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|  | --- !u!114 &7670494420161702126 | ||||||
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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 | ||||||
|  |     void Update() | ||||||
|  |     { | ||||||
|  |          | ||||||
|  |     } | ||||||
|  | } | ||||||
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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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|  |         { | ||||||
|  |             "userAdded": false, | ||||||
|  |             "type": "UnityEngine.Shader", | ||||||
|  |             "ignore": true, | ||||||
|  |             "defaultInstantiationMode": 1, | ||||||
|  |             "supportsModification": true | ||||||
|  |         }, | ||||||
|  |         { | ||||||
|  |             "userAdded": false, | ||||||
|  |             "type": "UnityEngine.ShaderVariantCollection", | ||||||
|  |             "ignore": true, | ||||||
|  |             "defaultInstantiationMode": 1, | ||||||
|  |             "supportsModification": true | ||||||
|  |         }, | ||||||
|  |         { | ||||||
|  |             "userAdded": false, | ||||||
|  |             "type": "UnityEngine.Texture", | ||||||
|  |             "ignore": false, | ||||||
|  |             "defaultInstantiationMode": 0, | ||||||
|  |             "supportsModification": true | ||||||
|  |         }, | ||||||
|  |         { | ||||||
|  |             "userAdded": false, | ||||||
|  |             "type": "UnityEngine.Texture2D", | ||||||
|  |             "ignore": false, | ||||||
|  |             "defaultInstantiationMode": 0, | ||||||
|  |             "supportsModification": true | ||||||
|  |         }, | ||||||
|  |         { | ||||||
|  |             "userAdded": false, | ||||||
|  |             "type": "UnityEngine.Timeline.TimelineAsset", | ||||||
|  |             "ignore": false, | ||||||
|  |             "defaultInstantiationMode": 0, | ||||||
|  |             "supportsModification": true | ||||||
|  |         } | ||||||
|  |     ], | ||||||
|  |     "defaultDependencyTypeInfo": { | ||||||
|  |         "userAdded": false, | ||||||
|  |         "type": "<default_scene_template_dependencies>", | ||||||
|  |         "ignore": false, | ||||||
|  |         "defaultInstantiationMode": 1, | ||||||
|  |         "supportsModification": true | ||||||
|  |     }, | ||||||
|  |     "newSceneOverride": 0 | ||||||
|  | } | ||||||
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		Reference in New Issue