BITFALL/Assets/Artists/Scripts/Entities/Melee/EntityMelee.cs

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using System.Collections;
using System.Collections.Generic;
using System.Xml;
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using BITFALL.Combat;
using BITKit.Animations;
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using BITKit.Entities.Melee;
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using BITKit.Sensors;
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using Unity.Mathematics;
using UnityEngine;
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namespace BITKit.Entities
{
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[CustomType(typeof(IMeleeCombat))]
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public class EntityMelee : EntityBehavior, IMeleeCombat,IMeleeService
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{
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[Header(Constant.Header.Settings)]
[SerializeField] private bool debug;
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[SerializeField] private int damage = 50;
[SerializeField] private Tag ignoreTags;
[SerializeField] private bool allowAnimationEvent;
[SerializeField] private bool allowAIAnimationEvent;
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[Header(Constant.Header.Components)]
[SerializeField] private RangeSensor rangeSensor;
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[SerializeReference, SubclassSelector, Inject(true)]
private IMeleeService meleeService;
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[Inject(true)] private IHealth _health;
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[Inject(true)] private IEntityOverride entityOverride;
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private readonly IntervalUpdate disableMelee = new(0.64f);
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private readonly DoubleBuffer<MeleeConfig> _configBuffer = new();
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public override void OnStart()
{
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if (entityOverride is not null)
{
entityOverride.OnOverride += OnOverride;
}
}
private void OnOverride(bool obj)
{
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// disableMelee.Reset();
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}
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public void AnimationEvent(string actionName)
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{
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if (debug)
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{
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BIT4Log.Log($"{name} AnimationEvent {actionName}");
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}
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if (allowAnimationEvent) AnimationEventInternal(actionName);
}
public void AIAnimationEvent(string actionName)
{
if (debug)
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{
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BIT4Log.Log($"{name} AIAnimationEvent {actionName}");
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}
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if (allowAIAnimationEvent) AnimationEventInternal(actionName);
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}
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private void AnimationEventInternal(string actionName)
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{
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if (_health is { IsAlive: false }) return;
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switch (actionName)
{
case "Melee":
Melee(damage);
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break;
}
}
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private void Melee(int _damage)
{
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if (disableMelee.AllowUpdateWithoutReset is false)
{
if (debug)
BIT4Log.Log("Melee is disabled");
return;
}
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var forward = Transform.forward;
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var isConfig = _configBuffer.TryGetRelease(out var config);
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meleeService.Melee(new MeleeCommand()
{
PlayerId = Entity.Id,
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Position = isConfig ? config.Position :Transform.position + Vector3.up,
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Force = forward * 128,
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Range = 2.4f,
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Damage = _damage,
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Forward = isConfig ? (Quaternion)config.Rotation * Vector3.forward : forward,
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IgnoreTags = ignoreTags.GetTags(),
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});
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if (debug)
BIT4Log.Log("Melee Command Queued");
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}
public void Execute() => Melee(damage);
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public void HitStun()
{
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UnityEntity.Invoke(Constant.Animation.Play, nameof(HitStun));
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}
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public void SetConfig(MeleeConfig config)
{
_configBuffer.Release(config);
}
public void Melee(MeleeCommand command)=>meleeService.Melee(command);
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}
}