85 lines
2.8 KiB
C#
85 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Unity.Mathematics;
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using UnityEngine;
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public class PlayerAttackAnimatorFactory : MonoBehaviour {
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public static PlayerAttackAnimatorFactory Instance;
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private Player Player;
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private bool AllowAttacks;
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protected FloatingTextSpawner TextPopUp;
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public Animator MeleeAnimator;
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public List<string> MeleeAnimationNames;
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public List<MeleeFighterClass.AttackState> MeleeAttackState;
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private Dictionary<MeleeFighterClass.AttackState, string> MeleeAnimationNameDict;
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public void Awake() {
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Instance = this;
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Player = GetComponentInParent<Player>();
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TextPopUp = new FloatingTextSpawner(this.transform, 0.5f);
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BuildMeleeAnimationClips();
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}
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private void BuildMeleeAnimationClips() {
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MeleeAnimationNameDict = new Dictionary<MeleeFighterClass.AttackState, string>();
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for (int i = 0; i < MeleeAttackState.Count; i++)
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MeleeAnimationNameDict.Add(MeleeAttackState[i], MeleeAnimationNames[i]);
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}
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public Action<GameObject> OnHit;
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private void OnTriggerEnter2D(Collider2D other) {
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if (!AllowAttacks) return;
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if (!other.CompareTag("EnemyHitBox")) return;
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Debug.Log($"Colliding with {other.gameObject.name}");
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TextPopUp.SpawnFloatingText($"Hit", Color.red, 3);
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OnHit?.Invoke(other.gameObject);
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ApplyKnockBack(other);
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}
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private void ApplyKnockBack(Collider2D other) {
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Rigidbody2D parentRb = other.transform.root.GetComponent<Rigidbody2D>();
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if (parentRb == null) return;
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Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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Vector2 direction = mouseWorldPos - Player.transform.parent.gameObject.transform.position;
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parentRb.AddForce(direction * 10f, ForceMode2D.Impulse);
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//KnockbackUtility.ApplyKnockback(this, rb2D, hitDirection, 10f, 0.3f);
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}
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public void AllowAttack(int allow) {
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AllowAttacks = (allow == 1);
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}
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public void RotateTowardsPlayerDirection() {
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//float angle = Mathf.Atan2(Player.PrevDirection.y, Player.PrevDirection.x) * Mathf.Rad2Deg;
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//angle = (angle + 360f) % 360f;
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//Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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//Vector2 direction = mouseWorldPos - Player.transform.position;
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float angle = Mathf.Atan2(Player.PrevDirection.y, Player.PrevDirection.x) * Mathf.Rad2Deg;
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transform.rotation = Quaternion.Euler(0, 0, angle);
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}
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public void MeleeResetKineticCharge() {
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//Melee.CrossFade("Blank", 0, 1);
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}
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public void MeleeBasic(MeleeFighterClass.AttackState state) {
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Debug.Log(state.ToString());
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if (!MeleeAnimationNameDict.ContainsKey(state)) return;
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RotateTowardsPlayerDirection();
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MeleeAnimator.CrossFade(MeleeAnimationNameDict[state], 0, 0);
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}
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public void MeleeKineticSurge() {
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return;
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MeleeAnimator.CrossFade("KineticSurgeRelease", 0, 0);
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}
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}
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