Files
BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/Character/Abilities/DamageVisualization.cs
2026-06-09 09:18:17 +07:00

150 lines
6.3 KiB
C#

/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Character.Abilities
{
using Opsive.Shared.Events;
using Opsive.Shared.Game;
using Opsive.UltimateCharacterController.Utility;
using UnityEngine;
/// <summary>
/// Plays an animation when the character takes damage.
/// </summary>
[DefaultStartType(AbilityStartType.Manual)]
[DefaultStopType(AbilityStopType.Manual)]
[DefaultAbilityIndex(10)]
public class DamageVisualization : Ability
{
[Tooltip("The minimum amount of damage required for the ability to start.")]
[SerializeField] protected float m_MinDamageAmount;
[Tooltip("Specifies if the ability should wait for the OnAnimatorDamageVisualizationComplete animation event or wait for the specified duration before interacting with the item.")]
[SerializeField] protected AnimationEventTrigger m_DamageVisualizationCompleteEvent = new AnimationEventTrigger(false, 0.2f);
private float MinDamageAmount { get { return m_MinDamageAmount; } set { m_MinDamageAmount = value; } }
private AnimationEventTrigger DamageVisualizationCompleteEvent { get { return m_DamageVisualizationCompleteEvent; } set { m_DamageVisualizationCompleteEvent = value; } }
/// <summary>
/// The type of animation that the ability should play.
/// </summary>
private enum TakeDamageIndex {
FrontLeft, // Play an animation based upon a damage position on the front left.
FrontRight, // Play an animation based upon a damage position on the front right.
BackLeft, // Play an animation based upon a damage position on the back left.
BackRight // Play an animation based upon a damage position on the back right.
}
private int m_TakeDamageIndex;
private ScheduledEventBase m_CompleteEvent;
public override int AbilityIntData { get { return m_TakeDamageIndex; } }
/// <summary>
/// Initialize the default values.
/// </summary>
public override void Awake()
{
base.Awake();
EventHandler.RegisterEvent<float, Vector3, Vector3, GameObject, Collider>(m_GameObject, "OnHealthDamage", OnDamage);
EventHandler.RegisterEvent(m_GameObject, "OnAnimatorDamageVisualizationComplete", OnDamageVisualizationComplete);
}
/// <summary>
/// The character has taken damage.
/// </summary>
/// <param name="amount">The amount of damage taken.</param>
/// <param name="position">The position of the damage.</param>
/// <param name="force">The amount of force applied to the object while taking the damage.</param>
/// <param name="attacker">The GameObject that did the damage.</param>
/// <param name="hitCollider">The Collider that was hit.</param>
private void OnDamage(float amount, Vector3 position, Vector3 force, GameObject attacker, Collider hitCollider)
{
// The ability shouldn't start if the damage amount doesn't meet the minimum amount required.
if (amount < m_MinDamageAmount) {
return;
}
// The ability shouldn't start if the damage is internal (such as a fall damage).
if (attacker == null) {
return;
}
m_TakeDamageIndex = GetDamageTypeIndex(amount, position, force, attacker);
if (m_TakeDamageIndex != -1) {
StartAbility();
}
}
/// <summary>
/// Returns the value that the AbilityIntData parameter should be set to.
/// </summary>
/// <param name="amount">The amount of damage taken.</param>
/// <param name="position">The position of the damage.</param>
/// <param name="force">The amount of force applied to the character.</param>
/// <param name="attacker">The GameObject that damaged the character.</param>
/// <returns>The value that the AbilityIntData parameter should be set to. A value of -1 will prevent the ability from starting.</returns>
protected virtual int GetDamageTypeIndex(float amount, Vector3 position, Vector3 force, GameObject attacker)
{
var direction = m_Transform.InverseTransformPoint(position);
if (direction.z > 0) {
if (direction.x > 0) {
return (int)TakeDamageIndex.FrontRight;
}
return (int)TakeDamageIndex.FrontLeft;
} else if (direction.z < 0) {
if (direction.x > 0) {
return (int)TakeDamageIndex.BackRight;
}
return (int)TakeDamageIndex.BackLeft;
}
return -1;
}
/// <summary>
/// The ability has started.
/// </summary>
protected override void AbilityStarted()
{
base.AbilityStarted();
if (!m_DamageVisualizationCompleteEvent.WaitForAnimationEvent) {
m_CompleteEvent = Scheduler.Schedule(m_DamageVisualizationCompleteEvent.Duration, OnDamageVisualizationComplete);
}
}
/// <summary>
/// Animation event callback when the damage visualization animation has completed.
/// </summary>
private void OnDamageVisualizationComplete()
{
StopAbility();
}
/// <summary>
/// The ability has stopped running.
/// </summary>
/// <param name="force">Was the ability force stopped?</param>
protected override void AbilityStopped(bool force)
{
base.AbilityStopped(force);
Scheduler.Cancel(m_CompleteEvent);
}
/// <summary>
/// Called when the character is destroyed.
/// </summary>
public override void OnDestroy()
{
base.OnDestroy();
EventHandler.UnregisterEvent<float, Vector3, Vector3, GameObject, Collider>(m_GameObject, "OnHealthDamage", OnDamage);
EventHandler.UnregisterEvent(m_GameObject, "OnAnimatorDamageVisualizationComplete", OnDamageVisualizationComplete);
}
}
}