CapersProject/Assets/02.Scripts/Skill/Enemy/Boss/SandMole/GateOfSpikes.cs
Nam Tae Gun f9f5cc1f7e #30 대쉬 쿨타임 중에 캐릭터 흔들리는 효과 추가
+ SandMole 맵 bgm 변경
+ SandMole Dig 사운드 추가
+ GateOfSpikeParticle 사운드 변경

Closes #30
2024-06-27 00:51:29 +09:00

106 lines
4.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using BlueWater.Audios;
using BlueWater.Interfaces;
using BlueWater.Maps;
using BlueWater.Players;
using BlueWater.Utility;
using UnityEngine;
using Random = UnityEngine.Random;
namespace BlueWater.Enemies.Bosses.SandMole.Skills
{
public class GateOfSpikes : BaseSkill
{
private GateOfSpikesData _gateOfSpikesData;
private SpineController _spineController;
private Collider _userCollider;
private Collider _targetCollider;
private ICurrentDirection _currentDirection;
private Transform _particleInstantiateLocation;
private List<Vector3> _spikes;
protected override void BasicSetting()
{
_gateOfSpikesData = (GateOfSpikesData)SkillData;
_spineController = SkillUser.GetComponent<SpineController>();
_userCollider = SkillUser.GetComponent<CapsuleCollider>();
_targetCollider = SkillUser.GetComponent<ITarget>().Target;
_currentDirection = SkillUser.GetComponent<ICurrentDirection>();
_particleInstantiateLocation = MapManager.Instance.SandMoleMapController.ParticleInstanceLocation;
_spikes = new List<Vector3>(_gateOfSpikesData.SpikeCount);
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.Normal.ToString());
var roarTrack = _spineController.PlayAnimation(SandMoleAnimation.Roar.ToString(), false);
if (roarTrack == null)
{
EndSkill(0, actions[0]);
yield break;
}
yield return new WaitUntil(() => roarTrack.IsComplete);
_spineController.SetSkin(SandMoleSkin.Normal.ToString());
_spineController.PlayAnimation(SandMoleAnimation.Idle.ToString(), true);
IsUsingSkill = true;
var startPosition = SkillUser.transform.position;
var targetCenterPosition = _targetCollider.transform.position;
startPosition.y = targetCenterPosition.y;
var targetVector = targetCenterPosition - startPosition;
var targetDirection = targetVector.normalized;
_currentDirection.CurrentDirection = targetDirection;
var spikeSpawnPosition = _userCollider.bounds.center;
var validAttackPositions = new List<Vector3>();
while (validAttackPositions.Count < _gateOfSpikesData.SpikeCount)
{
var randomCircle = Random.insideUnitCircle * _gateOfSpikesData.Radius;
var randomPosition = targetCenterPosition + new Vector3(randomCircle.x, 0, randomCircle.y);
if (!IsPositionValid(randomPosition)) continue;
validAttackPositions.Add(randomPosition);
_spikes.Add(randomPosition);
var spike = Instantiate(_gateOfSpikesData.SpikePrefab, spikeSpawnPosition, Quaternion.identity,
_particleInstantiateLocation).GetComponent<GateOfSpike>();
spike.GetComponentInChildren<ProjectileController>().Initialize(_gateOfSpikesData.Damage, _gateOfSpikesData.TargetLayer, false);
spike.Initialize(randomPosition);
}
EndSkill(SkillData.Cooldown, actions[0]);
}
private bool IsPositionValid(Vector3 position)
{
var isGrounded = Physics.Raycast(position + Vector3.up, Vector3.down, 5f, _gateOfSpikesData.GroundLayer);
return isGrounded && _spikes.All(element => !(Vector3.Distance(position, element) < _gateOfSpikesData.MinDistanceBetweenAttacks));
}
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));
}
}
}