Files
Robii Aragon fd87a6ffd5 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

168 lines
3.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class shootBowSimpleAIAction : simpleAIAction
{
[Header ("Custom Settings")]
[Space]
public float shootWeaponDuration = 2;
public bool useAmountOfProjectilesToShoot;
public int amountOfProjectilesToShoot;
public bool useFireRate;
public float fireRate;
// public string quickModeActionName = "Fire Arrow Bow Attack";
[Space]
[Header ("Debug")]
[Space]
public bool aimingWeapon;
public bool shootingWeapon;
[Space]
[Header ("Components")]
[Space]
// public quickPlayerModeChangeSystem mainQuickPlayerModeChangeSystem;
public bowSystem mainBowSystem;
public findObjectivesSystem mainFindObjectivesSystem;
public playerCamera mainPlayerCamera;
float lastTimeAiming;
float lastTimeShoot;
public override void startAIAction ()
{
base.startAIAction ();
if (actionActive) {
if (actionUsedByPlayer) {
} else {
mainFindObjectivesSystem.setPossibleTargetForTurnBasedCombatSystemAsCustomTargetToLook ();
mainFindObjectivesSystem.setIgnoreLookAtDirectionActiveState (true);
}
mainPlayerCamera.pauseOrPlayCamera (true);
mainPlayerCamera.changeCameraRotationState (true);
if (useAmountOfProjectilesToShoot) {
mainBowSystem.resetLastAmountOfFiredProjectiles ();
}
mainBowSystem.setArrowsManagedByInventoryState (false);
mainBowSystem.inputSetAimBowState (true);
if (showDebugPrint) {
print ("aim bow");
}
if (actionUsedByPlayer) {
mainPlayerCamera.lookAtTemporalObjectToLookAtTarget ();
}
lastTimeAiming = Time.time;
aimingWeapon = true;
}
}
public override void updateSystem ()
{
if (!actionActive) {
return;
}
if (aimingWeapon) {
if (shootingWeapon) {
if (useAmountOfProjectilesToShoot) {
if (mainBowSystem.getLastAmountOfFiredProjectiles () >= amountOfProjectilesToShoot) {
endAIAction ();
return;
}
} else {
if (Time.time > lastTimeAiming + shootWeaponDuration) {
endAIAction ();
return;
}
}
}
if (useFireRate) {
if (Time.time > lastTimeShoot + fireRate) {
setShootWeaponState (true);
lastTimeShoot = Time.time;
}
} else {
setShootWeaponState (true);
}
}
if (!actionUsedByPlayer) {
mainFindObjectivesSystem.lookAtCurrentPlaceToShoot ();
mainFindObjectivesSystem.AINavMeshManager.lookAtTaget (true);
mainFindObjectivesSystem.AINavMeshManager.moveNavMesh (Vector3.zero, false, false);
}
}
public void setShootWeaponState (bool state)
{
// mainQuickPlayerModeChangeSystem.inputActivateMode (quickModeActionName);
mainBowSystem.inputFireArrow ();
shootingWeapon = state;
}
public override void resetStatesOnActionEnd ()
{
if (shootingWeapon) {
shootingWeapon = false;
// mainQuickPlayerModeChangeSystem.inputActiveModePressUp (quickModeActionName);
mainBowSystem.inputSetAimBowState (false);
if (mainBowSystem.isAimingBowActive ()) {
mainBowSystem.cancelBowLoadedStateIfActive ();
}
}
mainBowSystem.setOriginalArrowsManagedByInventoryState ();
shootingWeapon = false;
aimingWeapon = false;
mainPlayerCamera.pauseOrPlayCamera (false);
mainPlayerCamera.changeCameraRotationState (false);
if (actionUsedByPlayer) {
mainPlayerCamera.setLookAtTargetStateInput (false);
} else {
mainFindObjectivesSystem.AINavMeshManager.lookAtTaget (false);
mainFindObjectivesSystem.AINavMeshManager.moveNavMesh (Vector3.zero, false, false);
mainFindObjectivesSystem.setIgnoreLookAtDirectionActiveState (false);
}
}
}