105 lines
2.8 KiB
C#
105 lines
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Xml;
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using BITFALL.Combat;
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using BITKit.Animations;
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using BITKit.Entities.Melee;
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using Unity.Mathematics;
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using UnityEngine;
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namespace BITKit.Entities
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{
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[CustomType(typeof(IMeleeCombat))]
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public class EntityMelee : EntityBehavior, IMeleeCombat
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{
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[Header(Constant.Header.Settings)] [SerializeField]
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private bool debug;
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[SerializeField] private int damage = 50;
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[SerializeField] private Tag ignoreTags;
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[SerializeField] private bool allowAnimationEvent;
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[SerializeField] private bool allowAIAnimationEvent;
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[SerializeReference, SubclassSelector, Inject(true)]
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private IMeleeService meleeService;
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[Inject(true)] private IEntityOverride entityOverride;
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private readonly IntervalUpdate disableMelee = new(0.64f);
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public override void OnStart()
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{
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if (entityOverride is not null)
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{
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entityOverride.OnOverride += OnOverride;
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}
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}
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private void OnOverride(bool obj)
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{
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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($"{name} AnimationEvent {actionName}");
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}
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if (allowAnimationEvent) AnimationEventInternal(actionName);
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}
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public void AIAnimationEvent(string actionName)
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{
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if (debug)
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{
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BIT4Log.Log($"{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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switch (actionName)
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{
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case "Melee":
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Melee(damage);
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break;
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}
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}
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private void Melee(int _damage)
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{
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if (disableMelee.AllowUpdateWithoutReset is false)
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{
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if (debug)
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BIT4Log.Log("Melee is disabled");
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return;
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}
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var forward = Transform.forward;
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meleeService.Melee(new MeleeCommand()
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{
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PlayerId = Entity.Id,
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Position = Transform.position + Vector3.up,
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Force = forward * 128,
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Range = 1.6f,
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Damage = _damage,
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Forward = forward,
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IgnoreTags = ignoreTags.GetTags(),
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});
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if (debug)
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BIT4Log.Log("Melee Command Queued");
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}
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public void Execute() => Melee(damage);
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public void HitStun()
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{
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UnityEntity.Invoke(Constant.Animation.Play, nameof(HitStun));
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}
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}
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} |