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MovementMultiplier: 0
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PreventHorizontalMovementWhileInUse: 0
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SetForceWhileInUse: 0
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ForceWhileInUse: {x: 0, y: 0}
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Animators: []
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EquippedAnimationParameter:
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IdleAnimationParameter:
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StartAnimationParameter:
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DelayBeforeUseAnimationParameter:
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SingleUseAnimationParameter:
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UseAnimationParameter:
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DelayBetweenUsesAnimationParameter:
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StopAnimationParameter:
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ReloadStartAnimationParameter:
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ReloadAnimationParameter:
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ReloadStopAnimationParameter:
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WeaponAngleAnimationParameter:
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WeaponAngleRelativeAnimationParameter:
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KnockbackForce: {x: 10, y: 2}
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@ -0,0 +1,18 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PawFireWeapon : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
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void Update()
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{
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}
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}
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@ -0,0 +1,337 @@
|
||||
using MoreMountains.Tools;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MoreMountains.CorgiEngine
|
||||
{
|
||||
[AddComponentMenu("Corgi Engine/Weapons/Melee Weapon")]
|
||||
public class PawWeapon : Weapon
|
||||
{
|
||||
/// the possible shapes for the melee weapon's damage area
|
||||
public enum MeleeDamageAreaShapes { Rectangle, Circle }
|
||||
|
||||
[MMInspectorGroup("Damage Area", true, 65)]
|
||||
|
||||
[SerializeField]private int forceMultiplayer = 50;
|
||||
|
||||
/// the shape of the damage area (rectangle or circle)
|
||||
[Tooltip("the shape of the damage area (rectangle or circle)")]
|
||||
public MeleeDamageAreaShapes DamageAreaShape = MeleeDamageAreaShapes.Rectangle;
|
||||
/// the size of the damage area
|
||||
[Tooltip("the size of the damage area")]
|
||||
public Vector2 AreaSize = new Vector2(1, 1);
|
||||
/// the offset to apply to the damage area (from the weapon's attachment position
|
||||
[Tooltip("the offset to apply to the damage area (from the weapon's attachment position")]
|
||||
public Vector2 AreaOffset = new Vector2(1, 0);
|
||||
|
||||
[MMInspectorGroup("Melee Damage Area Timing", true, 70)]
|
||||
|
||||
/// the initial delay to apply before triggering the damage area
|
||||
[Tooltip("the initial delay to apply before triggering the damage area")]
|
||||
public float InitialDelay = 0f;
|
||||
/// the duration during which the damage area is active
|
||||
[Tooltip("the duration during which the damage area is active")]
|
||||
public float ActiveDuration = 1f;
|
||||
|
||||
[MMInspectorGroup("Melee Damage Caused", true, 75)]
|
||||
|
||||
/// the layers that will be damaged by this object
|
||||
[Tooltip("the layers that will be damaged by this object")]
|
||||
public LayerMask TargetLayerMask;
|
||||
/// The amount of health to remove from the player's health
|
||||
[Tooltip("The amount of health to remove from the player's health")]
|
||||
public int DamageCaused = 10;
|
||||
/// the kind of knockback to apply
|
||||
[Tooltip("the kind of knockback to apply")]
|
||||
public DamageOnTouch.KnockbackStyles Knockback;
|
||||
/// The force to apply to the object that gets damaged
|
||||
[Tooltip("The force to apply to the object that gets damaged")]
|
||||
public Vector2 KnockbackForce = new Vector2(10, 2);
|
||||
/// The duration of the invincibility frames after the hit (in seconds)
|
||||
[Tooltip("The duration of the invincibility frames after the hit (in seconds)")]
|
||||
public float InvincibilityDuration = 0.5f;
|
||||
|
||||
[SerializeField]
|
||||
private WeaponLaserSight laser;
|
||||
|
||||
protected Collider2D _damageAreaCollider;
|
||||
protected bool _attackInProgress = false;
|
||||
|
||||
protected Color _gizmosColor;
|
||||
protected Vector3 _gizmoSize;
|
||||
|
||||
protected CircleCollider2D _circleCollider2D;
|
||||
protected BoxCollider2D _boxCollider2D;
|
||||
protected Vector3 _gizmoOffset;
|
||||
protected DamageOnTouch _damageOnTouch;
|
||||
protected GameObject _damageArea;
|
||||
|
||||
protected bool _hitEventSent = false;
|
||||
protected bool _hitDamageableEventSent = false;
|
||||
protected bool _hitNonDamageableEventSent = false;
|
||||
protected bool _killEventSent = false;
|
||||
|
||||
/// <summary>
|
||||
/// Initialization
|
||||
/// </summary>
|
||||
public override void Initialization()
|
||||
{
|
||||
base.Initialization();
|
||||
if (_damageArea == null)
|
||||
{
|
||||
CreateDamageArea();
|
||||
DisableDamageArea();
|
||||
RegisterEvents();
|
||||
}
|
||||
_damageOnTouch.Owner = Owner.gameObject;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates the damage area.
|
||||
/// </summary>
|
||||
protected virtual void CreateDamageArea()
|
||||
{
|
||||
_damageArea = new GameObject();
|
||||
_damageArea.name = this.name + "DamageArea";
|
||||
_damageArea.transform.position = this.transform.position;
|
||||
_damageArea.transform.rotation = this.transform.rotation;
|
||||
_damageArea.transform.SetParent(this.transform);
|
||||
|
||||
if (DamageAreaShape == MeleeDamageAreaShapes.Rectangle)
|
||||
{
|
||||
_boxCollider2D = _damageArea.AddComponent<BoxCollider2D>();
|
||||
_boxCollider2D.offset = AreaOffset;
|
||||
_boxCollider2D.size = AreaSize;
|
||||
_damageAreaCollider = _boxCollider2D;
|
||||
}
|
||||
if (DamageAreaShape == MeleeDamageAreaShapes.Circle)
|
||||
{
|
||||
_circleCollider2D = _damageArea.AddComponent<CircleCollider2D>();
|
||||
_circleCollider2D.transform.position = this.transform.position + this.transform.rotation * AreaOffset;
|
||||
_circleCollider2D.radius = AreaSize.x / 2;
|
||||
_damageAreaCollider = _circleCollider2D;
|
||||
}
|
||||
_damageAreaCollider.isTrigger = true;
|
||||
|
||||
Rigidbody2D rigidBody = _damageArea.AddComponent<Rigidbody2D>();
|
||||
rigidBody.isKinematic = true;
|
||||
|
||||
_damageOnTouch = _damageArea.AddComponent<DamageOnTouch>();
|
||||
_damageOnTouch.TargetLayerMask = TargetLayerMask;
|
||||
_damageOnTouch.DamageCaused = DamageCaused;
|
||||
_damageOnTouch.DamageCausedKnockbackType = Knockback;
|
||||
_damageOnTouch.DamageCausedKnockbackForce = KnockbackForce;
|
||||
_damageOnTouch.InvincibilityDuration = InvincibilityDuration;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When the weapon is used, we trigger our attack routine
|
||||
/// </summary>
|
||||
protected override void WeaponUse()
|
||||
{
|
||||
base.WeaponUse();
|
||||
StartCoroutine(MeleeWeaponAttack());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Triggers an attack, turning the damage area on and then off
|
||||
/// </summary>
|
||||
/// <returns>The weapon attack.</returns>
|
||||
protected virtual IEnumerator MeleeWeaponAttack()
|
||||
{
|
||||
if (_attackInProgress) { yield break; }
|
||||
|
||||
|
||||
_attackInProgress = true;
|
||||
|
||||
//Debug.Log(transform.rotation.normalized);
|
||||
// Debug.Log(transform.position);
|
||||
Vector3 _mousePos = Input.mousePosition;
|
||||
Vector3 direction = _mousePos - Owner.transform.position;
|
||||
Vector2 irect = direction.normalized;
|
||||
Debug.Log(_mousePos);
|
||||
Debug.Log(Owner.transform.position);
|
||||
ForceWhileInUse = new Vector2(_mousePos.x - transform.position.x , _mousePos.y - transform.position.y).normalized;
|
||||
|
||||
|
||||
Debug.Log(Input.mousePosition.magnitude);
|
||||
// _controller.AddForce(irect * 50);
|
||||
yield return new WaitForSeconds(InitialDelay);
|
||||
EnableDamageArea();
|
||||
yield return MMCoroutine.WaitForFrames(1);
|
||||
HandleMiss();
|
||||
yield return new WaitForSeconds(ActiveDuration);
|
||||
DisableDamageArea();
|
||||
_attackInProgress = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enables the damage area.
|
||||
/// </summary>
|
||||
protected virtual void EnableDamageArea()
|
||||
{
|
||||
_hitEventSent = false;
|
||||
_hitDamageableEventSent = false;
|
||||
_hitNonDamageableEventSent = false;
|
||||
_killEventSent = false;
|
||||
_damageAreaCollider.enabled = true;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Vector3 _mousePos = Input.mousePosition;
|
||||
Vector3 direction = _mousePos - Owner.transform.position;
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
mouseStartpos = Input.mousePosition;
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
Vector2 newpose = Input.mousePosition;
|
||||
_controller.AddForce((newpose - mouseStartpos).normalized * forceMultiplayer);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Triggers a weapon miss if no hit was detected last frame
|
||||
/// </summary>
|
||||
protected virtual void HandleMiss()
|
||||
{
|
||||
if (!_hitEventSent)
|
||||
{
|
||||
WeaponMiss();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disables the damage area.
|
||||
/// </summary>
|
||||
protected virtual void DisableDamageArea()
|
||||
{
|
||||
_damageAreaCollider.enabled = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws the melee weapon's range
|
||||
/// </summary>
|
||||
protected virtual void DrawGizmos()
|
||||
{
|
||||
_gizmoOffset = AreaOffset;
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
if (DamageAreaShape == MeleeDamageAreaShapes.Circle)
|
||||
{
|
||||
Gizmos.DrawWireSphere(this.transform.position + _gizmoOffset, AreaSize.x / 2);
|
||||
}
|
||||
if (DamageAreaShape == MeleeDamageAreaShapes.Rectangle)
|
||||
{
|
||||
MMDebug.DrawGizmoRectangle(this.transform.position + _gizmoOffset, AreaSize, Color.red);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws gizmos on selected if the app is not playing
|
||||
/// </summary>
|
||||
protected virtual void OnDrawGizmosSelected()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
DrawGizmos();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get a hit, we trigger one on the main class
|
||||
/// </summary>
|
||||
protected virtual void OnHit()
|
||||
{
|
||||
if (!_hitEventSent)
|
||||
{
|
||||
WeaponHit();
|
||||
_hitEventSent = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get a HitDamageable, we trigger one on the main class
|
||||
/// </summary>
|
||||
protected virtual void OnHitDamageable()
|
||||
{
|
||||
if (!_hitDamageableEventSent)
|
||||
{
|
||||
WeaponHitDamageable();
|
||||
_hitDamageableEventSent = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get a HitNonDamageable, we trigger one on the main class
|
||||
/// </summary>
|
||||
protected virtual void OnHitNonDamageable()
|
||||
{
|
||||
if (!_hitNonDamageableEventSent)
|
||||
{
|
||||
WeaponHitNonDamageable();
|
||||
_hitNonDamageableEventSent = true;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 mouseStartpos;
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
mouseStartpos = Input.mousePosition;
|
||||
Debug.Log("dwn "+ mouseStartpos * 100);
|
||||
}
|
||||
|
||||
void OnMouseUp()
|
||||
{
|
||||
Vector2 newpose = Input.mousePosition;
|
||||
Debug.Log("up " + (newpose - mouseStartpos) * 100);
|
||||
_controller.AddForce((newpose - mouseStartpos) * 100);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When we get a Kill, we trigger one on the main class
|
||||
/// </summary>
|
||||
protected virtual void OnKill()
|
||||
{
|
||||
if (!_killEventSent)
|
||||
{
|
||||
WeaponKill();
|
||||
_killEventSent = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On enable, we reset the object's speed
|
||||
/// </summary>
|
||||
protected virtual void RegisterEvents()
|
||||
{
|
||||
if (_damageOnTouch != null)
|
||||
{
|
||||
_damageOnTouch.OnKill += OnKill;
|
||||
_damageOnTouch.OnHit += OnHit;
|
||||
_damageOnTouch.OnHitDamageable += OnHitDamageable;
|
||||
_damageOnTouch.OnHitNonDamageable += OnHitNonDamageable;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On Disable we unsubscribe from our delegates
|
||||
/// </summary>
|
||||
protected virtual void OnDisable()
|
||||
{
|
||||
if (_damageOnTouch != null)
|
||||
{
|
||||
_damageOnTouch.OnKill -= OnKill;
|
||||
_damageOnTouch.OnHit -= OnHit;
|
||||
_damageOnTouch.OnHitDamageable -= OnHitDamageable;
|
||||
_damageOnTouch.OnHitNonDamageable -= OnHitNonDamageable;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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Loading…
Reference in New Issue