Files
BABA_YAGA/Assets/Opsive/UltimateCharacterController/Scripts/Character/Effects/Effect.cs
2026-06-09 02:05:00 +07:00

188 lines
6.9 KiB
C#

/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Character.Effects
{
using Opsive.Shared.Events;
using Opsive.Shared.Utility;
using Opsive.UltimateCharacterController.Camera;
using Opsive.UltimateCharacterController.StateSystem;
using Opsive.UltimateCharacterController.Utility;
using UnityEngine;
/// <summary>
/// Effects allow for extra camera/item movements that are applied to the character. Examples of an effect include an earthquake shake or a boss stomp. Effects
/// do not affect the Animator and are not synchronized over the network. For anything more involved an Ability should be used instead.
/// </summary>
[System.Serializable]
[UnityEngine.Scripting.Preserve]
[AllowDuplicateTypes]
public abstract class Effect : StateObject
{
[Tooltip("Can the ability be activated?")]
[HideInInspector] [SerializeField] protected bool m_Enabled = true;
[Tooltip("Should the effect be started when it is enabled?")]
[SerializeField] protected bool m_StartWhenEnabled;
[Tooltip("Specifies the name of the state that the effect should activate.")]
[SerializeField] protected string m_State;
#if UNITY_EDITOR
[Tooltip("An editor only description of the effect.")]
[HideInInspector] [SerializeField] protected string m_InspectorDescription;
#endif
public bool Enabled { get { return m_Enabled; }
set
{
if (m_Enabled == value) {
return;
}
m_Enabled = value;
if (!m_Enabled && IsActive) {
StopEffect(false);
} else if (Application.isPlaying && m_Enabled && !IsActive && m_StartWhenEnabled) {
StartEffect();
}
}
}
#if UNITY_EDITOR
public string InspectorDescription { get { return m_InspectorDescription; } set { m_InspectorDescription = value; } }
#endif
public bool StartWhenEnabled { get { return m_StartWhenEnabled; } set { m_StartWhenEnabled = value; } }
protected GameObject m_GameObject;
protected Transform m_Transform;
protected UltimateCharacterLocomotion m_CharacterLocomotion;
protected CameraController m_CameraController;
private int m_ActiveIndex = -1;
private int m_Index = -1;
public bool IsActive { get { return m_ActiveIndex != -1; } }
[NonSerialized] public int Index { get { return m_Index; } set { m_Index = value; } }
[NonSerialized] public int ActiveIndex { get { return m_ActiveIndex; } set { m_ActiveIndex = value; } }
/// <summary>
/// Initializes the effect to the specified controller.
/// </summary>
/// <param name="characterLocomotion">The character locomotion component to initialize the effect to.</param>
/// <param name="index">The prioirty index of the ability within the controller.</param>
public void Initialize(UltimateCharacterLocomotion characterLocomotion, int index)
{
m_CharacterLocomotion = characterLocomotion;
m_GameObject = characterLocomotion.gameObject;
m_Transform = characterLocomotion.transform;
m_Index = index;
// The StateObject class needs to initialize itself.
Initialize(m_GameObject);
}
/// <summary>
/// Method called by MonoBehaviour.Awake. Can be used for initialization.
/// </summary>
public virtual void Awake()
{
EventHandler.RegisterEvent<CameraController>(m_GameObject, "OnCharacterAttachCamera", OnAttachCamera);
}
/// <summary>
/// Method called by MonoBehaviour.Start. This method is called on all effects when the MonoBehaviour.Start method is called.
/// </summary>
public virtual void Start() { }
/// <summary>
/// Can the effect be started?
/// </summary>
/// <returns>True if the effect can be started.</returns>
public virtual bool CanStartEffect() { return true; }
/// <summary>
/// Tries to start the effect.
/// </summary>
/// <returns>True if the effect was successfully started.</param>
public bool StartEffect()
{
return m_CharacterLocomotion.TryStartEffect(this);
}
/// <summary>
/// Starts executing the effect.
/// </summary>
public void StartEffect(int index)
{
m_ActiveIndex = index;
EffectStarted();
}
/// <summary>
/// The effect has been started.
/// </summary>
protected virtual void EffectStarted()
{
if (!string.IsNullOrEmpty(m_State)) {
StateManager.SetState(m_GameObject, m_State, true);
}
}
/// <summary>
/// Updates the effect. Called during the MonoBehaviour.Update loop.
/// </summary>
public virtual void Update() { }
/// <summary>
/// Stop the effect from running.
/// </summary>
public void StopEffect()
{
StopEffect(false);
}
/// <summary>
/// Stop the effect from running.
/// </summary>
/// <param name="fromController">Is the effect being stopped from the UltimateCharacterController?</param>
public void StopEffect(bool fromController)
{
// If the effect wasn't stopped from the character controller then call the controller's stop effect method. The controller must be aware of the stopping.
if (!fromController) {
m_CharacterLocomotion.TryStopEffect(this);
return;
}
m_ActiveIndex = -1;
EffectStopped();
}
/// <summary>
/// The effect has stopped running.
/// </summary>
protected virtual void EffectStopped()
{
if (!string.IsNullOrEmpty(m_State)) {
StateManager.SetState(m_GameObject, m_State, false);
}
}
/// <summary>
/// The character has been attached to the camera. Initialze the camera-related values.
/// </summary>
/// <param name="cameraController">The camera controller attached to the character. Can be null.</param>
private void OnAttachCamera(CameraController cameraController)
{
m_CameraController = cameraController;
}
/// <summary>
/// Called when the character is destroyed.
/// </summary>
public virtual void OnDestroy()
{
EventHandler.UnregisterEvent<CameraController>(m_GameObject, "OnCharacterAttachCamera", OnAttachCamera);
}
}
}