99 lines
4.3 KiB
C#
99 lines
4.3 KiB
C#
using System;
|
|
using System.Collections;
|
|
using BlueWater.Interfaces;
|
|
using BlueWater.Maps;
|
|
using BlueWater.Players;
|
|
using BlueWater.Utility;
|
|
using UnityEngine;
|
|
|
|
namespace BlueWater.Enemies.Bosses.SandMole.Skills
|
|
{
|
|
public class MultiThrowSpikes : BaseSkill
|
|
{
|
|
private MultiThrowSpikesData _multiThrowSpikesData;
|
|
private SpineController _spineController;
|
|
private Collider _targetCollider;
|
|
private ICurrentDirection _currentDirection;
|
|
private Transform _particleInstantiateLocation;
|
|
|
|
protected override void BasicSetting()
|
|
{
|
|
_multiThrowSpikesData = (MultiThrowSpikesData)SkillData;
|
|
_spineController = SkillUser.GetComponent<SpineController>();
|
|
_targetCollider = SkillUser.GetComponent<ITarget>().Target;
|
|
_currentDirection = SkillUser.GetComponent<ICurrentDirection>();
|
|
_particleInstantiateLocation = MapManager.Instance.SandMoleMapController.ParticleInstanceLocation;
|
|
|
|
base.BasicSetting();
|
|
}
|
|
|
|
public override void ActivateSkill(params Action[] actions)
|
|
{
|
|
Utils.StartUniqueCoroutine(this, ref SkillCoroutineInstance, SkillCoroutine(actions));
|
|
}
|
|
|
|
private IEnumerator SkillCoroutine(params Action[] actions)
|
|
{
|
|
EnableSkill = false;
|
|
_spineController.SetSkin(SandMoleSkin.Idle.ToString());
|
|
var shootingStartTrack = _spineController.PlayAnimation(SandMoleAnimation.ShootingStart.ToString(), false);
|
|
if (shootingStartTrack == null)
|
|
{
|
|
EndSkill(0, actions[0]);
|
|
yield break;
|
|
}
|
|
|
|
yield return new WaitUntil(() => shootingStartTrack.IsComplete);
|
|
|
|
IsUsingSkill = true;
|
|
var startPosition = SkillUser.transform.position;
|
|
var waitForSeconds = new WaitForSeconds(_multiThrowSpikesData.SpikeInterval);
|
|
for (var i = 0; i < _multiThrowSpikesData.SpikeCount; i++)
|
|
{
|
|
if (!SkillUser || !_targetCollider)
|
|
{
|
|
EndSkill(SkillData.Cooldown, actions[0]);
|
|
yield break;
|
|
}
|
|
|
|
_spineController.PlayAnimation(SandMoleAnimation.ShootingIdle.ToString(), false);
|
|
var targetCenterPosition = _targetCollider.bounds.center;
|
|
startPosition.y = targetCenterPosition.y;
|
|
var targetVector = targetCenterPosition - startPosition;
|
|
var targetDirection = targetVector.normalized;
|
|
_currentDirection.CurrentDirection = targetDirection;
|
|
var rotation = Quaternion.LookRotation(targetDirection);
|
|
var projectile = Instantiate(_multiThrowSpikesData.SpikePrefab, startPosition, rotation,
|
|
_particleInstantiateLocation).GetComponent<ProjectileController>();
|
|
projectile.Initialize(_multiThrowSpikesData.Damage, _multiThrowSpikesData.TargetLayer);
|
|
projectile.SetPush(_multiThrowSpikesData.PushPower);
|
|
projectile.SetSlowMoveSpeed(_multiThrowSpikesData.SlowDuration, _multiThrowSpikesData.MoveSpeedCoefficient);
|
|
projectile.AddForce(projectile.transform.forward * _multiThrowSpikesData.ProjectileSpeed, ForceMode.Impulse);
|
|
|
|
yield return waitForSeconds;
|
|
}
|
|
|
|
var shootingEndTrack = _spineController.PlayAnimation(SandMoleAnimation.ShootingEnd.ToString(), true);
|
|
if (shootingEndTrack == null || !SkillUser)
|
|
{
|
|
EndSkill(0, actions[0]);
|
|
yield break;
|
|
}
|
|
|
|
yield return new WaitUntil(() => shootingEndTrack.IsComplete);
|
|
|
|
EndSkill(SkillData.Cooldown, actions[0]);
|
|
}
|
|
|
|
private void EndSkill(float cooldown, Action action)
|
|
{
|
|
Utils.EndUniqueCoroutine(this, ref SkillCoroutineInstance);
|
|
|
|
_spineController.SetSkin(SandMoleSkin.Normal.ToString());
|
|
_spineController.PlayAnimation(SandMoleAnimation.Idle.ToString(), true);
|
|
action?.Invoke();
|
|
|
|
Utils.StartUniqueCoroutine(this, ref CooldownCoroutineInstance,Utils.CoolDownCoroutine(cooldown, EndCooldown));
|
|
}
|
|
}
|
|
} |