1333 lines
46 KiB
C#
1333 lines
46 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RPGCreationKit;
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using RPGCreationKit.BehaviourTree;
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using System.Linq;
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using RPGCreationKit.Player;
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namespace RPGCreationKit.AI
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{
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/// <summary>
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/// Adds the Combat System to the AI.
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/// </summary>
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public class AICombatSystem : AIPerception, IMeleeAttacker, IRangedAttacker
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{
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[Header("References")]
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public RuntimeAnimatorController defaultAnimatorController; // The RuntimeAnimatorController that needs to be played when the entity is not in combat
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public WeaponItem defaultWeapon; // This is the weapon that will be equipped if there's none (usually it is fists)
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public WeaponOnHand defaultWeaponOnHand;
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public SpellsKnowledge spellsKnowledge;
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public GameObject blockingArea;
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public int YNewProperty
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{ get; set; }
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public float CurrentHealth
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{
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get
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{
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return attributes.CurHealth;
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}
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}
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public Projectile currentProjectile;
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public AudioSource combatAudioSource;
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// Spells Related
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GameObject spellProjectile;
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SpellProjectile currentSpellProjectile;
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[Space(10)]
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[Header("Status")]
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public float targetDistance2D = 99999.9f;
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public bool weaponDrawn = false;
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public bool canAttack = true;
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public bool isAttacking = false; // Is playing attack animation
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public bool isCastingSpell = false;
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public bool spellsLimitedByMana = false;
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public bool isBlocking = false;
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public bool isUnbalanced = false;
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public bool lastAttackWasCharged;
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public int curAttackType = 0;
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public int curChargedAttackType = 0;
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[HideInInspector] public int lastAttackIndex = 0;
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[HideInInspector] public int lastChargedAttackIndex = 0;
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bool wantsToAttack;
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public bool hasToBlock = false;
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public int combatType = 0;
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public bool helpsMembersOfSameFactions = true;
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public EntityAttributes mainTargetAttributes;
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// BehaviourTrees
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public override void Update()
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{
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base.Update();
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if (isAlive && !isInOfflineMode)
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{
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BlockCheck();
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CheckForEnemies();
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if (m_isInCombat)
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WhileInCombat();
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}
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else if(!isAlive)
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{
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// Force health to be negative if dead
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attributes.CurHealth = -1;
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}
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}
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// Use this for initialization
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public override void Start()
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{
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YNewProperty = 10000;
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base.Start();
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if (!equipment.currentWeapon && defaultWeapon)
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{
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equipment.currentWeapon = defaultWeapon;
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currentWeaponOnHand = defaultWeaponOnHand;
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defaultWeaponOnHand.gameObject.SetActive(true);
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equipment.currentWeaponObject = null;
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canAttack = true;
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if (weaponDrawn)
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{
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m_Anim.runtimeAnimatorController = equipment.currentWeapon.tpsAnimatorController;
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m_Anim.SetTrigger("Draw");
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}
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m_Anim.SetBool("isDrawn", weaponDrawn);
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}
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}
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[ContextMenu("Draw Weapon"), AIInvokable]
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public void DrawWeapon()
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{
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combatType = (int)equipment.currentWeapon.weaponType;
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m_Anim.SetInteger("CombatType", combatType);
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//m_Anim.runtimeAnimatorController = currentWeapon.tpsAnimatorController;
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m_Anim.SetTrigger("Draw");
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m_Anim.SetBool("isDrawn", true);
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//FullComboChainReset();
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wantsToAttack = false;
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isDrawingWeapon = true;
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weaponDrawn = true;
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}
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[ContextMenu("Undraw Weapon")]
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public void UndrawWeapon()
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{
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if (weaponDrawn == false || !isAlive)
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return;
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combatType = (int)equipment.currentWeapon.weaponType;
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m_Anim.SetInteger("CombatType", combatType);
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weaponDrawn = false;
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m_Anim.SetBool("isDrawn", false);
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m_Anim.SetTrigger("Undraw");
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wantsToAttack = false;
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}
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/// <summary>
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/// Called by animation event, resets the animator runtime controller to default
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/// </summary>
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public void UndrawWeaponEvent()
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{
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//m_Anim.runtimeAnimatorController = defaultAnimatorController;
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isInCombat = false;
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m_Anim.SetBool("InCombat", false);
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FullComboChainReset();
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}
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/// <summary>
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/// Called by animation event, resets the animator runtime controller to default
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/// </summary>
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public void DrawWeaponEvent()
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{
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//m_Anim.runtimeAnimatorController = defaultAnimatorController;
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isInCombat = true;
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m_Anim.SetBool("InCombat", true);
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FullComboChainReset();
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isSwitchingWeapon = false;
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isDrawingWeapon = false;
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}
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public bool m_isInCombat = false;
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public void EnterInCombatAgainst(Entity _entiy)
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{
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if (m_isInCombat || !isAlive)
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return;
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enterInCombatCalled = true;
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StartCoroutine(EnterInCombatTask(_entiy));
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}
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bool doonce = false;
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public IEnumerator EnterInCombatTask(Entity _entiy)
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{
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yield return new WaitForEndOfFrame();
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if (isUsingActionPoint)
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{
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if (!doonce)
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{
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shouldUseNPCActionPoint = false;
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isReachingActionPoint = false;
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StopUsingNPCActionPoint();
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doonce = true;
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}
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while (isUsingActionPoint)
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{
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yield return null;
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}
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agent.enabled = true;
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}
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if (isInConversation)
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while (isInConversation)
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yield return null;
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doonce = false;
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// Movements
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StopFollowingPath();
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ResetActionPointAgentState();
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// Stop following the current NavMeshPath
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if (navmeshPath == null)
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navmeshPath = new UnityEngine.AI.NavMeshPath();
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if (agent.isActiveAndEnabled)
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agent.CalculatePath(agent.transform.position + (transform.forward * 0.1f), navmeshPath);
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// Set the main target
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SetTarget(_entiy.gameObject);
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// Try to get the target attributes
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mainTargetAttributes = mainTarget.GetComponent<EntityAttributes>();
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enemyTargets.Add(new VisibleEnemy(_entiy, mainTargetAttributes, new AggroInfo(50)));
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m_isInCombat = true;
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OnEnterInCombat();
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yield break;
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}
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/// TO ALLOW OVERRIDE THE TASK OR AT LEAST RUN CODE AT THE END
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public virtual void OnEnterInCombat()
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{
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}
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/// <summary>
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/// Returns true if the Entity given is an Enemy Target
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/// </summary>
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/// <returns></returns>
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public bool IsFightingEntity(Entity _entity)
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{
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for (int i = 0; i < enemyTargets.Count; i++)
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if (enemyTargets[i].m_entity == _entity)
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return true;
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return false;
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}
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public int SortByAggro(VisibleEnemy a1, VisibleEnemy a2)
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{
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return a1.m_aggro.aggroValue.CompareTo(a2.m_aggro.aggroValue);
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}
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public virtual void LeaveCombat()
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{
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if (!isAlive)
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return;
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ClearTarget();
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mainTargetAttributes = null;
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SetLookAtTarget(false);
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hasToBlock = false;
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//if (setMainTarget)
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// mainTarget = setMainTarget;
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// Stop following the current NavMeshPath
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try
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{
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if(agent.isOnNavMesh)
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agent.CalculatePath(agent.transform.position + (transform.forward * 0.1f), navmeshPath);
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}
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catch
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{
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}
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m_isInCombat = false;
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enterInCombatCalled = false;
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// Undraw
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UndrawWeapon();
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// Default is seek
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selectedSteeringBehaviour = SteeringBehaviours.Seek;
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}
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public float curCombatPulse = 999999; // initialize at this value to have an instant pulse
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public void WhileInCombat()
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{
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if (!m_isInCombat)
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return;
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curCombatPulse += AggroSettings.COMBAT_PULSE_RATE * Time.deltaTime;
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if (curCombatPulse >= AggroSettings.COMBAT_PULSE_RATE)
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{
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// Update aggro pulse and list
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for (int i = 0; i < enemyTargets.Count; i++)
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{
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if (enemyTargets[i].m_entityAttributes.CurHealth <= 0)
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{
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enemyTargets.RemoveAt(i);
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continue;
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}
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enemyTargets[i].m_aggro.CombatPulse();
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enemyTargets[i].m_aggro.AlterAggroValue(AggroSettings.Modifier.Distance, Vector3.Distance(transform.position, enemyTargets[i].m_entity.transform.position));
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}
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if(enemyTargets.Count > 0)
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enemyTargets = enemyTargets.OrderByDescending(a => a.m_aggro.aggroValue).ToList();
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curCombatPulse = 0;
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// Always set the most threating enemy as mainTarget
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if (enemyTargets.Count > 0)
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{
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SetTarget(enemyTargets[0].m_entity.gameObject);
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if (aiLookAt != null && enemyTargets[0].m_entity.entityFocusPart != null)
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aiLookAt.ForceToLookAtTarget(enemyTargets[0].m_entity.entityFocusPart.transform);
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mainTargetAttributes = enemyTargets[0].m_entityAttributes;
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}
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else
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{
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if (aiLookAt != null)
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aiLookAt.StopForcingLookAtTarget();
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LeaveCombat();
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}
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}
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// if is using bow and is standing still always face target
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if(currentWeaponOnHand.weaponItem.weaponType == WeaponType.Bow || currentWeaponOnHand.weaponItem.weaponType == WeaponType.Crossbow)
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{
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if(isStopped && mainTarget != null)
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{
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// Rotate torwards target
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var lookAt = Quaternion.LookRotation(mainTarget.position - transform.position);
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transform.rotation = Quaternion.Slerp(transform.rotation, lookAt, Time.deltaTime * generalRotationSpeed);
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}
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}
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}
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public void CheckForEnemies()
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{
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if (!isLoaded || isInConversation) // if this is not loaded skip until it is
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return;
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for(int i = 0; i < visibleAI.Count; i++)
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{
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if (visibleAI[i] == null || !visibleAI[i].isLoaded) // If the entity is not loaded we have no way to tell if he's dead or not
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continue;
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if (visibleAI[i].isAlive && !enemyTargets.Any(t => t.m_entity == visibleAI[i]) && Faction.AreHostile(this.belongsToFactions, visibleAI[i].belongsToFactions))
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{
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if (!m_isInCombat)
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EnterInCombatAgainst(visibleAI[i]);
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enemyTargets.Add(new VisibleEnemy(visibleAI[i], visibleAI[i].GetComponent<EntityAttributes>(), new AggroInfo(50)));
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}
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else if (!m_isInCombat && enemyTargets.Any(t => t.m_entity == visibleAI[i]))
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EnterInCombatAgainst(visibleAI[i]);
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// check if we're not in combat and if a memeber of our faction is fighting against an enemy
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if(helpsMembersOfSameFactions)
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{
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if(visibleAI[i].isInCombat && !isInCombat &&
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visibleAI[i].belongsToFactions.Any(t => belongsToFactions.Contains(FactionsDatabase.GetFaction(t.ID))))
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{
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if (visibleAI[i].enemyTargets.Count > 1)
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{
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EnterInCombatAgainst(visibleAI[i].enemyTargets[0].m_entity);
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}
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}
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}
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}
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try
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{
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if (!m_isInCombat && enemyTargets.Any(t => t.m_entity.CompareTag("Player")) && visibleTargets.Any(t => t.tr.CompareTag("Player"))
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|| visibleTargets.Any(t => t.tr.CompareTag("Player") && !enemyTargets.Any(t => t.m_entity.CompareTag("Player")) && Faction.AreHostile(this.belongsToFactions, RckPlayer.instance.belongsToFactions)
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&& RckPlayer.instance.isAlive))
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{
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if (enemyTargets.Any(t => t.m_entity == Entity.GetPlayerEntity()))
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return;
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enemyTargets.Add(new VisibleEnemy(Entity.GetPlayerEntity(), RckPlayer.instance.playerAttributes, new AggroInfo(50)));
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EnterInCombatAgainst(Entity.GetPlayerEntity());
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}
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}
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catch { }
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}
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public void ResetComboChain()
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{
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curAttackType = 0;
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}
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public void ResetComboChainCharged()
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{
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curChargedAttackType = 0;
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}
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public void FullComboChainReset()
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{
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ResetComboChain();
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ResetComboChainCharged();
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CancelInvoke("ResetComboChain");
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CancelInvoke("ResetComboChainCharged");
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}
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public void AttackAnimationEvent()
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{
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currentWeaponOnHand.StartCasting(false, lastAttackIndex);
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}
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public void ChargedAttackAnimationEvent()
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{
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currentWeaponOnHand.StartCasting(true, lastChargedAttackIndex);
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}
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public void EndAttackAnimationEvent()
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{
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currentWeaponOnHand.StopCasting();
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}
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public void PlayAttackSound()
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{
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currentWeaponOnHand.PlayOneShot(currentWeaponOnHand.weaponItem.weaponAttacks[curAttackType].attackSound);
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}
|
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public void PlayChargedAttackSound()
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{
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currentWeaponOnHand.PlayOneShot(currentWeaponOnHand.weaponItem.weaponChargedAttacks[curChargedAttackType].attackSound);
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}
|
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public void ResetAttackStateEvent()
|
||
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{
|
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isAttacking = false;
|
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canAttack = true;
|
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}
|
||
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public void DrawWeaponAnimationEvent()
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||
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{
|
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equipment.currentWeaponOnHip.SetActive(false);
|
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currentWeaponOnHand.gameObject.SetActive(true);
|
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}
|
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public void UndrawWeaponAnimationEvent()
|
||
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{
|
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currentWeaponOnHand.gameObject.SetActive(false);
|
||
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equipment.currentWeaponOnHip.SetActive(true);
|
||
|
}
|
||
|
|
||
|
public void MeleeChargedAttack()
|
||
|
{
|
||
|
// Perform a charged attack
|
||
|
isAttacking = true;
|
||
|
// Check if the fatigue is enough for the current attack
|
||
|
if (attributes.CurStamina < equipment.currentWeapon.weaponChargedAttacks[curChargedAttackType].StaminaAmount)
|
||
|
curChargedAttackType = 0;
|
||
|
|
||
|
m_Anim.ResetTrigger("Attack");
|
||
|
m_Anim.ResetTrigger("ChargedAttack");
|
||
|
|
||
|
// Set the animation from the AnimatorController, the AnimationsEvents on the 'Swing' animation will do the job
|
||
|
m_Anim.SetTrigger("ChargedAttack");
|
||
|
m_Anim.SetInteger("ChargedAttackType", curChargedAttackType);
|
||
|
|
||
|
lastChargedAttackIndex = curChargedAttackType;
|
||
|
//attributes.AttackFatigue(currentWeapon.weaponChargedAttacks[curChargedAttackType].StaminaAmount); remove stamina!!
|
||
|
|
||
|
// To reset the combo if the attack is not done fast
|
||
|
if (curChargedAttackType + 1 < equipment.currentWeapon.chargedAttackTypes)
|
||
|
curChargedAttackType++;
|
||
|
else
|
||
|
curChargedAttackType = 0;
|
||
|
|
||
|
CancelInvoke("ResetComboChainCharged");
|
||
|
|
||
|
if (curChargedAttackType != 0)
|
||
|
Invoke("ResetComboChainCharged", equipment.currentWeapon.chargedAttackChainTime);
|
||
|
|
||
|
|
||
|
// audio
|
||
|
if (equipment.currentWeapon.weaponChargedAttacks[curChargedAttackType].attackSound != null)
|
||
|
{
|
||
|
combatAudioSource.clip = equipment.currentWeapon.weaponChargedAttacks[curChargedAttackType].attackSound;
|
||
|
combatAudioSource.Play();
|
||
|
}
|
||
|
|
||
|
canAttack = false;
|
||
|
wantsToAttack = false;
|
||
|
lastAttackWasCharged = true;
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void MeleeAttack()
|
||
|
{
|
||
|
isAttacking = true;
|
||
|
// Check if the fatigue is enough for the current attack
|
||
|
//if (attributes.CurStamina < equipment.currentWeapon.weaponAttacks[curAttackType].StaminaAmount)
|
||
|
// curAttackType = 0;
|
||
|
|
||
|
m_Anim.ResetTrigger("Attack");
|
||
|
|
||
|
// Set the animation from the AnimatorController, the AnimationsEvents on the 'Swing' animation will do the job
|
||
|
m_Anim.SetTrigger("Attack");
|
||
|
m_Anim.SetInteger("AttackType", curAttackType);
|
||
|
|
||
|
lastAttackIndex = curAttackType;
|
||
|
attributes.DamageStamina(equipment.currentWeapon.weaponAttacks[lastAttackIndex].StaminaAmount, true, RCKSettings.DRAIN_STAMINA_ON_ATTACK_SPEEDAMOUNT);
|
||
|
StopRecoveringStamina();
|
||
|
InvokeResetRecover();
|
||
|
|
||
|
// To reset the combo if the attack is not done fast
|
||
|
if (curAttackType + 1 < equipment.currentWeapon.AttackTypes)
|
||
|
curAttackType++;
|
||
|
else
|
||
|
curAttackType = 0;
|
||
|
|
||
|
CancelInvoke("ResetComboChain");
|
||
|
|
||
|
if (curAttackType != 0)
|
||
|
Invoke("ResetComboChain", equipment.currentWeapon.attackChainTime);
|
||
|
|
||
|
canAttack = false;
|
||
|
wantsToAttack = false;
|
||
|
lastAttackWasCharged = false;
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void CastSpell()
|
||
|
{
|
||
|
if (spellsKnowledge != null)
|
||
|
{
|
||
|
if(spellsKnowledge.spellInUse != null)
|
||
|
{
|
||
|
if((spellsLimitedByMana && RckPlayer.instance.playerAttributes.CurMana >= spellsKnowledge.spellInUse.manaCost) || !spellsLimitedByMana)
|
||
|
{
|
||
|
isAttacking = true;
|
||
|
isCastingSpell = true;
|
||
|
|
||
|
int castHand = (equipment.isUsingShield || (equipment.currentWeapon != null &&
|
||
|
equipment.currentWeapon.weaponType == WeaponType.Bow)) ? 1 : 0;
|
||
|
|
||
|
m_Anim.ResetTrigger("Attack");
|
||
|
m_Anim.ResetTrigger("CastSpell");
|
||
|
|
||
|
m_Anim.SetTrigger("CastSpell");
|
||
|
m_Anim.SetInteger("CastType", (int)spellsKnowledge.spellInUse.mode);
|
||
|
m_Anim.SetInteger("CastHand", castHand);
|
||
|
|
||
|
attributes.DamageMana(spellsKnowledge.spellInUse.manaCost, true, RCKSettings.DRAIN_MANA_ON_CAST_SPEEDAMOUNT);
|
||
|
|
||
|
canAttack = false;
|
||
|
wantsToAttack = false;
|
||
|
lastAttackWasCharged = false;
|
||
|
}
|
||
|
// else not enough mana
|
||
|
} //else no spell equipped
|
||
|
}
|
||
|
else
|
||
|
Debug.LogWarning("AI " + entityID + " tried to cast spell, but no Spell Knowledge was set. You may have to assign Spells Knowledge in the Combat Tab.");
|
||
|
}
|
||
|
|
||
|
public void RangedAttack()
|
||
|
{
|
||
|
// Check if there is ammo (and if it's of correct type
|
||
|
if (equipment.itemsEquipped[(int)EquipmentSlots.Ammo] != null && equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item != null && equipment.itemsEquipped[(int)EquipmentSlots.Ammo].Amount >= 1)
|
||
|
{
|
||
|
// Player wants to nock an arrow
|
||
|
wantsToAttack = true;
|
||
|
|
||
|
isAttacking = true;
|
||
|
|
||
|
curAttackType = 0; // you may choose different shot types (ex. for the crouch)
|
||
|
|
||
|
m_Anim.ResetTrigger("Attack");
|
||
|
|
||
|
// Set the animation from the AnimatorController, the AnimationsEvents on the 'Swing' animation will do the job
|
||
|
m_Anim.SetTrigger("Attack");
|
||
|
m_Anim.SetInteger("AttackType", curAttackType);
|
||
|
|
||
|
lastAttackIndex = curAttackType;
|
||
|
|
||
|
//cameraAnim.AttackAnimation(currentWeapon.weaponAttacks[curAttackType].cameraAnim);
|
||
|
|
||
|
lastAttackIndex = curAttackType;
|
||
|
//attributes.AttackFatigue(currentWeapon.weaponAttacks[curAttackType].StaminaAmount);
|
||
|
|
||
|
// audio
|
||
|
if (equipment.currentWeapon.weaponAttacks[curAttackType].attackSound != null)
|
||
|
{
|
||
|
combatAudioSource.clip = equipment.currentWeapon.weaponAttacks[curAttackType].attackSound;
|
||
|
combatAudioSource.Play();
|
||
|
}
|
||
|
|
||
|
canAttack = false;
|
||
|
lastAttackWasCharged = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void SetBlocking(bool startBlocking)
|
||
|
{
|
||
|
hasToBlock = startBlocking;
|
||
|
}
|
||
|
|
||
|
public void BlockToggle()
|
||
|
{
|
||
|
hasToBlock = !hasToBlock;
|
||
|
}
|
||
|
|
||
|
public bool wasBlocking = false;
|
||
|
public void BlockCheck()
|
||
|
{
|
||
|
isBlocking = hasToBlock;
|
||
|
|
||
|
m_Anim.SetBool("isBlocking", isBlocking);
|
||
|
//fpcAnim.SetBool("isUnbalanced", isUnbalanced);
|
||
|
|
||
|
if (isBlocking && !wasBlocking)
|
||
|
{
|
||
|
m_Anim.ResetTrigger("hasBlockedAttack");
|
||
|
m_Anim.SetTrigger("StartBlocking");
|
||
|
}
|
||
|
|
||
|
if (isBlocking)
|
||
|
{
|
||
|
if (!wasBlocking)
|
||
|
{
|
||
|
//attributes.BlockingFatigue(); TODO
|
||
|
wasBlocking = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (blockingArea.activeSelf)
|
||
|
blockingArea.SetActive(false);
|
||
|
|
||
|
if (wasBlocking)
|
||
|
{
|
||
|
//playerVitals.StopBlockingFatigue();
|
||
|
wasBlocking = false;
|
||
|
isBlocking = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Called by an Animation event on the block idle that enables the blocking area
|
||
|
/// </summary>
|
||
|
public void BlockAnimationEvent()
|
||
|
{
|
||
|
blockingArea.SetActive(true);
|
||
|
}
|
||
|
|
||
|
public override void DamageBlocked(DamageContext damageContext)
|
||
|
{
|
||
|
base.DamageBlocked(damageContext);
|
||
|
|
||
|
// If the attack was blocked reduce the damage
|
||
|
float blockingMultiplier = (equipment.isUsingShield) ? ((ArmorItem)equipment.itemsEquipped[(int)EquipmentSlots.LHand].item).blockingMultiplier : equipment.currentWeapon.BlockingMultiplier;
|
||
|
|
||
|
AudioClip blockingSound = (equipment.isUsingShield) ? null : equipment.currentWeapon.blockSound;
|
||
|
|
||
|
if (blockingSound != null)
|
||
|
currentWeaponOnHand.PlayOneShot(blockingSound);
|
||
|
|
||
|
damageContext.amount *= blockingMultiplier;
|
||
|
|
||
|
attributes.DamageStamina(damageContext.amount * blockingMultiplier, true, RCKSettings.DRAIN_STAMINA_ON_ATTACKBLOCKED_SPEEDAMOUNT);
|
||
|
|
||
|
if (attributes.CurStamina <= 0)
|
||
|
{
|
||
|
attributes.CurStamina = 0;
|
||
|
isUnbalanced = true;
|
||
|
isBlocking = false;
|
||
|
m_Anim.SetTrigger("hasBeenUnbalanced");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_Anim.SetTrigger("hasBlockedAttack");
|
||
|
}
|
||
|
|
||
|
Damage(damageContext);
|
||
|
}
|
||
|
|
||
|
public override void Die()
|
||
|
{
|
||
|
hasToBlock = false;
|
||
|
|
||
|
// If the AI had a shield equipped
|
||
|
if(equipment.isUsingShield)
|
||
|
{
|
||
|
// Spawn the item in the world
|
||
|
ItemInWorld itemInWorld = Instantiate(equipment.currentShield.itemInWorld, bodyData.lHand.transform.position, bodyData.lHand.transform.rotation).GetComponent<ItemInWorld>();
|
||
|
itemInWorld.isCreatedItem = true;
|
||
|
|
||
|
var allItems = SaveSystem.SaveSystemManager.instance.saveFile.CreatedItemsInWorldData.allCreatedItemsInWorld;
|
||
|
// Add this created item
|
||
|
if (allItems.ContainsKey(WorldManager.instance.currentCenterCell.ID))
|
||
|
allItems[WorldManager.instance.currentCenterCell.ID].itemsInThis.Add(itemInWorld.ToCreatedItemSaveData());
|
||
|
else
|
||
|
{
|
||
|
allItems.Add(WorldManager.instance.currentCenterCell.ID, new SaveSystem.CreatedItemInWorldCollection());
|
||
|
allItems[WorldManager.instance.currentCenterCell.ID].itemsInThis.Add(itemInWorld.ToCreatedItemSaveData());
|
||
|
}
|
||
|
|
||
|
equipment.currentShieldObject.SetActive(false);
|
||
|
equipment.Unequip(EquipmentSlots.LHand);
|
||
|
inventory.RemoveItem(equipment.currentShield.ItemID, 1);
|
||
|
itemInWorld.Metadata = inventory.GetItem(equipment.currentShield.ItemID).metadata;
|
||
|
}
|
||
|
|
||
|
// If the AI weapon was drawn
|
||
|
if (isInCombat && currentWeaponOnHand != null)
|
||
|
{
|
||
|
// Stop casting (entity may have died while attacking)
|
||
|
currentWeaponOnHand.StopCasting();
|
||
|
|
||
|
// Instantiate the InWorld equivalent
|
||
|
if(equipment.currentWeapon.itemInWorld != null)
|
||
|
{
|
||
|
// Spawn the item in the world
|
||
|
ItemInWorld itemInWorld = Instantiate(equipment.currentWeapon.itemInWorld, bodyData.lHand.transform.position, bodyData.lHand.transform.rotation).GetComponent<ItemInWorld>();
|
||
|
itemInWorld.isCreatedItem = true;
|
||
|
|
||
|
var allItems = SaveSystem.SaveSystemManager.instance.saveFile.CreatedItemsInWorldData.allCreatedItemsInWorld;
|
||
|
// Add this created item
|
||
|
if (allItems.ContainsKey(WorldManager.instance.currentCenterCell.ID))
|
||
|
allItems[WorldManager.instance.currentCenterCell.ID].itemsInThis.Add(itemInWorld.ToCreatedItemSaveData());
|
||
|
else
|
||
|
{
|
||
|
allItems.Add(WorldManager.instance.currentCenterCell.ID, new SaveSystem.CreatedItemInWorldCollection());
|
||
|
allItems[WorldManager.instance.currentCenterCell.ID].itemsInThis.Add(itemInWorld.ToCreatedItemSaveData());
|
||
|
}
|
||
|
itemInWorld.Metadata = inventory.GetItem(equipment.currentWeapon.ItemID).metadata;
|
||
|
}
|
||
|
|
||
|
currentWeaponOnHand.gameObject.SetActive(false);
|
||
|
inventory.RemoveItem(equipment.currentWeapon.ItemID, 1);
|
||
|
}
|
||
|
|
||
|
StopAllCoroutines();
|
||
|
|
||
|
m_isInCombat = false;
|
||
|
isInCombat = false;
|
||
|
|
||
|
if (currentSpellProjectile != null && !currentSpellProjectile.shot)
|
||
|
DestroyImmediate(currentSpellProjectile.gameObject);
|
||
|
|
||
|
base.Die();
|
||
|
|
||
|
blockingArea.SetActive(false);
|
||
|
}
|
||
|
|
||
|
public bool isSwitchingWeapon = false;
|
||
|
|
||
|
public void ChangeWeapon(WeaponItem _weaponToEquip)
|
||
|
{
|
||
|
isSwitchingWeapon = true;
|
||
|
|
||
|
ItemInInventory itemToEquip;
|
||
|
// Check if item exists in inventory
|
||
|
if ((itemToEquip = inventory.GetItem(_weaponToEquip)) != null)
|
||
|
StartCoroutine(ChangeWeaponTask(itemToEquip));
|
||
|
}
|
||
|
|
||
|
public void ChangeWeapon(string weaponID)
|
||
|
{
|
||
|
isSwitchingWeapon = true;
|
||
|
|
||
|
ItemInInventory itemToEquip;
|
||
|
// Check if item exists in inventory
|
||
|
if( (itemToEquip = inventory.GetItem(weaponID)) != null)
|
||
|
{
|
||
|
StartCoroutine(ChangeWeaponTask(itemToEquip));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public IEnumerator ChangeWeaponTask(ItemInInventory _itemToEquip)
|
||
|
{
|
||
|
hasToBlock = false;
|
||
|
|
||
|
bool wasDrawn = weaponDrawn;
|
||
|
bool wasInCombat = m_isInCombat;
|
||
|
if (isInCombat)
|
||
|
{
|
||
|
while (!canAttack || isDrawingWeapon)
|
||
|
yield return new WaitForEndOfFrame();
|
||
|
|
||
|
// Undraw the weapon
|
||
|
UndrawWeapon();
|
||
|
}
|
||
|
|
||
|
while (isInCombat || isDrawingWeapon)
|
||
|
yield return new WaitForEndOfFrame();
|
||
|
|
||
|
equipment.Equip(_itemToEquip.item);
|
||
|
|
||
|
OnEquipmentChangesHands();
|
||
|
OnEquipmentChangesAmmo();
|
||
|
|
||
|
if (wasInCombat)
|
||
|
DrawWeapon();
|
||
|
else
|
||
|
isSwitchingWeapon = false;
|
||
|
|
||
|
yield return null;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if the caller has ammo for the equipped weapon and equips it, otherwise it returns false without equipping anything.
|
||
|
/// </summary>
|
||
|
/// <returns></returns>
|
||
|
public bool EquipAmmoForCurrentWeapon()
|
||
|
{
|
||
|
AmmoItem curAmmo = null;
|
||
|
|
||
|
switch(currentWeaponOnHand.weaponItem.weaponType)
|
||
|
{
|
||
|
case WeaponType.Bow:
|
||
|
for(int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
|
||
|
{
|
||
|
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
|
||
|
if (curAmmo.type == AmmoItem.AmmoType.Arrow)
|
||
|
{
|
||
|
equipment.Equip(curAmmo);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case WeaponType.Crossbow:
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
|
||
|
{
|
||
|
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
|
||
|
if (curAmmo.type == AmmoItem.AmmoType.Dart)
|
||
|
{
|
||
|
equipment.Equip(curAmmo);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if the caller has ammo for the equipped weapon and equips it, otherwise it returns false without equipping anything.
|
||
|
/// </summary>
|
||
|
/// <returns></returns>
|
||
|
public bool EquipAmmoForWeapon(WeaponItem _weapon)
|
||
|
{
|
||
|
AmmoItem curAmmo = null;
|
||
|
|
||
|
switch (_weapon.weaponType)
|
||
|
{
|
||
|
case WeaponType.Bow:
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
|
||
|
{
|
||
|
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
|
||
|
if (curAmmo.type.HasFlag(AmmoItem.AmmoType.Arrow))
|
||
|
{
|
||
|
equipment.Equip(curAmmo);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case WeaponType.Crossbow:
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
|
||
|
{
|
||
|
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
|
||
|
if (curAmmo.type.HasFlag(AmmoItem.AmmoType.Dart))
|
||
|
{
|
||
|
equipment.Equip(curAmmo);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the AmmoItem if the caller has ammo for the equipped weapon, otherwise it returns null.
|
||
|
/// </summary>
|
||
|
/// <returns></returns>
|
||
|
public AmmoItem HasAmmoForCurrentWeapon()
|
||
|
{
|
||
|
AmmoItem curAmmo = null;
|
||
|
|
||
|
switch (currentWeaponOnHand.weaponItem.weaponType)
|
||
|
{
|
||
|
case WeaponType.Bow:
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
|
||
|
{
|
||
|
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
|
||
|
if (curAmmo.type == AmmoItem.AmmoType.Arrow)
|
||
|
{
|
||
|
return curAmmo;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case WeaponType.Crossbow:
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
|
||
|
{
|
||
|
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
|
||
|
if (curAmmo.type == AmmoItem.AmmoType.Dart)
|
||
|
{
|
||
|
return(curAmmo);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the AmmoItem if the caller has ammo for the weapon passed, otherwise it returns null.
|
||
|
/// </summary>
|
||
|
/// <returns></returns>
|
||
|
public AmmoItem HasAmmoForWeapon(WeaponItem _weapon)
|
||
|
{
|
||
|
AmmoItem curAmmo = null;
|
||
|
|
||
|
switch (_weapon.weaponType)
|
||
|
{
|
||
|
case WeaponType.Bow:
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
|
||
|
{
|
||
|
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
|
||
|
if (curAmmo.type.HasFlag(AmmoItem.AmmoType.Arrow))
|
||
|
{
|
||
|
return curAmmo;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case WeaponType.Crossbow:
|
||
|
for (int i = 0; i < inventory.subLists[(int)ItemTypes.AmmoItem].Count; i++)
|
||
|
{
|
||
|
curAmmo = inventory.subLists[(int)ItemTypes.AmmoItem][i].item as AmmoItem;
|
||
|
if (curAmmo.type.HasFlag(AmmoItem.AmmoType.Dart))
|
||
|
{
|
||
|
return (curAmmo);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
/// TODO
|
||
|
public bool SwitchToBestMeleeWeapon()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public bool SwitchToBestRangedWeapon()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public bool SwitchToBestAmmo()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public bool EquipShieldIfHeCan()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
GameObject projectile;
|
||
|
public void SpawnAmmoOnRHand()
|
||
|
{
|
||
|
projectile = Instantiate(((AmmoItem)equipment.currentAmmo).projectile, bodyData.rHand);
|
||
|
currentProjectile = projectile.GetComponent<Projectile>();
|
||
|
currentProjectile.shooterEntity = this;
|
||
|
}
|
||
|
|
||
|
public bool projectileNocked = false;
|
||
|
public void OnAmmoIsReady()
|
||
|
{
|
||
|
projectileNocked = true;
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void RangedLoadAndAim()
|
||
|
{
|
||
|
StopCoroutine(RangedLoadAndAimTask());
|
||
|
StartCoroutine(RangedLoadAndAimTask());
|
||
|
}
|
||
|
|
||
|
private IEnumerator RangedLoadAndAimTask()
|
||
|
{
|
||
|
// Player wants to nock an arrow
|
||
|
wantsToAttack = true;
|
||
|
|
||
|
isAttacking = true;
|
||
|
|
||
|
curAttackType = 0; // you may choose different shot types (ex. for the crouch)
|
||
|
|
||
|
m_Anim.ResetTrigger("Attack");
|
||
|
|
||
|
// Set the animation from the AnimatorController
|
||
|
m_Anim.SetTrigger("Attack");
|
||
|
m_Anim.SetInteger("AttackType", curAttackType);
|
||
|
|
||
|
equipment.currentWeaponAnimator.ResetTrigger("Load");
|
||
|
equipment.currentWeaponAnimator.Play("Load");
|
||
|
|
||
|
//currentWeaponAnimator.SetTrigger("Load");
|
||
|
|
||
|
//fpcAnim.Play("Load");
|
||
|
|
||
|
//cameraAnim.AttackAnimation(currentWeapon.weaponAttacks[curAttackType].cameraAnim);
|
||
|
|
||
|
lastAttackIndex = curAttackType;
|
||
|
//playerVitals.AttackFatigue(currentWeapon.weaponAttacks[curAttackType].StaminaAmount);
|
||
|
|
||
|
// audio
|
||
|
//if (currentWeapon.weaponAttacks[curAttackType].attackSound != null)
|
||
|
//{
|
||
|
// combatAudioSource.clip = currentWeapon.weaponAttacks[curAttackType].attackSound;
|
||
|
// combatAudioSource.Play();
|
||
|
//}
|
||
|
|
||
|
canAttack = false;
|
||
|
lastAttackWasCharged = false;
|
||
|
|
||
|
//aiLookAt.ForceToLookAtTarget(mainTarget);
|
||
|
|
||
|
Vector3 _shootDir = (mainTarget.transform.position - this.transform.position).normalized;
|
||
|
|
||
|
Vector3 noiseDir = Vector3.zero;
|
||
|
bool abort = false;
|
||
|
while (!projectileNocked && !abort)
|
||
|
{
|
||
|
// Calculate some noise
|
||
|
noiseDir = new Vector3(Random.Range(-1f, 1f) / attributes.derivedAttributes.rangedCombatAccuracy * 100,
|
||
|
Random.Range(-1f, 1f) / attributes.derivedAttributes.rangedCombatAccuracy * 100,
|
||
|
0);
|
||
|
// Aim preditct etc
|
||
|
|
||
|
if (mainTarget == null || !m_isInCombat)
|
||
|
{
|
||
|
abort = true;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (mainTarget.CompareTag("Player"))
|
||
|
{
|
||
|
_shootDir = ((mainTarget.transform.position - this.transform.position) + noiseDir + (Vector3.down * (Player.RckPlayer.instance.IsCrouching ? 2.25f : 1.5f))).normalized;
|
||
|
}
|
||
|
else
|
||
|
_shootDir = ((mainTarget.transform.position - this.transform.position) + noiseDir).normalized;
|
||
|
|
||
|
yield return new WaitForSeconds(0.1f);
|
||
|
}
|
||
|
|
||
|
if(abort)
|
||
|
{
|
||
|
m_Anim.SetTrigger("AbortShoot");
|
||
|
if(currentProjectile != null)
|
||
|
Destroy(currentProjectile.gameObject);
|
||
|
projectileNocked = false;
|
||
|
wantsToAttack = false;
|
||
|
isAttacking = false;
|
||
|
canAttack = true;
|
||
|
}
|
||
|
|
||
|
// Aim
|
||
|
RangedShoot(_shootDir);
|
||
|
}
|
||
|
|
||
|
public void RangedShoot(Vector3 _direction)
|
||
|
{
|
||
|
m_Anim.ResetTrigger("Attack");
|
||
|
|
||
|
m_Anim.SetTrigger("Attack");
|
||
|
m_Anim.SetInteger("AttackType", 1);
|
||
|
|
||
|
equipment.currentWeaponAnimator.ResetTrigger("Shoot");
|
||
|
equipment.currentWeaponAnimator.SetTrigger("Shoot");
|
||
|
|
||
|
projectileNocked = false;
|
||
|
wantsToAttack = false;
|
||
|
isAttacking = false;
|
||
|
|
||
|
// Shoot the arrow
|
||
|
currentProjectile.Shoot(equipment.currentWeapon, (AmmoItem)equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item, this, _direction, false);
|
||
|
//inventory.RemoveItem()
|
||
|
|
||
|
aiLookAt.Invoke("StopForcingLookAtTarget", 1f);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Those callbacks will be called by the functionalities of the BehaviourTree.
|
||
|
/// The actual implementations and behaviours of those must be defined per each entity.
|
||
|
/// </summary>
|
||
|
|
||
|
void IMeleeAttacker.BlockEvent()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IRangedAttacker.BlockEvent()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IMeleeAttacker.DrawWeapon()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IRangedAttacker.DrawWeapon()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IMeleeAttacker.MeleeAttackCheck()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IMeleeAttacker.MeleeAttackEvent()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IMeleeAttacker.OnEnterCombat()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IRangedAttacker.OnEnterCombat()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IRangedAttacker.RangedAttackCheck()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IRangedAttacker.RangedAttackEvent()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IMeleeAttacker.UndrawWeapon()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IRangedAttacker.UndrawWeapon()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IMeleeAttacker.UseMelee()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
void IRangedAttacker.UseRanged()
|
||
|
{
|
||
|
throw new System.NotImplementedException();
|
||
|
}
|
||
|
|
||
|
public void OnAttackIsBlocked()
|
||
|
{
|
||
|
canAttack = false;
|
||
|
wantsToAttack = false;
|
||
|
isAttacking = true;
|
||
|
isBlocking = false;
|
||
|
FullComboChainReset();
|
||
|
|
||
|
m_Anim.SetTrigger("hasBeenBlocked");
|
||
|
}
|
||
|
|
||
|
[AIInvokable]
|
||
|
public void Get2DTargetDistance()
|
||
|
{
|
||
|
if (mainTarget != null)
|
||
|
targetDistance2D = Calculate2DTargetDistance(transform.position, mainTarget.transform.position);
|
||
|
else
|
||
|
targetDistance2D = 999999.9f;
|
||
|
}
|
||
|
|
||
|
private float Calculate2DTargetDistance(Vector3 v1, Vector3 v2)
|
||
|
{
|
||
|
float xDiff = v1.x - v2.x;
|
||
|
float zDiff = v1.z - v2.z;
|
||
|
return Mathf.Sqrt((xDiff * xDiff) + (zDiff * zDiff));
|
||
|
}
|
||
|
|
||
|
// Spells, Update 1.3 - Anim callbacks
|
||
|
|
||
|
public void CastSpellInit()
|
||
|
{
|
||
|
Spell curSpell = spellsKnowledge.spellInUse;
|
||
|
|
||
|
Transform handT = (equipment.isUsingShield || (equipment.currentWeapon != null && equipment.currentWeapon.weaponType == WeaponType.Bow)) ? bodyData.rHand : bodyData.lHand;
|
||
|
|
||
|
switch (curSpell.mode)
|
||
|
{
|
||
|
case SpellModes.Projectile:
|
||
|
spellProjectile = Instantiate(curSpell.magicProjectile, handT);
|
||
|
spellProjectile.SetLayer(RCKLayers.Default, true);
|
||
|
currentSpellProjectile = spellProjectile.GetComponent<SpellProjectile>();
|
||
|
break;
|
||
|
|
||
|
case SpellModes.Touch:
|
||
|
spellProjectile = Instantiate(curSpell.magicProjectile, handT);
|
||
|
spellProjectile.SetLayer(RCKLayers.Default, true);
|
||
|
currentSpellProjectile = spellProjectile.GetComponent<SpellProjectile>();
|
||
|
currentSpellProjectile.Init(this, false);
|
||
|
break;
|
||
|
|
||
|
case SpellModes.Self:
|
||
|
spellProjectile = Instantiate(curSpell.magicProjectile, handT);
|
||
|
spellProjectile.SetLayer(RCKLayers.Default, true);
|
||
|
currentSpellProjectile = spellProjectile.GetComponent<SpellProjectile>();
|
||
|
currentSpellProjectile.Init(this, false);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void CastSpellAttackEvent()
|
||
|
{
|
||
|
// Instantiate/Do Stuff
|
||
|
Spell curSpell = spellsKnowledge.spellInUse;
|
||
|
Vector3 _shootDir;
|
||
|
switch (curSpell.mode)
|
||
|
{
|
||
|
case SpellModes.Projectile:
|
||
|
_shootDir = ((mainTarget.transform.position - this.transform.position) + (Vector3.down * (Player.RckPlayer.instance.IsCrouching ? 2.25f : 1.5f))).normalized;
|
||
|
currentSpellProjectile.Shoot(this, _shootDir, false);
|
||
|
currentSpellProjectile.ExecuteOnCasterEffects();
|
||
|
break;
|
||
|
|
||
|
case SpellModes.Touch:
|
||
|
_shootDir = ((mainTarget.transform.position - this.transform.position) + (Vector3.down * (Player.RckPlayer.instance.IsCrouching ? 2.25f : 1.5f))).normalized;
|
||
|
if (currentSpellProjectile != null)
|
||
|
{
|
||
|
currentSpellProjectile.Shoot(this, _shootDir, false);
|
||
|
currentSpellProjectile.ExecuteOnCasterEffects();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case SpellModes.Self:
|
||
|
currentSpellProjectile.Explode();
|
||
|
currentSpellProjectile.ExecuteOnCasterEffects();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void CastSpellResetEvent()
|
||
|
{
|
||
|
ResetAttackStateEvent();
|
||
|
isAttacking = false;
|
||
|
isCastingSpell = false;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Ignores Faction and just engages with the player if player is visible
|
||
|
/// </summary>
|
||
|
public void TryEngageWithPlayer()
|
||
|
{
|
||
|
if (!isLoaded || isInConversation) // if this is not loaded skip until it is
|
||
|
return;
|
||
|
|
||
|
try
|
||
|
{
|
||
|
if (!m_isInCombat && visibleTargets.Any(t => t.tr.CompareTag("Player")))
|
||
|
{
|
||
|
if (enemyTargets.Any(t => t.m_entity == Entity.GetPlayerEntity()))
|
||
|
return;
|
||
|
|
||
|
enemyTargets.Add(new VisibleEnemy(Entity.GetPlayerEntity(), RckPlayer.instance.playerAttributes, new AggroInfo(50)));
|
||
|
|
||
|
EnterInCombatAgainst(Entity.GetPlayerEntity());
|
||
|
}
|
||
|
}
|
||
|
catch { }
|
||
|
}
|
||
|
}
|
||
|
}
|