Files
FueraDeEscala/Assets/PixPlays/Components/Scripts/VfxSystem/Shields/EarthShield.cs
2026-03-29 23:03:14 -07:00

154 lines
6.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace PixPlays.ElementalVFX
{
public class EarthShield : Shield
{
[SerializeField] List<Rigidbody> _ShardRigidbodies;
[SerializeField] float _AnimSpeed;
[SerializeField] AnimationCurve _AnimCurve;
[SerializeField] ParticleSystem _SpawnExplosionEffectPrefab;
[SerializeField] Transform _RotationObjectOuter;
[SerializeField] Transform _RotationObjectInner;
[SerializeField] float _RotationSpeedOuter;
[SerializeField] float _RotationSpeedInner;
[SerializeField] Vector2 _ShardRadiusSpawn;
[SerializeField] ParticleSystem _HitEffectPrefab;
[SerializeField] float _ShardScale;
private List<MeshCollider> _meshColliders;
private List<Vector3> _sourcePositions;
private List<Quaternion> _sourceRotations;
IEnumerator Coroutine_Animate()
{
StartCoroutine(Coroutine_Rotate());
if (_sourcePositions == null)
{
_sourcePositions = new List<Vector3>();
_sourceRotations = new List<Quaternion>();
foreach (var i in _ShardRigidbodies)
{
_sourcePositions.Add(i.transform.localPosition);
_sourceRotations.Add(i.transform.localRotation);
}
}
if (_meshColliders == null)
{
_meshColliders=new List<MeshCollider>();
foreach (var i in _ShardRigidbodies)
{
if(i.TryGetComponent<MeshCollider>(out MeshCollider collider))
{
_meshColliders.Add(collider);
collider.enabled = false;
}
}
}
foreach(var i in _meshColliders)
{
i.enabled = false;
}
List<Vector3> shardPosition = new List<Vector3>();
List<Quaternion> shardRotation = new List<Quaternion>();
for (int i = 0; i < _ShardRigidbodies.Count; i++)
{
_ShardRigidbodies[i].gameObject.SetActive(true);
_ShardRigidbodies[i].isKinematic = true;
_ShardRigidbodies[i].transform.localScale= Vector3.one* _ShardScale;
Vector3 dir = _ShardRigidbodies[i].transform.localPosition;//(_ShardRigidbodies[i].transform.position - transform.position);
dir.y = 0;
float distance = Random.Range(_ShardRadiusSpawn.x, _ShardRadiusSpawn.y);
Quaternion rotation = Quaternion.Euler(Random.Range(0, 360), Random.Range(0, 360), Random.Range(0, 360));
Vector3 pos = transform.position + dir.normalized * distance;
Ray ray = new Ray(transform.position, Vector3.down);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 10))
{
pos.y = hit.point.y;
}
else
{
pos.y = transform.position.y - 1;
}
shardPosition.Add(pos);
shardRotation.Add(rotation);
ParticleSystem effect = Instantiate(_SpawnExplosionEffectPrefab, pos, Quaternion.identity);
effect.Play();
}
float lerp = 0;
while (lerp < 1)
{
for (int i = 0; i < _ShardRigidbodies.Count; i++)
{
_ShardRigidbodies[i].transform.localPosition = Vector3.Lerp(transform.InverseTransformPoint(shardPosition[i]),
_sourcePositions[i], _AnimCurve.Evaluate(lerp));
_ShardRigidbodies[i].transform.localRotation = Quaternion.Lerp(shardRotation[i], _sourceRotations[i], _AnimCurve.Evaluate(lerp));
}
lerp += Time.deltaTime * _AnimSpeed;
yield return null;
}
for (int i = 0; i < _ShardRigidbodies.Count; i++)
{
_ShardRigidbodies[i].transform.localPosition = _sourcePositions[i];
_ShardRigidbodies[i].transform.localRotation = _sourceRotations[i];
}
}
IEnumerator Coroutine_Rotate()
{
while (true)
{
_RotationObjectInner.Rotate(0, _RotationSpeedInner * Time.deltaTime, 0);
_RotationObjectOuter.Rotate(0, _RotationSpeedOuter * Time.deltaTime, 0);
yield return null;
}
}
IEnumerator Coroutine_StopAnimation()
{
foreach (var i in _ShardRigidbodies)
{
i.isKinematic = false;
}
foreach(var i in _meshColliders)
{
i.enabled = true;
}
float lerp = 0;
Vector3 startScale = Vector3.one* _ShardScale;
Vector3 endScale = Vector3.zero;
while (lerp < 1)
{
for (int i = 0; i < _ShardRigidbodies.Count; i++)
{
_ShardRigidbodies[i].transform.localScale = Vector3.Lerp(startScale, endScale,lerp);
}
lerp +=Time.deltaTime * _AnimSpeed;
yield return null;
}
for(int i = 0; i < _ShardRigidbodies.Count; i++)
{
_ShardRigidbodies[i].gameObject.SetActive(false);
}
}
protected override void PlayImplementation()
{
StopAllCoroutines();
StartCoroutine(Coroutine_Animate());
}
protected override void StopImplemenation()
{
StopAllCoroutines();
StartCoroutine(Coroutine_StopAnimation());
}
protected override void HitImplementation(Vector3 point, Vector3 normal)
{
ParticleSystem effect = Instantiate(_HitEffectPrefab, point, Quaternion.identity);
effect.transform.forward = normal;
effect.Play();
}
}
}