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; */ } } }