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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() | ||||
|     { | ||||
|          | ||||
|     } | ||||
| } | ||||
| @ -0,0 +1,11 @@ | ||||
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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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		Reference in New Issue