Danro/Assets/Scripts/Projectiles/PickableProjectile.cs

510 lines
16 KiB
C#

using UnityEngine;
using RR.Common.Interfaces;
using RR.Game2D.Core;
using RR.Game2D.Behaviour;
using RR.Game2D.Core.Interfaces;
namespace RR.Game2D.Entities.Projectiles
{
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody2D),
typeof(CapsuleCollider2D))]
public class PickableProjectile : PhysicsProjectile, IPickable, IBouncy, IRecallable
{
public static PickableProjectile Instance { get; private set; }
public enum State { Held, Airborne, Grounded, Returning }
public State CurrentState { get; private set; } = State.Grounded;
[Header("Подбор и прикрепление")]
[SerializeField] private Vector3 heldLocalOffset = new(0.25f, 0.1f, 0f);
[SerializeField] private float heldScale = 1.5f;
[SerializeField] private float ignoreOwnerTimeOnThrow = 0.1f;
[Header("Приземление")]
[SerializeField] private float groundVelocity = 1f;
[SerializeField] private float maxGroundSlideTime = 1f;
[SerializeField] private bool lockWhenLanded = true;
[Header("Отскоки")]
[SerializeField] private int maxBounces = 3;
[SerializeField] private float minBounceSpeed = 0.8f;
[SerializeField] private float stickDelayAfterImpact = 0.03f;
[Header("Возврат")]
[SerializeField, Range(0, 100)] int recallScreenMarginPercent = 5;
[SerializeField] private float recallArriveDistance = 1f;
[SerializeField] private float recallSpeed = 16f;
[SerializeField] private float recallStartDistance = 8f;
[Header("Gizmos")]
[SerializeField] private bool drawGizmos;
[SerializeField] private Color gizmoColor = new (0.2f, 0.8f, 1f, 0.35f);
private Transform holderAttachPoint;
private int bounceCounter;
private float lastImpactTime = -999f;
private readonly Vector3 baseLocalScale = Vector3.one;
private bool hadBeenHeld;
private GameObject lastKnownHolder;
private float lastGroundTouchTime;
private GameObject jumpPad;
// -------------------------------------------
// Методы Unity
//
#region Unity Methods
//---------------------------
// Singleton
//---------------------------
protected override void Awake()
{
rb = GetComponent<Rigidbody2D>();
col = GetComponent<CapsuleCollider2D>();
col.isTrigger = true;
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
jumpPad = new GameObject("Projectile Jump Pad");
jumpPad.AddComponent<BoxCollider2D>();
jumpPad.AddComponent<JumpPad2D>();
jumpPad.GetComponent<BoxCollider2D>().isTrigger = true;
Vector3 jumpPadScale = jumpPad.transform.localScale;
jumpPadScale.y = 0.1f;
jumpPad.transform.localScale = jumpPadScale;
jumpPad.SetActive(false);
jumpPad.GetComponent<JumpPad2D>().PlayerJumped += OnPlayerJumped;
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
Destroy(jumpPad);
}
//---------------------------
//
//---------------------------
private void Start()
{
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
col.isTrigger = false;
if (CurrentState != State.Held)
BecomeGrounded();
}
protected override void FixedUpdate()
{
base.FixedUpdate();
if (!lockWhenLanded && CurrentState == State.Airborne)
{
if (rb.linearVelocity.sqrMagnitude < (groundVelocity * groundVelocity))
BecomeGrounded();
}
if ((CurrentState == State.Airborne || CurrentState == State.Returning) && rb.linearVelocity.sqrMagnitude > 0.0001f)
transform.up = rb.linearVelocity.normalized;
if (CurrentState == State.Airborne && rb.linearVelocity.magnitude < groundVelocity)
BecomeGrounded();
if (hadBeenHeld && CurrentState != State.Held)
Recall();
}
protected override void OnCollisionEnter2D(Collision2D collision)
{
var otherRb = collision.rigidbody ? collision.rigidbody : collision.otherRigidbody;
var otherGO = (collision.collider ? collision.collider.attachedRigidbody?.gameObject : null)
?? otherRb?.gameObject
?? collision.gameObject;
if (otherGO != null)
{
if (otherGO.CompareTag("Player") && CurrentState != State.Held)
{
if (TryPickup(otherGO)) return;
}
else if (otherGO.CompareTag("Enemy"))
{
EnemyController enemyController = otherGO.GetComponent<EnemyController>();
if (enemyController != null)
{
enemyController.TakeDamage(projectileDamage);
}
}
}
if (!IsInHitLayer(collision.collider.gameObject.layer)) return;
Vector2 point = collision.GetContact(0).point;
OnHit(collision, point, collision.relativeVelocity);
if (CurrentState == State.Airborne)
{
if (TryBounce(collision))
{
lastImpactTime = Time.time;
return;
}
BecomeGrounded();
}
if (collision.collider.CompareTag("Ground"))
lastGroundTouchTime = Time.time;
}
private void OnCollisionStay2D(Collision2D collision)
{
if (collision.collider.CompareTag("Ground"))
{
if (Time.time - lastGroundTouchTime > maxGroundSlideTime && CurrentState != State.Returning)
BecomeGrounded();
}
}
protected override void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
if (TryPickup(other.gameObject)) return;
}
else if (other.CompareTag("Enemy"))
{
other.TryGetComponent<EnemyController>(out var controller);
controller.TakeDamage(projectileDamage);
}
else
{
base.OnTriggerEnter2D(other);
}
}
//
//
// -------------------------------------------
#endregion
// -------------------------------------------
// Переопределенные методы родителей
//
#region Parent Methods
protected override void OnHit(Collision2D collision, Vector2 point, Vector2 relativeVelocity)
{
//TryDealDamage(collision.collider, point, relativeVelocity);
PlayFX(point);
OnImpactFinal(collision);
}
protected override void OnImpactFinal(Collision2D collision)
{
if (!TryBounce(collision) && CurrentState == State.Airborne)
BecomeGrounded();
}
protected override void OnImpactFinal(Collider2D other)
{
if (Time.time - lastImpactTime > stickDelayAfterImpact && CurrentState == State.Airborne)
BecomeGrounded();
}
#endregion
//
//
// -------------------------------------------
// -------------------------------------------
// Подбор
//
#region Pickup
public bool TryPickup(GameObject newOwner, Transform optionalAttachPoint = null)
{
if (CurrentState == State.Held) return true;
owner = newOwner;
lastKnownHolder = newOwner;
holderAttachPoint = optionalAttachPoint ?? FindAttachPoint(newOwner);
var fireScript = newOwner.GetComponent<PlayerFireScript>();
if (!holderAttachPoint && fireScript != null)
holderAttachPoint = fireScript.attachPoint;
if (!holderAttachPoint)
holderAttachPoint = newOwner.transform;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.bodyType = RigidbodyType2D.Kinematic;
col.enabled = false;
transform.SetParent(holderAttachPoint);
transform.SetPositionAndRotation(holderAttachPoint.TransformPoint(heldLocalOffset), new Quaternion(0, 90f, 0, 0));
transform.localScale = baseLocalScale * heldScale;
if (fireScript != null) fireScript.BindProjectile(this);
//StartCoroutine(IgnoreOwnerTemporarily(owner, ignoreOwnerTimeOnThrow));
CurrentState = State.Held;
launched = false;
hadBeenHeld = true;
jumpPad.SetActive(false);
return true;
}
/// <summary>
/// Метод для получения точки привязки на игроке.
/// </summary>
/// <param name="holder">Игрок, который держит снаряд</param>
/// <param name="preferred">Опциональная точка привязки. При передаче, снаряд будет привязан на нее</param>
/// <returns>Transform attachPoint - точка привязки</returns>
private Transform FindAttachPoint(GameObject holder, Transform preferred = null)
{
if (preferred) return preferred;
PlayerFireScript fireScript = holder.GetComponent<PlayerFireScript>();
if (fireScript && fireScript.attachPoint) return fireScript.attachPoint;
return holder.transform;
}
#endregion
//
//
// -------------------------------------------
// -------------------------------------------
// Отскок
//
#region Bounce
public bool TryBounce(Collision2D collision)
{
if (Time.time - lastImpactTime < stickDelayAfterImpact) return true;
if (bounceCounter > maxBounces) return false;
Vector2 velocityIn = rb.linearVelocity;
float speed = velocityIn.magnitude;
if (speed < minBounceSpeed) return false;
Vector2 direction = Vector2.Reflect(velocityIn, collision.contacts[0].normal);
rb.linearVelocity = col.sharedMaterial.bounciness * direction;
if (collision.collider.CompareTag("Ground") || collision.collider.CompareTag("Trap"))
bounceCounter++;
return true;
}
#endregion
//
//
// -------------------------------------------
// -------------------------------------------
// Запуск
//
#region Launch
public override void Launch(Vector2 direction, float speed = -1, GameObject thrower = null)
{
if (CurrentState == State.Held)
transform.SetParent(null);
owner = thrower;
lastKnownHolder = thrower;
holderAttachPoint = null;
rb.bodyType = RigidbodyType2D.Dynamic;
col.enabled = true;
col.isTrigger = false;
launched = true;
Vector2 launchDirection = direction.sqrMagnitude > 0.0001f ? direction.normalized : Vector2.right;
float finalSpeed = (speed > 0f) ? speed : initialSpeed;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.AddForce(finalSpeed * rb.mass * launchDirection, ForceMode2D.Impulse);
transform.up = launchDirection;
transform.localScale = baseLocalScale;
if (thrower != null && ignoreOwnerTimeOnThrow > 0f)
StartCoroutine(IgnoreOwnerTemporarily(thrower, ignoreOwnerTimeOnThrow));
CurrentState = State.Airborne;
bounceCounter = 0;
}
#endregion
//
//
// -------------------------------------------
// -------------------------------------------
// Возвращение
//
#region Recall
public void Recall()
{
GameObject playerGo = lastKnownHolder;
if (playerGo == null || !playerGo.activeInHierarchy)
playerGo = (GameManager.Instance && GameManager.Instance.PlayerObj)
? GameManager.Instance.PlayerObj
: GameObject.FindWithTag("Player");
if (!playerGo) return;
var attachPoint = FindAttachPoint(playerGo);
bool isVisible;
var mainCamera = Camera.main;
float margin = recallScreenMarginPercent / 100f;
if (mainCamera)
{
Vector3 viewPoint = mainCamera.WorldToViewportPoint(transform.position);
isVisible = viewPoint.x >= -margin && viewPoint.x <= 1f + margin
&& viewPoint.y >= -margin && viewPoint.y <= 1f + margin;
}
else
{
Vector2 toOwnerTest = (Vector2)attachPoint.position - rb.position;
isVisible = (toOwnerTest.magnitude <= recallStartDistance);
}
Vector2 toOwner = (Vector2)attachPoint.position - rb.position;
float dist = toOwner.magnitude;
if (CurrentState != State.Returning)
{
if (!isVisible)
{
CurrentState = State.Returning;
rb.bodyType = RigidbodyType2D.Dynamic;
col.isTrigger = true;
}
else
{
return;
}
}
Vector2 dir = (dist > 0.001f) ? (toOwner / dist) : rb.linearVelocity.normalized;
rb.linearVelocity = dir * recallSpeed;
if (rb.linearVelocity.sqrMagnitude > 0.01f)
transform.up = rb.linearVelocity.normalized;
if (dist <= recallArriveDistance)
TryPickup(playerGo);
}
#endregion
//
//
// -------------------------------------------
// -------------------------------------------
// Собственные незаисимые методы
//
#region Self methods
/// <summary>
/// Метод для заморозки снаряда на земле.
/// </summary>
private void BecomeGrounded()
{
launched = false;
CurrentState = State.Grounded;
if (lockWhenLanded)
{
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
rb.bodyType = RigidbodyType2D.Kinematic;
}
else
{
rb.bodyType = RigidbodyType2D.Dynamic;
}
col.enabled = true;
col.isTrigger = true;
transform.SetParent(null, true);
bounceCounter = 0;
MoveJumpPad();
jumpPad.SetActive(true);
}
/// <summary>
/// Метод для перемещения прыжковой платформы Тамагочика
/// </summary>
private void MoveJumpPad()
{
float sizeX = col.bounds.size.y;
float sizeY = col.bounds.size.x;
Vector3 jumpPadPos = transform.position;
float jumpPadY = Mathf.Sqrt(sizeX * sizeX * Mathf.Pow(Mathf.Cos(transform.localEulerAngles.z), 2) + sizeY * sizeY * Mathf.Pow(Mathf.Sin(transform.localEulerAngles.z), 2));
jumpPadPos.y = jumpPadPos.y + 0.5f * jumpPadY;
jumpPad.transform.position = jumpPadPos;
}
/// <summary>
/// Метод для обработки событий при отпрыгивания игрока от прыжковой платформы.
/// </summary>
/// <param name="playerObj"></param>
private void OnPlayerJumped(GameObject playerObj)
{
TryPickup(playerObj);
}
#endregion
//
//
// -------------------------------------------
}
}