider.height - capsuleRadius);
var hitCount = Physics.CapsuleCastNonAlloc(point1, point2, capsuleRadius, targetDirection, hits,
0f, SkillInputData.TargetLayer, QueryTriggerInteraction.Ignore);
for (var i = 0; i < hitCount; i++)
{
if (!isAttacked)
{
var iDamageable = hits[i].transform.GetComponent<IDamageable>();
iDamageable?.TakeDamage(SkillData.Damage);
isAttacked = true;
var combatStatus = hits[i].transform.GetComponent<CombatStatus>();
if (combatStatus != null)
{
var targetToVector = hits[i].transform.position - SkillInputData.Transform.position;
targetToVector.y = 0f;
var hitDirection = targetToVector.normalized;
var cross = Vector3.Cross(hitDirection, transform.forward);
var addForceDirection = cross.y >= 0f
? Quaternion.Euler(0, -90, 0) * transform.forward
: Quaternion.Euler(0, 90, 0) * transform.forward;
combatStatus.Stun(0.05f);
combatStatus.GetComponent<Rigidbody>().AddForce(addForceDirection * 30f, ForceMode.Impulse);
}
}
}
yield return null;
}
SkillInputData.PlayerRb.velocity = Vector3.zero;
EndSkill(SkillData.Cooldown, actions[0]);
}
private void EndSkill(float cooldown, Action action)
{
isUsingSkill = false;
SkillInputData.IAnimationStateController.SetAnimationParameter(RhinocerosAnimationParameter.SKILL_INDEX, -1);
StartCoroutine(Utils.CoolDown(cooldown, () => enableSkill = true));
action?.Invoke();
}
}
}