Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/AI/Custom AI Behavior/shootFireWeaponSimpleAIAction.cs
Robii Aragon fd87a6ffd5 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

178 lines
4.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class shootFireWeaponSimpleAIAction : simpleAIAction
{
[Header ("Custom Settings")]
[Space]
public float shootWeaponDuration = 2;
public bool useAmountOfProjectilesToShoot;
public int amountOfProjectilesToShoot;
[Space]
[Header ("Debug")]
[Space]
public bool aimingWeapon;
public bool shootingWeapon;
[Space]
[Header ("Components")]
[Space]
public playerWeaponsManager mainPlayerWeaponsManager;
public findObjectivesSystem mainFindObjectivesSystem;
public playerCamera mainPlayerCamera;
float lastTimeShooting;
public override void startAIAction ()
{
base.startAIAction ();
if (actionActive) {
if (actionUsedByPlayer) {
} else {
mainFindObjectivesSystem.setPossibleTargetForTurnBasedCombatSystemAsCustomTargetToLook ();
}
mainPlayerCamera.pauseOrPlayCamera (true);
mainPlayerCamera.changeCameraRotationState (true);
if (useAmountOfProjectilesToShoot) {
mainPlayerWeaponsManager.resetLastAmountOfFiredProjectiles ();
}
if (actionUsedByPlayer) {
mainPlayerWeaponsManager.inputAimWeapon ();
} else {
mainPlayerWeaponsManager.aimCurrentWeaponWhenItIsReady (true);
}
if (actionUsedByPlayer) {
mainPlayerCamera.lookAtTemporalObjectToLookAtTarget ();
}
aimingWeapon = true;
}
}
public override void updateSystem ()
{
if (!actionActive) {
return;
}
if (aimingWeapon) {
if (shootingWeapon) {
if (useAmountOfProjectilesToShoot) {
if (mainPlayerWeaponsManager.getLastAmountOfFiredProjectiles () >= amountOfProjectilesToShoot) {
endAIAction ();
return;
}
} else {
if (Time.time > lastTimeShooting + shootWeaponDuration) {
endAIAction ();
return;
}
}
} else {
if (!mainPlayerWeaponsManager.currentWeaponIsMoving () &&
mainPlayerWeaponsManager.reloadingActionNotActive () &&
mainPlayerWeaponsManager.isPlayerCarringWeapon () &&
!mainPlayerWeaponsManager.isActionActiveInPlayer () &&
mainPlayerWeaponsManager.canPlayerMove ()) {
setShootWeaponState (true);
}
}
}
if (!actionUsedByPlayer) {
mainFindObjectivesSystem.lookAtCurrentPlaceToShoot ();
mainFindObjectivesSystem.AINavMeshManager.lookAtTaget (true);
mainFindObjectivesSystem.AINavMeshManager.moveNavMesh (Vector3.zero, false, false);
}
}
public void setShootWeaponState (bool state)
{
if (actionUsedByPlayer) {
mainPlayerWeaponsManager.inputHoldOrReleaseShootWeapon (true);
} else {
mainPlayerWeaponsManager.shootWeapon (state);
}
shootingWeapon = state;
if (shootingWeapon) {
lastTimeShooting = Time.time;
}
}
public override void resetStatesOnActionEnd ()
{
if (shootingWeapon) {
shootingWeapon = false;
mainPlayerWeaponsManager.inputHoldOrReleaseShootWeapon (false);
if (mainPlayerWeaponsManager.isCharacterShooting ()) {
mainPlayerWeaponsManager.resetWeaponFiringAndAimingIfPlayerDisabled ();
mainPlayerWeaponsManager.setHoldShootWeaponState (false);
}
}
if (aimingWeapon) {
if (actionUsedByPlayer) {
mainPlayerWeaponsManager.inputAimWeapon ();
if (showDebugPrint) {
print (mainPlayerWeaponsManager.isAimingWeapons ());
}
if (mainPlayerWeaponsManager.isAimingWeapons ()) {
mainPlayerWeaponsManager.setAimWeaponState (false);
}
if (showDebugPrint) {
print (mainPlayerWeaponsManager.isAimingWeapons ());
}
} else {
mainPlayerWeaponsManager.aimCurrentWeaponWhenItIsReady (false);
mainPlayerWeaponsManager.stopAimCurrentWeaponWhenItIsReady (true);
}
}
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);
}
}
}