OldBlueWater/BlueWater/Assets/02.Scripts/NewSkill/Rhinoceros/HammerSwing.cs

142 lines
5.3 KiB
C#

using System;
using System.Collections;
using BlueWaterProject;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Rendering.Universal;
// ReSharper disable once CheckNamespace
namespace RhinocerosSkill
{
public class HammerSwing : SkillBase
{
[Title("추가 옵션")]
[SerializeField] private bool isDrawingGizmo = true;
[SerializeField] private float angle = 180f;
[Title("발사체 옵션")]
[SerializeField] private GameObject projectilePrefab;
[SerializeField] private int projectileNumber = 5;
[SerializeField] private float projectileDamage = 10f;
[SerializeField] private float projectileAngle = 90f;
[SerializeField] private float projectileSpeed = 500f;
private Collider[] hitColliders;
private bool isUsingSkill;
private void OnDrawGizmos()
{
if (!isDrawingGizmo || !isUsingSkill) return;
Gizmos.color = Color.red;
var skillPosition = transform.position;
Gizmos.DrawWireSphere(skillPosition, Range);
if (SkillInputData != null && SkillInputData.TargetCollider != null)
{
var skillPlayerPosition = SkillInputData.PlayerRb.position;
var forward = transform.forward;
var leftBoundary = Quaternion.Euler(0, -angle / 2, 0) * forward;
var rightBoundary = Quaternion.Euler(0, angle / 2, 0) * forward;
Gizmos.color = Color.yellow;
Gizmos.DrawLine(skillPlayerPosition, skillPlayerPosition + leftBoundary * Range);
Gizmos.DrawLine(skillPlayerPosition, skillPlayerPosition + rightBoundary * Range);
}
}
public override void ActivateSkill(params Action[] actions)
{
ReadySkill = false;
SkillInputData.PlayerAnimator.SetTrigger("isHammerSwing");
CoolDown(Cooldown, () => ReadySkill = true);
StartCoroutine(SkillCoroutine(actions));
}
public override bool EnableSkill()
{
if (!ReadySkill) return false;
return true;
}
protected override void BasicSetting()
{
if (isUsingIndicator && indicator)
{
indicator.scaleMode = DecalScaleMode.InheritFromHierarchy;
indicator.material = new Material(indicator.material);
indicator.material.SetFloat(FillHash, 0f);
indicator.material.SetFloat("Angle", angle);
}
hitColliders = new Collider[5];
}
private IEnumerator SkillCoroutine(params Action[] actions)
{
while (!SkillInputData.PlayerAnimator.GetCurrentAnimatorStateInfo(0).IsName("HammerSwing"))
{
yield return null;
}
isUsingSkill = true;
var skillPlayerPosition = SkillInputData.PlayerRb.position;
var targetPosition = SkillInputData.TargetCollider.transform.position;
var targetToDirection = (targetPosition - skillPlayerPosition).normalized;
transform.position = skillPlayerPosition;
var yAngle = Mathf.Atan2(targetToDirection.x, targetToDirection.z) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0, yAngle, 0);
transform.localScale = Vector3.one * (Range * 2);
actions[1].Invoke();
ShowIndicator();
var elapsedTime = 0f;
var fill = 1 / CastingTime;
while (elapsedTime < CastingTime)
{
elapsedTime += Time.deltaTime;
if (isUsingIndicator && indicator)
{
var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * fill;
indicator.material.SetFloat(FillHash, fillValue);
}
yield return null;
}
var maxSize = Physics.OverlapSphereNonAlloc(transform.position, Range, hitColliders, SkillInputData.TargetLayer);
for (var i = 0; i < maxSize; i++)
{
var angleToTarget = Vector3.Angle(skillPlayerPosition, transform.forward);
if (angleToTarget <= angle * 0.5f)
{
var iDamageable = hitColliders[i].GetComponent<IDamageable>();
iDamageable?.TakeDamage(Damage);
}
}
HideIndicator();
var startAngle = yAngle - projectileAngle * 0.5f;
var angleStep = projectileAngle / (projectileNumber - 1);
for (var i = 0; i < projectileNumber; i++)
{
var currentAngle = startAngle + angleStep * i;
var rotation = Quaternion.Euler(0, currentAngle, 0);
var projectile = Instantiate(projectilePrefab, transform.position + Vector3.up, rotation);
var particleWeapon = projectile.GetComponent<ParticleWeapon>();
particleWeapon.SetPower(projectileDamage);
particleWeapon.Rb.AddForce(particleWeapon.transform.forward * projectileSpeed);
}
actions[0].Invoke();
isUsingSkill = false;
}
}
}