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

374 lines
12 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 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
{
[Header(Constant.Header.Settings)]
[SerializeField] protected AssetableItem item;
[Header(Constant.Header.Property)]
[SerializeField] public SerializedDictionary<string,AnimationProperty> animationProperties;
[Header(Constant.Header.Components)]
[SerializeField] public UnityAnimator animator;
[SerializeField] protected EntityVFXPlayer vfxPlayer;
[SerializeField] protected EntityAnimator entityAnimator;
[SerializeField] private Renderer[] renderers;
[SerializeField] protected Transform cameraTransform;
[SerializeField] protected Prop_Modify _modify;
[Header(Constant.Header.Services)]
[SerializeReference,SubclassSelector] protected IMeleeService meleeService;
[SerializeReference,SubclassSelector,Inject] private IUXPopup _popup;
public Entities.IEntity Entity { get; set; }
public Entity UnityEntity=>Entity as Entity;
public IBasicItem Item
{
get => _item;
set
{
OnApply?.Invoke(_item = value);
OnItemApplied(value);
}
}
private IBasicItem _item;
public IDictionary<string,float> AnimationProperties => animationProperties.ToDictionary(x=>x.Key,x=>x.Value.Value);
public readonly InputActionGroup inputActionGroup = new()
{
allowGlobalActivation = true
};
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 virtual void Entry()
{
if (animator)
animator.enabled = true;
AllowRendering.AddElement(this);
inputActionGroup.allowInput.AddElement(this);
if (entityAnimator)
entityAnimator.enabled = true;
if (vfxPlayer)
vfxPlayer.enabled = true;
if (animator)
{
var animName = animator.animator.GetCurrentAnimatorStateInfo(0).shortNameHash;
animator.animator.Play(animName, -1, 0);
}
}
public virtual UniTask EntryAsync()
{
return UniTask.CompletedTask;
}
public virtual void Entered()
{
}
public virtual void Exit()
{
if (vfxPlayer)
vfxPlayer.enabled = false;
inputActionGroup.allowInput.RemoveElement(this);
}
public virtual UniTask ExitAsync()
{
AllowRendering.RemoveElement(this);
if (animator)
animator.enabled = false;
return UniTask.CompletedTask;
}
public virtual async void Exited()
{
if (entityAnimator)
entityAnimator.enabled = false;
if (cameraTransform)
{
await UniTask.NextFrame(destroyCancellationToken);
cameraTransform.localPosition = default;
cameraTransform.localRotation = _initialCameraRotation;
}
}
public virtual void OnAwake()
{
AllowRendering.AddListener(x =>
{
renderers.ForEach(y => { y.enabled = x; });
if (_modify)
_modify.AllowModify.SetDisableElements(this,!x);
});
if (animator)
animator.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)
{
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) { }
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 AssetableEquip equip) return;
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};
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;
public IValidHandle AllowEquip { get; } =new ValidHandle();
public override void OnAwake()
{
base.OnAwake();
equips.list = GetComponentsInChildren<IEquipBase>(true).ToList();
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);
}
};
}
foreach (var x in equips.list)
{
x.Entity = UnityEntity;
x.OnAwake();
}
}
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)
{
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
);
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 bool IsSupportItem(IBasicItem item)=> equips.list.Any(x => x.IsSupportItem(item));
public void EntryEquip(int index)=> equips.Entry(index);
public void EntryEquip(Func<string,bool> factory)=>equips.Entry(x=>factory.Invoke(x.AddressablePath));
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;
}
}
}
}