CapersProject/Assets/02.Scripts/Skill/Enemy/Boss/SandMole/SpikeBarrage.cs

125 lines
5.2 KiB
C#

using System;
using System.Collections;
using BlueWater.Audios;
using BlueWater.Interfaces;
using BlueWater.Maps;
using BlueWater.Players;
using BlueWater.Utility;
using UnityEngine;
namespace BlueWater.Enemies.Bosses.SandMole.Skills
{
public class SpikeBarrage : BaseSkill
{
private SpikeBarrageData _spikeBarrageData;
private SpineController _spineController;
private AiMovement _aiMovement;
private Rigidbody _userRigidbody;
private CapsuleCollider _userCollider;
private BoxCollider _userHitBox;
private Collider _targetCollider;
private SandMoleMapController _sandMoleMapController;
private Transform _particleInstantiateLocation;
private Transform _centerSpawnTransform;
protected override void BasicSetting()
{
_spikeBarrageData = (SpikeBarrageData)SkillData;
_spineController = SkillUser.GetComponent<SpineController>();
_aiMovement = SkillUser.GetComponent<AiMovement>();
_userRigidbody = SkillUser.GetComponent<Rigidbody>();
_userCollider = SkillUser.GetComponent<CapsuleCollider>();
_userHitBox = SkillUser.GetComponentInChildren<BoxCollider>();
_targetCollider = SkillUser.GetComponent<ITarget>().Target;
_sandMoleMapController = MapManager.Instance.SandMoleMapController;
_particleInstantiateLocation = _sandMoleMapController.ParticleInstanceLocation;
_centerSpawnTransform = _sandMoleMapController.CenterSpawnTransform;
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 digInTrack = _spineController.PlayAnimation(SandMoleAnimation.DigIn.ToString(), false);
if (digInTrack == null || !SkillUser)
{
EndSkill(0, actions[0]);
yield break;
}
AudioManager.Instance.PlaySfx("SandMoleDigIn");
yield return new WaitUntil(() => digInTrack.IsComplete);
_userHitBox.enabled = false;
_aiMovement.Teleport(_centerSpawnTransform.position);
yield return new WaitForSeconds(1f);
_userHitBox.enabled = true;
var digOutTrack = _spineController.PlayAnimation(SandMoleAnimation.DigOut.ToString(), false);
if (digOutTrack == null || !SkillUser)
{
EndSkill(0, actions[0]);
yield break;
}
yield return new WaitUntil(() => digOutTrack.IsComplete);
var spinReady2Track = _spineController.PlayAnimation(SandMoleAnimation.SpinReady2.ToString(), false);
if (spinReady2Track == null)
{
EndSkill(0, actions[0]);
yield break;
}
yield return new WaitUntil(() => spinReady2Track.IsComplete);
_spineController.SetSkin(SandMoleSkin.Spin.ToString());
var spinTrack = _spineController.PlayAnimation(SandMoleAnimation.Spin.ToString(), true);
if (spinTrack == null || !SkillUser)
{
EndSkill(0, actions[0]);
yield break;
}
var startAngle = _spikeBarrageData.StartAngle;
var angleStep = _spikeBarrageData.AngleStep;
var spikeSpawnPosition = _userCollider.bounds.center;
spikeSpawnPosition.y = _targetCollider.bounds.center.y;
var spikeInterval = new WaitForSeconds(_spikeBarrageData.SpikeInterval);
for (var i = 0; i < _spikeBarrageData.SpikeCount; i++)
{
var currentAngle = startAngle + angleStep * i;
var rotation = Quaternion.Euler(0f, currentAngle, 0f);
var spike = Instantiate(_spikeBarrageData.SpikePrefab, spikeSpawnPosition, rotation,
_particleInstantiateLocation).GetComponent<ProjectileController>();
spike.Initialize(_spikeBarrageData.Damage, _spikeBarrageData.TargetLayer);
spike.SetPush(_spikeBarrageData.PushPower);
spike.SetSlowMoveSpeed(_spikeBarrageData.SlowDuration, _spikeBarrageData.MoveSpeedCoefficient);
spike.AddForce(spike.transform.forward * _spikeBarrageData.ProjectileSpeed, ForceMode.Impulse);
yield return spikeInterval;
}
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));
}
}
}