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using UnityEngine;
|
||||
namespace Invector
|
||||
{
|
||||
[System.Serializable]
|
||||
public class vDamage
|
||||
{
|
||||
[Tooltip("Apply damage to the Character Health")]
|
||||
public float damageValue = 15;
|
||||
[Tooltip("How much stamina the target will lost when blocking this attack")]
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||||
public float staminaBlockCost = 5;
|
||||
[Tooltip("How much time the stamina of the target will wait to recovery")]
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public float staminaRecoveryDelay = 1;
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[Tooltip("Apply damage even if the Character is blocking")]
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public bool ignoreDefense;
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||||
[Tooltip("Activated Ragdoll when hit the Character")]
|
||||
public bool activeRagdoll;
|
||||
[vHideInInspector("activeRagdoll"),Tooltip("Time to keep Ragdoll active")]
|
||||
public float senselessTime;
|
||||
[HideInInspector]
|
||||
public Transform sender;
|
||||
[HideInInspector]
|
||||
public Transform receiver;
|
||||
[HideInInspector]
|
||||
public Vector3 hitPosition;
|
||||
public bool hitReaction = true;
|
||||
[HideInInspector]
|
||||
public int recoil_id = 0;
|
||||
[HideInInspector]
|
||||
public int reaction_id = 0;
|
||||
public string damageType;
|
||||
[HideInInspector] public Vector3 force;
|
||||
|
||||
public vDamage()
|
||||
{
|
||||
this.damageValue = 15;
|
||||
this.staminaBlockCost = 5;
|
||||
this.staminaRecoveryDelay = 1;
|
||||
this.hitReaction = true;
|
||||
}
|
||||
|
||||
public vDamage(int value)
|
||||
{
|
||||
this.damageValue = value;
|
||||
this.hitReaction = true;
|
||||
}
|
||||
|
||||
public vDamage(int value, bool ignoreReaction)
|
||||
{
|
||||
this.damageValue = value;
|
||||
this.hitReaction = !ignoreReaction;
|
||||
if (ignoreReaction)
|
||||
{
|
||||
this.recoil_id = -1;
|
||||
this.reaction_id = -1;
|
||||
}
|
||||
}
|
||||
|
||||
public vDamage(vDamage damage)
|
||||
{
|
||||
this.damageValue = damage.damageValue;
|
||||
this.staminaBlockCost = damage.staminaBlockCost;
|
||||
this.staminaRecoveryDelay = damage.staminaRecoveryDelay;
|
||||
this.ignoreDefense = damage.ignoreDefense;
|
||||
this.activeRagdoll = damage.activeRagdoll;
|
||||
this.sender = damage.sender;
|
||||
this.receiver = damage.receiver;
|
||||
this.recoil_id = damage.recoil_id;
|
||||
this.reaction_id = damage.reaction_id;
|
||||
this.damageType = damage.damageType;
|
||||
this.hitPosition = damage.hitPosition;
|
||||
this.senselessTime = damage.senselessTime;
|
||||
this.force = damage.force;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calc damage Resuction percentage
|
||||
/// </summary>
|
||||
/// <param name="damageReduction"></param>
|
||||
public void ReduceDamage(float damageReduction)
|
||||
{
|
||||
int result = (int)(this.damageValue - ((this.damageValue * damageReduction) / 100));
|
||||
this.damageValue = result;
|
||||
}
|
||||
}
|
||||
}
|
||||
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@@ -0,0 +1,203 @@
|
||||
using System.Collections.Generic;
|
||||
using Invector.vEventSystems;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector
|
||||
{
|
||||
[vClassHeader("OBJECT DAMAGE", iconName = "DamageIcon")]
|
||||
public class vObjectDamage : vMonoBehaviour
|
||||
{
|
||||
[System.Serializable]
|
||||
public class OnHitEvent : UnityEngine.Events.UnityEvent<Collider> { }
|
||||
[System.Serializable]
|
||||
public class OnSendEvent : UnityEngine.Events.UnityEvent<vDamage> { }
|
||||
public vDamage damage;
|
||||
[Tooltip("Assign this to set other damage sender")]
|
||||
public Transform overrideDamageSender;
|
||||
[Tooltip("List of layers that can be hit, nothing will apply to all layers")]
|
||||
public LayerMask layerToCollide;
|
||||
[Tooltip("List of tags that can be hit, nothing will apply to all tags")]
|
||||
public vTagMask tags;
|
||||
[Tooltip("Check to use the damage Frequency")]
|
||||
public bool continuousDamage;
|
||||
[Tooltip("Apply damage to each end of the frequency in seconds ")]
|
||||
public float damageFrequency = 0.5f;
|
||||
protected List<Collider> targets;
|
||||
protected List<Collider> disabledTarget;
|
||||
protected float currentTime;
|
||||
public OnHitEvent onHit;
|
||||
public OnSendEvent onSendDamage;
|
||||
protected float particleCollisionTime;
|
||||
public enum CollisionMethod
|
||||
{
|
||||
OnTriggerEnter,
|
||||
OnColliderEnter,
|
||||
OnParticleCollision
|
||||
}
|
||||
|
||||
public void SetOverrideDamageSender(Transform target) => overrideDamageSender = target;
|
||||
|
||||
public CollisionMethod collisionMethod = CollisionMethod.OnTriggerEnter;
|
||||
|
||||
public ParticleSystem part;
|
||||
public bool limitParticleCollisionEvent = false;
|
||||
public int maxParticleCollisionEvent = 1;
|
||||
public List<ParticleCollisionEvent> collisionEvents;
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
targets = new List<Collider>();
|
||||
disabledTarget = new List<Collider>();
|
||||
if (collisionMethod == CollisionMethod.OnParticleCollision)
|
||||
{
|
||||
part = GetComponent<ParticleSystem>();
|
||||
collisionEvents = new List<ParticleCollisionEvent>();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (!this.enabled) return;
|
||||
if (continuousDamage && targets != null && targets.Count > 0)
|
||||
{
|
||||
if (currentTime > 0)
|
||||
{
|
||||
currentTime -= Time.deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentTime = damageFrequency;
|
||||
foreach (Collider collider in targets)
|
||||
if (collider != null)
|
||||
{
|
||||
if (collider.enabled)
|
||||
{
|
||||
|
||||
ApplyDamage(collider, transform.position); // apply damage to enabled collider
|
||||
|
||||
}
|
||||
else
|
||||
disabledTarget.Add(collider);// add disabled collider to list of disabled
|
||||
}
|
||||
|
||||
//remove all disabled colliders of target list
|
||||
if (disabledTarget.Count > 0)
|
||||
{
|
||||
for (int i = disabledTarget.Count; i >= 0; i--)
|
||||
{
|
||||
if (disabledTarget.Count == 0) break;
|
||||
try
|
||||
{
|
||||
if (targets.Contains(disabledTarget[i]))
|
||||
targets.Remove(disabledTarget[i]);
|
||||
}
|
||||
catch
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (disabledTarget.Count > 0) disabledTarget.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnCollisionEnter(Collision hit)
|
||||
{
|
||||
if (!this.enabled) return;
|
||||
if (collisionMethod != CollisionMethod.OnColliderEnter || continuousDamage) return;
|
||||
|
||||
if (CanApplyDamage(hit.gameObject))
|
||||
{
|
||||
ApplyDamage(hit.collider, hit.contacts[0].point);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnTriggerEnter(Collider hit)
|
||||
{
|
||||
if (!this.enabled) return;
|
||||
if (collisionMethod != CollisionMethod.OnTriggerEnter) return;
|
||||
if (continuousDamage && CanApplyDamage(hit.gameObject) && !targets.Contains(hit))
|
||||
{
|
||||
targets.Add(hit);
|
||||
}
|
||||
else if (CanApplyDamage(hit.gameObject))
|
||||
{
|
||||
ApplyDamage(hit, transform.position);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual bool CanApplyDamage(GameObject hitObject)
|
||||
{
|
||||
return (tags.Count == 0 || tags.Contains(hitObject.tag)) && layerToCollide == 0 || layerToCollide.ContainsLayer(hitObject.layer);
|
||||
}
|
||||
|
||||
protected virtual void OnTriggerExit(Collider hit)
|
||||
{
|
||||
if (!this.enabled) return;
|
||||
if (collisionMethod == CollisionMethod.OnColliderEnter && !continuousDamage) return;
|
||||
|
||||
if (CanApplyDamage(hit.gameObject) && targets.Contains(hit))
|
||||
{
|
||||
targets.Remove(hit);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnParticleCollision(GameObject hit)
|
||||
{
|
||||
if (!this.enabled) return;
|
||||
if (CanApplyDamage(hit))
|
||||
{
|
||||
if (collisionMethod != CollisionMethod.OnParticleCollision) return;
|
||||
|
||||
if (particleCollisionTime > Time.time) return;
|
||||
if (continuousDamage)
|
||||
particleCollisionTime = Time.time + damageFrequency;
|
||||
|
||||
int numCollisionEvents = part.GetCollisionEvents(hit, collisionEvents);
|
||||
int i = 0;
|
||||
if (continuousDamage)
|
||||
{
|
||||
if (hit.TryGetComponent(out Collider collider))
|
||||
{
|
||||
while (i < numCollisionEvents)
|
||||
{
|
||||
ApplyDamage(collider, collisionEvents[0].intersection);
|
||||
Debug.Log(collider);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (hit.TryGetComponent(out Collider collider)) ApplyDamage(collider, collisionEvents[0].intersection);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ClearTargets()
|
||||
{
|
||||
targets.Clear();
|
||||
}
|
||||
|
||||
protected virtual void ApplyDamage(Collider target, Vector3 hitPoint)
|
||||
{
|
||||
damage.hitReaction = true;
|
||||
damage.sender = overrideDamageSender ? overrideDamageSender : transform;
|
||||
damage.hitPosition = hitPoint;
|
||||
damage.receiver = target.transform;
|
||||
var d = new vDamage(damage);
|
||||
#if INVECTOR_MELEE || INVECTOR_SHOOTER
|
||||
target.gameObject.ApplyDamage(d, null);
|
||||
#else
|
||||
if(d.damageValue > 0)
|
||||
target.gameObject.ApplyDamage(d);
|
||||
#endif
|
||||
onSendDamage.Invoke(d);
|
||||
onHit.Invoke(target);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
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using UnityEngine;
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namespace Invector
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{
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public class vSpike : MonoBehaviour
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{
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HingeJoint joint;
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[HideInInspector]
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public vSpikeControl control;
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void Start()
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{
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joint = GetComponent<HingeJoint>();
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Transform impaled;
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{
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}
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}
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var damageReceiver = collision.collider.GetComponent<vCharacterController.vDamageReceiver>();
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if (damageReceiver && damageReceiver.ragdoll && damageReceiver.ragdoll.iChar != null) damageReceiver.ragdoll.iChar.ChangeHealth((int)-damageReceiver.ragdoll.iChar.currentHealth);
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}
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}
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}
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using UnityEngine;
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using System.Collections.Generic;
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namespace Invector
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{
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public class vSpikeControl : MonoBehaviour
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{
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[HideInInspector]
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public List<Transform> attachColliders;
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void Start()
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{
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attachColliders = new List<Transform>();
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var objs = GetComponentsInChildren<vSpike>();
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foreach (vSpike obj in objs)
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obj.control = this;
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Reference in New Issue
Block a user