431 lines
16 KiB
C#
431 lines
16 KiB
C#
using UnityEngine;
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using RR.Game2D.Core;
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using RR.Game2D.Behaviour;
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namespace RR.Game2D.Entities.Projectiles
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{
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[DisallowMultipleComponent]
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[RequireComponent(typeof(Rigidbody2D),
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typeof(Collider2D))]
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public class PickableProjectile : Projectile2D
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{
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public static PickableProjectile Instance { get; private set; }
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public enum State { Held, Airborne, Grounded, Returning }
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public State CurrentState { get; private set; } = State.Grounded;
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[Header("Подбор и прикрепление")]
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[SerializeField] private Vector3 heldLocalOffset = new(0.25f, 0.1f, 0f);
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[SerializeField] private float heldScale = 1.5f;
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[SerializeField] private float ignoreOwnerTimeOnThrow = 0.25f;
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[SerializeField] private string attachPointChildName = "HandPoint";
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[Header("Приземление")]
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[SerializeField] private float groundVelocity = 0.05f;
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[SerializeField] private bool lockWhenLanded = true;
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[Header("Отскоки")]
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[SerializeField] private int maxBounces = 3;
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[SerializeField] private float minBounceSpeed = 0.8f;
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[SerializeField, Range(0f, 1f)] private float restitution = 0.6f;
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[SerializeField, Range(0f, 1f)] private float tangentDamping = 0.85f;
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[SerializeField] private float stickDelayAfterImpact = 0.03f;
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[Tooltip("Старт возврата, если дальше этой дистанции от точки руки.")]
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[SerializeField] private float recallStartDistance = 8f;
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[Tooltip("На этой дистанции от руки считаем, что прилетел и подбираем.")]
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[SerializeField] private float recallArriveDistance = 1f;
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[SerializeField] private float recallSpeed = 16f;
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[Header("Gizmos")]
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[SerializeField] private bool drawGizmos;
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[SerializeField] private Color gizmoColor = new Color(0.2f, 0.8f, 1f, 0.35f);
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private Transform holderAttachPoint;
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private int bounceCounter = 0;
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private float lastImpactTime = -999f;
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private Vector3 baseLocalScale = Vector3.one;
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private bool hadBeenHeld = false;
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private GameObject lastKnownHolder;
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//---------------------------
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// Singleton
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//---------------------------
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protected override void Awake()
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{
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base.Awake();
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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//---------------------------
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//
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//---------------------------
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private void Start()
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{
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rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
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col.isTrigger = false;
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if (CurrentState != State.Held)
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BecomeGrounded(null);
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}
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protected override void FixedUpdate()
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{
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base.FixedUpdate();
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if (!lockWhenLanded && CurrentState == State.Airborne)
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{
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if (rb.linearVelocity.sqrMagnitude < (groundVelocity * groundVelocity))
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BecomeGrounded(null);
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}
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if ((CurrentState == State.Airborne || CurrentState == State.Returning) && rb.linearVelocity.sqrMagnitude > 0.0001f)
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transform.up = rb.linearVelocity.normalized;
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if (CurrentState == State.Airborne && rb.linearVelocity.magnitude < 0.1f)
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BecomeGrounded(null);
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if (hadBeenHeld && CurrentState != State.Held)
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HandleRecallToPlayer();
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}
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protected override void OnCollisionEnter2D(Collision2D collision)
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{
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var otherRb = collision.rigidbody ? collision.rigidbody : collision.otherRigidbody;
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var otherGO = (collision.collider ? collision.collider.attachedRigidbody?.gameObject : null)
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?? otherRb?.gameObject
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?? collision.gameObject;
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if (otherGO && otherGO.CompareTag("Player") && CurrentState != State.Held)
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{
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if (TryPickup(otherGO)) return;
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}
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base.OnCollisionEnter2D(collision);
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if (CurrentState == State.Airborne)
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{
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if (TryBounce(collision))
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{
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lastImpactTime = Time.time;
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return;
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}
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BecomeGrounded(collision);
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}
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}
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/// <summary>
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/// Метод для подбора снаряда игроком.
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/// Привязывает снаряд к точке привязки на игроке.
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/// </summary>
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/// <param name="newHolder">Держатель снаряда</param>
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/// <param name="optionalAttachPoint">Опциональная точка привязки. При передаче, снаряд будет привязан на нее</param>
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/// <returns>bool isPickedUp - получилось ли поднять снаряд</returns>
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public bool TryPickup(GameObject newHolder, Transform optionalAttachPoint = null)
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{
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if (CurrentState == State.Held) return true;
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owner = newHolder;
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lastKnownHolder = newHolder;
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holderAttachPoint = optionalAttachPoint ?? FindAttachPoint(newHolder);
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var fireScript = newHolder.GetComponent<PlayerFireScript>();
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if (holderAttachPoint == null && fireScript != null)
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holderAttachPoint = fireScript.attachPoint;
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if (holderAttachPoint == null)
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holderAttachPoint = newHolder.transform;
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rb.linearVelocity = Vector2.zero;
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rb.angularVelocity = 0f;
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rb.bodyType = RigidbodyType2D.Kinematic;
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col.enabled = false;
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transform.SetParent(holderAttachPoint);//, worldPositionStays: true); // Баг остался, но пока в комменте
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transform.position = holderAttachPoint.TransformPoint(heldLocalOffset);
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transform.rotation = new Quaternion(0, 90f, 0, 0);
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transform.localScale = baseLocalScale * heldScale;
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if (fireScript != null) fireScript.BindProjectile(this);
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StartCoroutine(IgnoreOwnerTemporarily(owner, ignoreOwnerTimeOnThrow));
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CurrentState = State.Held;
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launched = false;
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hadBeenHeld = true;
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return true;
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}
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/// <summary>
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/// Метод для получения точки привязки на игроке.
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/// </summary>
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/// <param name="holder">Игрок, который держит снаряд</param>
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/// <param name="preferred">Опциональная точка привязки. При передаче, снаряд будет привязан на нее</param>
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/// <returns>Transform attachPoint - точкка привязки</returns>
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private Transform ResolveAttachPoint(GameObject holder, Transform preferred = null)
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{
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if (preferred) return preferred;
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PlayerFireScript fireScript = holder.GetComponent<PlayerFireScript>();
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if (fireScript && fireScript.attachPoint) return fireScript.attachPoint;
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return holder.transform;
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}
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public void Launch(Vector2 direction, float speed, GameObject throwOwner = null)
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{
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if (CurrentState == State.Held)
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transform.SetParent(null, worldPositionStays: true);
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owner = throwOwner;
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lastKnownHolder = throwOwner;
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holderAttachPoint = null;
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rb.bodyType = RigidbodyType2D.Dynamic;
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col.enabled = true;
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launched = true;
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Vector2 launchDirection = direction.sqrMagnitude > 0.0001f ? direction.normalized : Vector2.right;
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float finalSpeed = (speed > 0f) ? speed : initialSpeed;
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rb.linearVelocity = Vector2.zero;
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rb.angularVelocity = 0f;
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rb.AddForce(launchDirection * finalSpeed * rb.mass, ForceMode2D.Impulse);
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transform.up = launchDirection;
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transform.localScale = baseLocalScale;
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if (throwOwner != null && ignoreOwnerTimeOnThrow > 0f)
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StartCoroutine(IgnoreOwnerTemporarily(throwOwner, ignoreOwnerTimeOnThrow));
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CurrentState = State.Airborne;
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bounceCounter = 0;
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}
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protected override void OnImpactFinal(Collision2D collision)
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{
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if (!TryBounce(collision))
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BecomeGrounded(collision);
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}
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protected override void OnImpactFinal(Collider2D other)
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{
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if (Time.time - lastImpactTime > stickDelayAfterImpact)
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BecomeGrounded(null);
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}
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/// <summary>
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/// Метод для просчета отскоков.
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/// </summary>
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/// <param name="collision">Коллизия, с которой столкнулся снаряд</param>
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/// <returns>bool isBounced - произошел ли отскок</returns>
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private bool TryBounce(Collision2D collision)
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{
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if (Time.time - lastImpactTime < stickDelayAfterImpact)
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return true;
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Vector2 velocityIn = rb.linearVelocity;
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float speed = velocityIn.magnitude;
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if (speed < minBounceSpeed) return false;
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Vector2 normal;
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float impulseSum = 0f;
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float minSeparation = float.PositiveInfinity;
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if (collision.contactCount > 0)
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{
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Vector2 sum = Vector2.zero;
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for (int i = 0; i < collision.contactCount; i++)
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{
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ContactPoint2D contactPoint = collision.GetContact(i);
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float impulse = Mathf.Max(0.0001f, Mathf.Abs(contactPoint.normalImpulse));
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sum += contactPoint.normal * impulse;
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impulseSum += impulse;
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if (contactPoint.separation < minSeparation) minSeparation = contactPoint.separation;
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}
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normal = (impulseSum > 0f ? sum / impulseSum : sum);
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if (normal.sqrMagnitude < 1e-6f) normal = Vector2.up;
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else normal.Normalize();
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}
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else
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{
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normal = Vector2.up;
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minSeparation = 0f;
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}
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if (Vector2.Dot(velocityIn, normal) > 0f) normal = -normal;
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float matBounciness = restitution;
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float frictionA = 0f, frictionB = 0f;
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var projectileColMat = col ? col.sharedMaterial : null;
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if (projectileColMat)
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{
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matBounciness = Mathf.Max(matBounciness, projectileColMat.bounciness);
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frictionA = Mathf.Clamp01(projectileColMat.friction);
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}
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var otherCol = collision.collider;
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if (otherCol)
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{
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var otherMat = otherCol.sharedMaterial;
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if (otherMat)
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{
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matBounciness = Mathf.Max(matBounciness, otherMat.bounciness);
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frictionB = Mathf.Clamp01(otherMat.friction);
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}
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}
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float tangentFactor = (1f - frictionA) * (1f - frictionB) * Mathf.Clamp01(tangentDamping);
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Vector2 velocityNormal = Vector2.Dot(velocityIn, normal) * normal;
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Vector2 velocityTangent = velocityIn - velocityNormal;
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Vector2 velocityOut = (-velocityNormal) * matBounciness + velocityTangent * tangentFactor;
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rb.linearVelocity = velocityOut;
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float pushOut = 0.005f;
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if (minSeparation < 0f) pushOut = Mathf.Max(pushOut, -minSeparation + 0.001f);
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rb.position += normal * pushOut;
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if (velocityOut.sqrMagnitude > 1e-6f)
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transform.up = velocityOut.normalized;
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bounceCounter++;
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if (bounceCounter >= maxBounces)
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return false;
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CurrentState = State.Airborne;
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return true;
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}
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/// <summary>
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/// Метод для заморозки снаряда на земле.
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/// </summary>
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/// <param name="collision">Коллизия, с которой столкнулся снаряд</param>
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private void BecomeGrounded(Collision2D collision)
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{
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launched = false;
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CurrentState = State.Grounded;
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if (lockWhenLanded)
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{
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rb.linearVelocity = Vector2.zero;
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rb.angularVelocity = 0f;
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rb.bodyType = RigidbodyType2D.Kinematic;
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}
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else
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{
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rb.bodyType = RigidbodyType2D.Dynamic;
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}
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col.enabled = true;
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transform.SetParent(null, true);
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bounceCounter = 0;
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}
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/// <summary>
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/// Метод для поиска точки привязки на игроке.
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/// </summary>
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/// <param name="owner">Объект игрока</param>
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/// <returns>Transform attachPoint - точка привязки</returns>
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private Transform FindAttachPoint(GameObject owner)
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{
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if (string.IsNullOrWhiteSpace(attachPointChildName)) return null;
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var ownerTransform = owner.transform.Find(attachPointChildName);
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return ownerTransform;
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}
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/// <summary>
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/// Метод для обработки возвращения снаряда к игроку.
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/// При возвращении снаряд игнорирует любые коллизии.
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/// </summary>
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private void HandleRecallToPlayer()
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{
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GameObject playerGo = lastKnownHolder;
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if (playerGo == null || !playerGo.activeInHierarchy)
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playerGo = (GameManager.Instance && GameManager.Instance.PlayerObj)
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? GameManager.Instance.PlayerObj
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: GameObject.FindWithTag("Player");
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if (!playerGo) return;
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var attachPoint = ResolveAttachPoint(playerGo);
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bool isVisible = false;
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var mainCamera = Camera.main;
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float margin = 0.1f;
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if (mainCamera)
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{
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Vector3 viewPoint = mainCamera.WorldToViewportPoint(transform.position);
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isVisible = viewPoint.x >= -margin && viewPoint.x <= 1f + margin
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&& viewPoint.y >= -margin && viewPoint.y <= 1f + margin;
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}
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else
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{
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Vector2 toOwnerTest = (Vector2)attachPoint.position - rb.position;
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isVisible = (toOwnerTest.magnitude <= recallStartDistance);
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}
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Vector2 toOwner = (Vector2)attachPoint.position - rb.position;
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float dist = toOwner.magnitude;
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if (CurrentState != State.Returning)
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{
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if (!isVisible)
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{
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CurrentState = State.Returning;
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rb.bodyType = RigidbodyType2D.Dynamic;
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col.enabled = false;
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}
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else
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{
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return;
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}
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}
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//float speed = rb.linearVelocity.magnitude;
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//if (speed < 8f) speed = recallSpeed;
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Vector2 dir = (dist > 0.001f) ? (toOwner / dist) : rb.linearVelocity.normalized;
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rb.linearVelocity = dir * recallSpeed; //* speed;
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if (rb.linearVelocity.sqrMagnitude > 0.01f)
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transform.up = rb.linearVelocity.normalized;
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if (dist <= recallArriveDistance)
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TryPickup(playerGo);
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}
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#if UNITY_EDITOR
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private void OnDrawGizmosSelected()
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{
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if (!drawGizmos) return;
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Gizmos.color = gizmoColor;
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Gizmos.matrix = transform.localToWorldMatrix;
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Gizmos.DrawCube(new Vector3(heldLocalOffset.x, heldLocalOffset.y, 0), new Vector3(0.12f, 0.12f, 0.02f));
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}
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#endif
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}
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} |