TowerDefenseGame/Assets/Scripts/Runtime/Characters/Player/Classes/AttackAnimatorFactory.cs

74 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Unity.Mathematics;
using UnityEngine;
public class AttackAnimatorFactory : MonoBehaviour {
private Animator Melee;
private Player Player;
private bool AllowAttacks;
protected FloatingTextSpawner TextPopUp;
public void Awake() {
Melee = GetComponent<Animator>();
Player = GetComponentInParent<Player>();
TextPopUp = new FloatingTextSpawner(this.transform);
}
public Action<GameObject> OnHit;
private void OnTriggerEnter2D(Collider2D other) {
if (!AllowAttacks) return;
if (!other.CompareTag("EnemyHitBox")) return;
Debug.Log($"Colliding with {other.gameObject.name}");
TextPopUp.SpawnFloatingText($"Hit", Color.red, 3);
OnHit?.Invoke(other.gameObject);
ApplyKnockBack(other);
}
private void ApplyKnockBack(Collider2D other) {
Rigidbody2D parentRb = other.transform.root.GetComponent<Rigidbody2D>();
if (parentRb == null) return;
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 direction = mouseWorldPos - Player.transform.parent.gameObject.transform.position;
parentRb.AddForce(direction * 10f, ForceMode2D.Impulse);
//KnockbackUtility.ApplyKnockback(this, rb2D, hitDirection, 10f, 0.3f);
}
public void AllowAttack(int allow) {
AllowAttacks = (allow == 1);
}
public void RotateTowardsMouse() {
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 direction = mouseWorldPos - Player.transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0, 0, angle - 180f);
}
public void MeleeResetKineticCharge() {
Melee.CrossFade("Blank", 0, 1);
}
public void MeleeBasic(int set) {
RotateTowardsMouse();
if (set == 1) Melee.CrossFade("BasicAttack1", 0, 0);
else if (set == 2) Melee.CrossFade("BasicAttack2", 0, 0);
else if (set == 3) Melee.CrossFade("BasicAttack3", 0, 0);
if (set == 1) Melee.CrossFade("KineticSurge1", 0, 1);
else if (set == 2) Melee.CrossFade("KineticSurge2", 0, 1);
else if (set == 3) Melee.CrossFade("KineticSurge3", 0, 1);
}
public void MeleeKineticSurge() {
Melee.CrossFade("KineticSurgeRelease", 0, 0);
}
}