using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using RPGCreationKit;
using RPGCreationKit.Player;
namespace RPGCreationKit.Player
{
///
/// Manages the Player In Inventory screen, instantiating items and controlling the Animator
///
public class ThirdPersonPlayer : MonoBehaviour
{
#region Singleton
public static ThirdPersonPlayer instance;
private void Awake()
{
if (!instance)
instance = this;
}
#endregion
public RuntimeAnimatorController pcMaleAnimator;
public RuntimeAnimatorController pcFemaleAnimator;
public GameObject PlayerModel;
public Animator m_Animator;
public BodyData character;
private WeaponItem currentWeapon;
public GameObject currentWeaponObject;
public WeaponOnHand currentWeaponOnHand;
public GameObject currentWeaponOnHip;
private AmmoItem currentAmmo;
public GameObject currentAmmoObject;
public Animator currentWeaponAnimator;
public Equipment equipment;
public int combatType;
public WeaponOnHand defaultWeaponOnHand;
// Third Person Specific
// Use this for initialization
void Start()
{
}
public void OnEquipmentChangesHands()
{
// If there is a weapon equipped
if (equipment.itemsEquipped[(int)EquipmentSlots.RHand] != null && equipment.itemsEquipped[(int)EquipmentSlots.RHand].item != null)
{
// Destroy previous weapon equipped if there was a swap
if (currentWeaponObject != null)
{
Destroy(currentWeaponObject);
currentWeapon = null;
}
if(currentWeaponOnHip != null)
Destroy(currentWeaponOnHip);
// Instantiate Weapon on hand, assign references
currentWeapon = (WeaponItem)equipment.itemsEquipped[(int)EquipmentSlots.RHand].item;
if (equipment.currentWeapon.weaponType == WeaponType.Bow)
currentWeaponObject = Instantiate(equipment.currentWeapon.WeaponOnHand, character.lHand);
else
currentWeaponObject = Instantiate(equipment.currentWeapon.WeaponOnHand, character.rHand);
currentWeaponOnHand = currentWeaponObject.GetComponent();
currentWeaponOnHand.thisAttacker = PlayerCombat.instance.gameObject.GetComponent();
currentWeaponAnimator = currentWeaponObject.GetComponent();
if (currentWeaponOnHand != null)
currentWeaponOnHand.thisEntity = RckPlayer.GetPlayerEntity();
if (equipment.currentWeapon.WeaponSheathed != null)
{
if (equipment.currentWeapon.weaponType == WeaponType.Bow ||
equipment.currentWeapon.weaponType == WeaponType.BladeTwoHands ||
equipment.currentWeapon.weaponType == WeaponType.BluntTwoHands)
currentWeaponOnHip = Instantiate(equipment.currentWeapon.WeaponSheathed, character.upperChest);
else
currentWeaponOnHip = Instantiate(equipment.currentWeapon.WeaponSheathed, character.hips);
}
currentWeaponObject.SetActive(false);
currentWeaponOnHip.SetActive(true);
}
else if (currentWeapon != null)
{
// Unequip = destroy previous equipped weapon
Destroy(currentWeaponObject);
Destroy(currentWeaponOnHip);
currentWeapon = null;
}
if (RckPlayer.instance.isInThirdPerson)
RckPlayer.instance.SwitchToThirdPerson();
else
RckPlayer.instance.SwitchToFirstPerson();
UpdateAnimator();
}
public void OnEquipmentChangesAmmo()
{
if (equipment.itemsEquipped[(int)EquipmentSlots.Ammo] != null && equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item != null)
{
if (currentAmmoObject != null && equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item != currentAmmoObject)
{
Destroy(currentAmmoObject);
currentAmmo = null;
}
// Instantiate Weapon on hand, assign references
currentAmmo = (AmmoItem)equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item;
currentAmmoObject = Instantiate(currentAmmo.bagOnBody, character.upperChest);
}
else if (currentAmmo != null)
{
// Unequip = destroy previous equipped weapon
Destroy(currentAmmoObject);
currentAmmo = null;
}
if (RckPlayer.instance.isInThirdPerson)
RckPlayer.instance.SwitchToThirdPerson();
else
RckPlayer.instance.SwitchToFirstPerson();
UpdateAnimator();
}
public void ShowHideCharacter(bool show)
{
PlayerModel.SetActive(show);
if (show)
UpdateAnimator();
}
public void UpdateAnimator()
{
m_Animator.SetTrigger("ReturnToDefault");
m_Animator.SetBool("InCombat", false);
m_Animator.Update(0f);
}
public void SpawnNewPlayer(Race _race, GameObject _character, bool sex, RPGCreationKit.SaveSystem.FaceBlendshapesSaveData _faceData, int _hairType, int _eyesType, Color _SkinColor, Color _LipsColor, Color _HairColor)
{
GameObject cc = Instantiate(_character, transform);
PlayerModel = cc;
Destroy(PlayerModel.GetComponent());
character = PlayerModel.GetComponent();
//Equipment.PlayerEquipment.characterModel = character;
Equipment.PlayerEquipment.characterModel = character;
// Apply face blendshapes
BodyData bodyData = character.GetComponent();
for (int i = 0; i < _faceData.allShapes.Count; i++)
bodyData.head.SetBlendShapeWeight(_faceData.allShapes[i].index, _faceData.allShapes[i].weight);
HeadBlendshapesManager headBlendshapes = bodyData.GetComponentInChildren();
headBlendshapes.AdjustChildBlendshapes();
// change skin color
Color co = _SkinColor;
SkinnedMeshRenderer Torso = bodyData.upperbody;
SkinnedMeshRenderer Legs = bodyData.lowerbody;
SkinnedMeshRenderer Head = bodyData.head;
SkinnedMeshRenderer Arms = bodyData.arms;
SkinnedMeshRenderer Hands = bodyData.hands;
SkinnedMeshRenderer Feet = bodyData.feet;
SkinnedMeshRenderer Lips = bodyData.Lips;
Material[] MyTorsoMats = Torso.materials;
Material[] MyLegsMats = Legs.materials;
Material[] MyHeadMats = Head.materials;
Material[] MyArmsMats = Arms.materials;
Material[] MyHandsMats = Hands.materials;
Material[] MyFeetMats = Feet.materials;
Material[] MyLipsMats = Lips.materials;
for (int i = 0; i < MyTorsoMats.Length; i++)
MyTorsoMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyLegsMats.Length; i++)
MyLegsMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyHeadMats.Length; i++)
MyHeadMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyArmsMats.Length; i++)
MyArmsMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyHandsMats.Length; i++)
MyHandsMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyFeetMats.Length; i++)
MyFeetMats[i].SetColor("_Diffuse", co);
for (int i = 0; i < MyLipsMats.Length; i++)
MyLipsMats[i].SetColor("_Diffuse", _LipsColor);
// spawn hair
if (_hairType != -1)
{
// Spawn new hair
Hair hair = (!sex) ? _race.maleHairTypes[_hairType] : _race.femaleHairTypes[_hairType];
bodyData.hair = Instantiate(hair.mesh.gameObject, bodyData.transform).GetComponent();
// Attach
bodyData.hair.transform.parent = bodyData.head.transform;
bodyData.hair.rootBone = bodyData.head.rootBone;
bodyData.hair.bones = bodyData.head.bones;
}
// change hair color
SkinnedMeshRenderer Hair = bodyData.hair;
Material[] MyHairMats = Hair.materials;
for (int i = 0; i < MyHairMats.Length; i++)
MyHairMats[i].SetColor("_Diffuse", _HairColor);
// edit eyes
Eye eyesType = _race.eyeTypes[_eyesType];
bodyData.eyes.sharedMaterial = eyesType.eyes.sharedMaterial;
// Disable AI HeadPos on the Model
character.GetComponentInChildren().gameObject.SetActive(false);
m_Animator.enabled = false;
m_Animator.Update(Time.deltaTime);
m_Animator.enabled = true;
m_Animator.applyRootMotion = false;
m_Animator.runtimeAnimatorController = (sex == false) ? pcMaleAnimator : pcFemaleAnimator;
m_Animator.enabled = true;
PlayerCombat.instance.tpsAnim = m_Animator;
ThirdPersonPlayer.instance.currentWeaponOnHand = defaultWeaponOnHand;
character.GetComponent().animator = m_Animator;
m_Animator.Rebind();
m_Animator.Update(0f);
}
public void ApplyFaceBlenshapes()
{
}
public void DrawWeaponAnimationEvent()
{
if(currentWeaponOnHand == null || currentWeaponOnHand == null)
{
UpdateAnimator();
return;
}
currentWeaponOnHip.SetActive(false);
currentWeaponOnHand.gameObject.SetActive(true);
}
public void UndrawWeaponAnimationEvent()
{
if (currentWeaponOnHand == null || currentWeaponOnHand == null)
{
UpdateAnimator();
return;
}
currentWeaponOnHand.gameObject.SetActive(false);
currentWeaponOnHip.SetActive(true);
}
public void UndrawWeaponEvent()
{
//m_Anim.runtimeAnimatorController = defaultAnimatorController;
//m_Animator.SetBool("InCombat", false);
}
///
/// Called by animation event, resets the animator runtime controller to default
///
public void DrawWeaponEvent()
{
//m_Anim.runtimeAnimatorController = defaultAnimatorController;
//m_Animator.SetBool("InCombat", true);
}
// Start is called before the first frame update
public void OnAnimatorIK(int layerIndex)
{
m_Animator.SetLookAtPosition(RckPlayer.instance.cameraAnim.tpsLookAtTarget.position);
m_Animator.SetLookAtWeight(1, 0.5f, 1, 1, 1);
}
public void AttackAnimationEvent()
{
currentWeaponOnHand.StartCasting(false, PlayerCombat.instance.lastAttackIndex);
}
public void ChargedAttackAnimationEvent()
{
currentWeaponOnHand.StartCasting(true, PlayerCombat.instance.lastChargedAttackIndex);
}
public void EndAttackAnimationEvent()
{
currentWeaponOnHand.StopCasting();
}
public void PlayAttackSound()
{
if(RckPlayer.instance.isInThirdPerson)
currentWeaponOnHand.PlayOneShot(currentWeaponOnHand.weaponItem.weaponAttacks[PlayerCombat.instance.curAttackType].attackSound);
}
public void PlayChargedAttackSound()
{
if (RckPlayer.instance.isInThirdPerson)
currentWeaponOnHand.PlayOneShot(currentWeaponOnHand.weaponItem.weaponChargedAttacks[PlayerCombat.instance.curChargedAttackType].attackSound);
}
// Anim events are driven by FP only
public void ResetAttackStateEvent()
{
/*
if(Player.RckPlayer.instance.isInThirdPerson)
{
PlayerCombat.instance.isAttacking = false;
PlayerCombat.instance.canAttack = true;
}
*/
}
public void BlockAnimationEvent()
{
/*
if (Player.RckPlayer.instance.isInThirdPerson)
{
PlayerCombat.instance.isBlocking = true;
}
*/
}
[HideInInspector] public GameObject projectile;
public void SpawnAmmoOnRHand()
{
projectile = Instantiate(((AmmoItem)equipment.itemsEquipped[(int)EquipmentSlots.Ammo].item).projectile, character.rHand);
if(!RckPlayer.instance.isInThirdPerson)
{
if (projectile.GetComponent() != null)
projectile.GetComponent().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
}
}
public void OnAmmoIsReady()
{
}
public void DestroyAmmoProjectile()
{
if(projectile != null)
Destroy(projectile);
projectile = null;
}
public void PlayCastSpellSound()
{
/*
if (!RPGCreationKit.Player.RckPlayer.instance.isInThirdPerson && SpellsKnowledge.Player.spellInUse.sOnCast)
playerCombat.spellsAudioSource.PlayOneShot(SpellsKnowledge.Player.spellInUse.sOnCast);
*/
}
GameObject spellProjectile;
SpellProjectile currentSpellProjectile;
public void CastSpellInit()
{
Spell curSpell = SpellsKnowledge.Player.spellInUse;
Transform handT = (Equipment.PlayerEquipment.isUsingShield || (Equipment.PlayerEquipment.currentWeapon != null && Equipment.PlayerEquipment.currentWeapon.weaponType == WeaponType.Bow)) ? character.rHand : character.lHand;
switch (curSpell.mode)
{
case SpellModes.Projectile:
spellProjectile = Instantiate(curSpell.magicProjectile, handT);
spellProjectile.SetLayer(RCKLayers.ThirdPersonOnly, true);
currentSpellProjectile = spellProjectile.GetComponent();
break;
case SpellModes.Touch:
spellProjectile = Instantiate(curSpell.magicProjectile, handT);
spellProjectile.SetLayer(RCKLayers.ThirdPersonOnly, true);
currentSpellProjectile = spellProjectile.GetComponent();
currentSpellProjectile.Init(Entity.GetPlayerEntity(), true);
break;
case SpellModes.Self:
spellProjectile = Instantiate(curSpell.magicProjectile, handT);
spellProjectile.SetLayer(RCKLayers.ThirdPersonOnly, true);
currentSpellProjectile = spellProjectile.GetComponent();
currentSpellProjectile.Init(Entity.GetPlayerEntity(), true);
break;
}
}
public void CastSpellAttackEvent()
{
// Instantiate/Do Stuff
Spell curSpell = SpellsKnowledge.Player.spellInUse;
Ray ray;
// From the shooting everything else is managed by he FP shot projectile
Destroy(currentSpellProjectile.gameObject);
}
public void CastSpellEndAndDestroy()
{
}
public void CastSpellResetEvent()
{
/*
playerCombat.ResetAttackStateEvent();
playerCombat.isAttacking = false;
playerCombat.isCastingSpell = false;
*/
}
}
}