add ckg
plantilla base para movimiento básico
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@@ -0,0 +1,145 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class shootPowerSimpleAIAction : simpleAIAction
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{
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[Header ("Custom Settings")]
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[Space]
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public float shootPowerDuration = 2;
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public bool useAmountOfProjectilesToShoot;
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public int amountOfProjectilesToShoot;
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[Space]
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[Header ("Debug")]
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[Space]
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public bool aimingPower;
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public bool shootingPower;
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[Space]
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[Header ("Components")]
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[Space]
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public otherPowers mainOtherPowers;
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public findObjectivesSystem mainFindObjectivesSystem;
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public playerCamera mainPlayerCamera;
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float lastTimeAiming;
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public override void startAIAction ()
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{
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base.startAIAction ();
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if (actionActive) {
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if (actionUsedByPlayer) {
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} else {
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mainFindObjectivesSystem.setPossibleTargetForTurnBasedCombatSystemAsCustomTargetToLook ();
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}
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mainPlayerCamera.pauseOrPlayCamera (true);
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mainPlayerCamera.changeCameraRotationState (true);
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if (useAmountOfProjectilesToShoot) {
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mainOtherPowers.resetLastAmountOfFiredProjectiles ();
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}
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if (!mainOtherPowers.isAimingPower ()) {
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mainOtherPowers.inputSetAimPowerState (true);
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if (showDebugPrint) {
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print ("aim power");
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}
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}
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if (actionUsedByPlayer) {
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mainPlayerCamera.lookAtTemporalObjectToLookAtTarget ();
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}
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lastTimeAiming = Time.time;
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aimingPower = true;
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}
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}
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public override void updateSystem ()
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{
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if (!actionActive) {
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return;
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}
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if (aimingPower) {
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if (shootingPower) {
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if (useAmountOfProjectilesToShoot) {
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if (mainOtherPowers.getLastAmountOfFiredProjectiles () >= amountOfProjectilesToShoot) {
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endAIAction ();
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return;
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}
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} else {
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if (Time.time > lastTimeAiming + shootPowerDuration) {
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endAIAction ();
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return;
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}
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}
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}
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setShootWeaponState (true);
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}
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if (!actionUsedByPlayer) {
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mainFindObjectivesSystem.lookAtCurrentPlaceToShoot ();
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mainFindObjectivesSystem.AINavMeshManager.lookAtTaget (true);
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mainFindObjectivesSystem.AINavMeshManager.moveNavMesh (Vector3.zero, false, false);
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}
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}
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public void setShootWeaponState (bool state)
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{
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mainOtherPowers.inputHoldOrReleaseShootPower (true);
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mainOtherPowers.inputHoldShootPower ();
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mainOtherPowers.inputHoldOrReleaseShootPower (false);
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shootingPower = state;
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}
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public override void resetStatesOnActionEnd ()
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{
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if (shootingPower) {
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shootingPower = false;
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mainOtherPowers.inputHoldOrReleaseShootPower (false);
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}
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if (aimingPower) {
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mainOtherPowers.inputSetAimPowerState (false);
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}
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shootingPower = false;
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aimingPower = false;
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mainPlayerCamera.pauseOrPlayCamera (false);
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mainPlayerCamera.changeCameraRotationState (false);
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if (actionUsedByPlayer) {
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mainPlayerCamera.setLookAtTargetStateInput (false);
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} else {
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mainFindObjectivesSystem.AINavMeshManager.lookAtTaget (false);
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mainFindObjectivesSystem.AINavMeshManager.moveNavMesh (Vector3.zero, false, false);
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}
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}
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}
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