143 lines
3.5 KiB
C#
143 lines
3.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Security.Cryptography;
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using BITFALL.Bullet;
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using BITFALL.Entities.Equipment;
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using BITKit;
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using BITKit.Entities;
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using BITKit.StateMachine;
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using Unity.Mathematics;
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using UnityEngine;
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namespace BITFALL.Guns
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{
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public class AIGunController : AIEquipController
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{
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[SerializeField] private Transform firePoint;
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[SerializeReference,SubclassSelector] private IBulletService bulletService;
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[SerializeField] private bool forceFire;
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[SerializeField] private Optional<int> customBurstCount;
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[SerializeField] private Optional<IntervalUpdate> customFireInterval;
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[SerializeField] private Optional<float> overrideRecoil;
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private AssetableGun _gun=>assetableItem as AssetableGun;
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private readonly IntervalUpdate fireInterval = new();
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private readonly LimitTimes fireLimitTimes=new()
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{
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max = 3
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};
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public override void Entry()
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{
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base.Entry();
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fireInterval.Interval = _gun.FireMode.FireRate is 0 ? 1 : 1f/_gun.FireMode.FireRate;
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UnityEntity.AddListener<BITConstant.Command.AttackCommand>(OnAttack);
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fireLimitTimes.max = customBurstCount.IfNotAllow(1);
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fireLimitTimes.Reset();
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UnityEntity.AddListener<string>(OnCommand);
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}
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private void OnCommand(string obj)
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{
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switch (obj)
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{
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case BITConstant.Player.Fire:
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RequestFire();
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break;
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case BITConstant.Player.Melee:
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RequestMelee();
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fireInterval.AddDelay(1);
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break;
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}
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}
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public override void Exit()
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{
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base.Exit();
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UnityEntity.RemoveListener<BITConstant.Command.AttackCommand>(OnAttack);
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UnityEntity.RemoveListener<string>(OnCommand);
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}
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public override void OnUpdate(float deltaTime)
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{
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if (forceFire)
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{
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RequestFire();
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}
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}
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private void RequestFire()
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{
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if (fireInterval.AllowUpdate)
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{
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if (customFireInterval.Allow)
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{
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if (customFireInterval.Value.AllowUpdate)
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{
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//OnAttack(new BITConstant.Command.AttackCommand());
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fireLimitTimes.Reset();
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}
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else
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{
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if (fireLimitTimes.Allow)
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OnAttack(new BITConstant.Command.AttackCommand());
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}
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}
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else
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{
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OnAttack(new BITConstant.Command.AttackCommand());
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}
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}
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}
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private void OnAttack(BITConstant.Command.AttackCommand obj)
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{
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for (var i = 0; i < _gun.BuckShot.IfNotAllow(1); i++)
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{
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InternalFire();
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}
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UnityEntity.Invoke(Constant.Animation.Play, BITConstant.Player.Fire);
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}
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private void InternalFire()
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{
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var random = UnityEngine.Random.insideUnitCircle;
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if (_gun.TryGetProperty<ISpread>(out var spread))
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{
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random *= spread.Spread;
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}
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if (overrideRecoil.Allow)
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{
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random *= overrideRecoil.Value;
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}
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var rotation = firePoint.rotation;
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if(targetSensor is not null && targetSensor.Get().TryGetFirstOrDefault(out var target))
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{
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if (target.TryGetComponent<IEntityMovement>(out var targetMovement))
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{
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rotation = Quaternion.LookRotation(targetMovement.ViewCenter - firePoint.position);
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}
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else
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{
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rotation = Quaternion.LookRotation(target.position - firePoint.position);
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}
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}
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bulletService.Spawn(new SpawnBullet()
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{
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Forward = rotation * (Vector3.forward + Vector3.up * random.y + Vector3.right * random.x),
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InitialDamage =overrideDamage.IfNotAllow( _gun.InitialDamage),
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Initiator = Entity.Id,
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Position = firePoint.position,
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Rotation = rotation,
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StartSpeed = _gun.InitialBulletSpeed,
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InitialForce = _gun.InitialBulletForce,
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});
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}
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}
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}
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