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