BITFALL/Assets/Artists/Scripts/Entities/Equipment/EntityEquipment.cs

489 lines
16 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BITKit;
using BITKit.Animations;
using BITKit.StateMachine;
using System.Linq;
using System.Security.Permissions;
using Animancer;
using AYellowpaper.SerializedCollections;
using BITFALL;
using BITFALL.Entities.Equipment;
using BITFALL.Entities.Inventory;
using BITFALL.Guns.Modify;
using BITFALL.Player.Equip;
using BITFALL.Props;
using BITKit.Entities.Melee;
using BITKit.Entities.VFX;
using BITKit.UX;
using Cinemachine;
using Cysharp.Threading.Tasks;
using Unity.Mathematics;
namespace BITKit.Entities
{
public abstract class BITEquipBase<T> : StateBasedMonoBehaviour<T>, IEquipBase where T : IState
{
public const string C_Weapon = "c_weapon";
public string[] SearchKey { get; set; }
[Header(Constant.Header.Settings)]
[SerializeField] protected ScriptableItem item;
//[Header(Constant.Header.Property)]
//[SerializeField] public SerializedDictionary<string,AnimationProperty> animationProperties;
[Header(Constant.Header.Components)]
[SerializeField] private AnimancerComponent animancerComponent;
[SerializeField] private AnimancerComponent additionalAnimancerComponent;
[SerializeField] protected EntityVFXPlayer vfxPlayer;
[SerializeField] private Renderer[] renderers;
[SerializeField] protected Transform cameraTransform;
[SerializeField] protected Prop_Modify _modify;
[Header(Constant.Header.Services)]
[SerializeReference,SubclassSelector] protected IMeleeService meleeService;
[Inject] private IMotionMatchingService motionMatchingService = new ScriptableMotionMatchingSingleton();
public IEntity Entity { get; set; }
public Entity UnityEntity=>Entity as Entity;
public AnimancerComponent AnimancerComponent=>animancerComponent;
public AnimancerComponent AdditionalAnimancerComponent=>additionalAnimancerComponent;
public IMotionMatchingService MotionMatchingService=>motionMatchingService;
public IBasicItem Item
{
get => _item;
set
{
OnApply?.Invoke(_item = value);
OnItemApplied(value);
}
}
public ScriptableItem ScriptableItem => item;
private IBasicItem _item;
//public IDictionary<string, float> AnimationProperties = null;
[Inject(true),NonSerialized]
public InputActionGroup inputActionGroup;
protected readonly ValidHandle AllowRendering = new();
public virtual string AddressablePath => item.AddressablePath;
protected virtual Vector3 meleeForce => Transform.forward;
public bool IsEntered { get; set; }
private Quaternion _initialCameraRotation;
protected event Action<IBasicItem> OnApply;
[Inject] protected IEntityOverride _entityOverride;
[Inject(true)] protected IEntityInventory _inventory;
[Inject(true)] protected IUXPopup _uxPopup;
public IEntityInventory Inventory=>_inventory;
public IUXPopup UXPopup=>_uxPopup;
public override void Initialize()
{
SearchKey = new []{C_Weapon,item.Name};
base.Initialize();
}
public virtual void Entry()
{
if (animancerComponent)
{
animancerComponent.enabled = true;
animancerComponent.Animator.enabled = true;
}
if (additionalAnimancerComponent)
{
additionalAnimancerComponent.enabled = true;
additionalAnimancerComponent.Animator.enabled = true;
}
AllowRendering.AddElement(this);
//inputActionGroup.allowInput.AddElement(this);
if (vfxPlayer)
vfxPlayer.enabled = true;
}
public virtual UniTask EntryAsync()
{
return UniTask.CompletedTask;
}
public virtual void Entered()
{
}
public virtual void Exit()
{
if (vfxPlayer)
vfxPlayer.enabled = false;
}
public virtual async UniTask ExitAsync()
{
while (AnimancerComponent && AnimancerComponent.IsPlaying())
{
await UniTask.NextFrame();
if (destroyCancellationToken.IsCancellationRequested) return;
}
}
public virtual async void Exited()
{
AllowRendering.RemoveElement(this);
if (cameraTransform)
{
cameraTransform.localPosition = default;
cameraTransform.localRotation = _initialCameraRotation;
}
await UniTask.NextFrame(destroyCancellationToken);
if (animancerComponent)
{
animancerComponent.enabled = false;
animancerComponent.Animator.enabled = false;
}
if(AdditionalAnimancerComponent)
{
AdditionalAnimancerComponent.enabled = false;
AdditionalAnimancerComponent.Stop();
AdditionalAnimancerComponent.Animator.enabled = false;
}
}
public virtual void OnAwake()
{
//AnimationProperties= animationProperties.ToDictionary(x=>x.Key,x=>x.Value.Value);
if (renderers is null or { Length: 0 })
{
renderers = GetComponentsInChildren<Renderer>(true);
}
foreach (var x in StateDictionary.Values)
{
Entity.Inject(x);
}
AllowRendering.AddListener(x =>
{
renderers.ForEach(y => { y.enabled = x; });
if (_modify)
_modify.AllowModify.SetDisableElements(this, !x);
});
if (animancerComponent)
{
animancerComponent.Animator.enabled = false;
animancerComponent.enabled = false;
}
AllowRendering.Invoke();
if (cameraTransform)
_initialCameraRotation = cameraTransform.localRotation;
Initialize();
inputActionGroup?.allowInput.Invoke();
if (vfxPlayer)
vfxPlayer.enabled = false;
_entityOverride.OnOverride += OnOverride;
OnApply += (x) =>
{
if (!_modify) return;
if (x is not null && x.TryGetProperty<GunModify>(out var modify))
{
_modify.Modify(modify);
}
else
{
_modify.ClearModify();
}
};
if (_modify)
_modify.ClearModify();
}
private void OnOverride(bool obj)
{
if (inputActionGroup is not null)
inputActionGroup.allowInput.SetDisableElements("Override", obj);
AllowRendering.SetDisableElements("Override", obj);
}
public virtual void OnDestroy()
{
inputActionGroup?.Dispose();
}
public virtual void OnStart() { }
public virtual void OnUpdate(float deltaTime)
{
// foreach (var pair in animationProperties)
// {
// AnimationProperties[pair.Key] = pair.Value.Value;
// }
}
public virtual bool IsSupportItem(IBasicItem item) =>item is not null && item.AddressablePath == AddressablePath;
public virtual void PlayAudio(string eventName) { }
public virtual void EquipEvent(string eventName){}
public virtual void AnimationEvent(string eventName)
{
if (IsEntered is false) return;
if (item is not ScriptableEquip equip) return;
UnityEntity.Invoke(Constant.Animation.OnEvent, eventName);
switch (eventName)
{
case "Melee":
case "Attack":
meleeService.Melee(new MeleeCommand
{
PlayerId = Entity.Id,
Position = Transform.position,
Force = meleeForce * equip.MeleeForce,
Range = equip.MeleeRange,
Damage = equip.MeleeDamage,
Forward = UnityEntity.transform.forward
});
break;
case "HeavyAttack":
meleeService.Melee(new MeleeCommand
{
PlayerId = Entity.Id,
Position = Transform.position,
Force = meleeForce * equip.HeavyMeleeForce,
Range = equip.HeavyMeleeRange,
Damage = equip.HeavyMeleeDamage,
Forward = UnityEntity.transform.forward
});
break;
}
}
protected virtual void OnItemApplied(IBasicItem item)
{
}
}
[CustomType(typeof(IEquipService))]
[CustomType(typeof(IEntityEquipment))]
public class EntityEquipment : EntityBehavior,IEquipService,IEntityEquipment
{
public IOptional<float> Zoom { get; } = new Optional<float>(){Value = 1};
[SerializeField] protected Optional<int> allowAnimationFOV;
[SerializeField] private int layer;
public float Stable { get; set; }
public float Aim { get; set; }
public bool AllowAttack { get; set; }
public bool AllowScope { get; set; }
[SerializeField] private CinemachineVirtualCamera virtualCamera;
[SerializeField] private Optional<int> overrideIndex;
[SerializeField] private Optional<GameObject> optionalScope;
public IBasicItem CurrentItem { get; private set; }
public event Action<IBasicItem> OnEquip;
public event Action<IBasicItem> OnUnEquip;
public event Action<string> OnEquipAddressable;
public event Action<string> OnUnEquipAddressable;
private readonly EntryGroup<IEquipBase> equips = new();
protected IEquipBase entryComplete;
[Inject(true)] private IHealth _health;
[Inject(true)] private IEntityOverride _entityOverride;
public IValidHandle AllowEquip { get; } =new ValidHandle();
private readonly PrioritySelector<int> _prioritySelector = new();
public override void OnAwake()
{
base.OnAwake();
foreach (var x in GetComponentsInChildren<IEquipBase>(true))
{
Register(x);
}
equips.OnEntry += OnEntry;
equips.OnExit += OnExit;
AllowEquip.AddListener(OnAllowEquip);
if (_health is not null)
{
_health.OnSetAlive += x =>
{
AllowEquip.SetElements(this,x);
if (x is false)
{
CurrentItem = null;
EntryEquip(-1);
}
};
}
}
private void OnAllowEquip(bool allow)
{
if (allow)
{
EntryEquip(CurrentItem);
}
else
{
EntryEquip(-1);
}
}
public override void OnStart()
{
base.OnStart();
foreach (var x in equips.list)
{
x.OnStart();
}
if (overrideIndex.Allow && (_health?.IsAlive ?? true))
{
EntryEquip(overrideIndex.Value);
}
}
private void OnExit(IEquipBase obj)
{
OnUnEquipAddressable?.Invoke(obj.AddressablePath);
OnUnEquip?.Invoke(obj.Item);
//Debug.Log($"已退出:{obj.Item.Name}");
}
private void OnEntry(IEquipBase obj)
{
OnEquipAddressable?.Invoke(obj.AddressablePath);
obj.Item = CurrentItem;
OnEquip?.Invoke(obj.Item);
//Debug.Log($"已进入:{obj.Item.Name}");
}
public override void OnUpdate(float deltaTime)
{
equips.Entry(_prioritySelector.Current);
if (equips.index is not -1)
{
//equips.list[equips.index].Item = CurrentItem;
}
if (equips.TryGetEntried(out entryComplete))
{
entryComplete.OnUpdate(deltaTime);
}
if (virtualCamera is not null)
{
var targetFov =
Mathf.Lerp(
virtualCamera.m_Lens.FieldOfView,
Zoom.Allow ?
Mathf.Rad2Deg * CalcZoomFOV(Mathf.Deg2Rad * 60f, Zoom.Value) : PlayerConfig.Singleton.Fov,
16*deltaTime
);
if (_entityOverride is {IsOvering:true} && allowAnimationFOV.Allow)
{
virtualCamera.m_Lens.FieldOfView =
Mathf.Lerp(virtualCamera.m_Lens.FieldOfView,allowAnimationFOV.Value,5*deltaTime);
}
else
{
virtualCamera.m_Lens.FieldOfView = Mathf.Lerp(PlayerConfig.Singleton.Fov, targetFov, Aim);
}
float CalcZoomFOV(float baseFOV, float zoom)
{
return 2.0f * Mathf.Atan(Mathf.Tan(baseFOV / 2.0f) / zoom);
}
}
if (optionalScope.Allow)
{
optionalScope.Value.SetActive(AllowScope);
}
}
public int FindIndex(Func<string, bool> factory)
{
return equips.list.FindIndex(x => factory.Invoke(x.AddressablePath));
}
public bool IsSupportItem(IBasicItem item)=> equips.list.Any(x => x.IsSupportItem(item));
//public void EntryEquip(int index)=> equips.Entry(index);
public void EntryEquip(int index) => _prioritySelector.Set(0, index);
public void EntryEquip(IBasicItem item)
{
CurrentItem = item;
//equips.Entry(x=>x.IsSupportItem(item));
// if (equips.list.TryGetAny(x => x.IsSupportItem(item), out var nextEquip))
// {
// nextEquip.Item = item;
// }
var index = equips.list.FindIndex(x => x.IsSupportItem(item));
_prioritySelector.Set(0, index);
}
public void SetEquipPriority(int priority, IBasicItem item)
{
var index = equips.list.FindIndex(x => x.IsSupportItem(item));
_prioritySelector.Set(priority, index);
}
public void SetEquipPriority(int priority, int index)
{
_prioritySelector.Set(priority, index);
}
public void RemoveEquipPriority(int priority)
{
_prioritySelector.Remove(priority);
}
public void Register(IEquipBase equipBase)
{
equips.list.Add(equipBase);
Entity.Inject(equipBase);
equipBase.Entity = Entity;
equipBase.OnAwake();
foreach (var x in equipBase.As<MonoBehaviour>().GetComponentsInChildren<Transform>())
{
x.gameObject.layer = layer;
}
foreach (var x in equipBase.As<MonoBehaviour>().GetComponentsInChildren<Renderer>())
{
if (x is SkinnedMeshRenderer skinnedMeshRenderer)
{
skinnedMeshRenderer.updateWhenOffscreen = true;
}
x.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
}
}
public void UnRegister(IEquipBase equipBase)
{
equips.list.Remove(equipBase);
}
}
}