Update
This commit is contained in:
@@ -0,0 +1,77 @@
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using Invector;
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using Invector.vMelee;
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using UnityEngine;
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public class DualSwordExample : vMonoBehaviour
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{
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public vMeleeWeapon secundaryWeaponPrefab;
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public string otherSideHandlerName;
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[vReadOnly, SerializeField] protected vMeleeWeapon secundaryWeapon;
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[vReadOnly, SerializeField] protected Transform otherSideTransform;
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[vReadOnly, SerializeField] protected vMeleeManager manager;
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private void Start()
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{
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OnEnable();
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}
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private void OnDestroy()
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{
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OnDisable();
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if (secundaryWeapon) Destroy(secundaryWeapon.gameObject);
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}
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private void OnEnable()
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{
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if (!otherSideTransform)
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{
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Animator animator = GetComponentInParent<Animator>();
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if (animator)
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{
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var _otherSideHand = animator.GetBoneTransform(HumanBodyBones.LeftHand);
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var childrens = _otherSideHand.GetComponentsInChildren<Transform>();
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for (int i = 0; i < childrens.Length; i++)
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if (childrens[i].gameObject.name.Equals(otherSideHandlerName))
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{
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otherSideTransform = childrens[i]; break;
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}
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}
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}
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if (otherSideTransform)
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{
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ActiveSecundaryWeapon();
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}
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}
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private void ActiveSecundaryWeapon()
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{
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if (secundaryWeapon)
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{
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secundaryWeapon.gameObject.SetActive(true);
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}
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else
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{
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secundaryWeapon = Instantiate(secundaryWeaponPrefab);
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secundaryWeapon.transform.parent = otherSideTransform;
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secundaryWeapon.transform.localPosition = Vector3.zero;
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secundaryWeapon.transform.localEulerAngles = Vector3.zero;
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}
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if (!manager) manager = GetComponentInParent<vMeleeManager>();
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if (manager)
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{
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manager.SetLeftWeapon(secundaryWeapon);
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}
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}
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private void OnDisable()
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{
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if (secundaryWeapon)
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{
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secundaryWeapon.gameObject.SetActive(false);
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manager.leftWeapon = null;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d775d620143e8b349bb13648c1a96e29
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 179104b96df266e4bb6d05725f7adbfd
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folderAsset: yes
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timeCreated: 1470444425
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licenseType: Store
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,120 @@
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using UnityEngine;
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using System.Collections;
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using UnityEditor;
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using System;
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namespace Invector.vMelee
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{
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public class vCreateMeleeWeaponEditor : EditorWindow
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{
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GUISkin skin;
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GameObject obj;
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Vector2 rect = new Vector2(480, 210);
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Vector2 scrool;
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[MenuItem("Invector/Melee Combat/Create Melee Weapon")]
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public static void CreateNewWeapon()
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{
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GetWindow<vCreateMeleeWeaponEditor>();
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}
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void OnGUI()
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{
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if (!skin) skin = Resources.Load("vSkin") as GUISkin;
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GUI.skin = skin;
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this.minSize = rect;
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this.titleContent = new GUIContent("Melee Weapon", null, "Melee Weapon Creator Window");
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GUILayout.BeginVertical("Melee Weapon Creator Window", "window");
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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GUILayout.BeginVertical("box");
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EditorGUILayout.HelpBox("Make sure that your object doens't have any colliders or scripts, just the mesh", MessageType.Info);
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obj = EditorGUILayout.ObjectField("FBX Model", obj, typeof(GameObject), true, GUILayout.ExpandWidth(true)) as GameObject;
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if (obj != null && obj.GetComponent<vMeleeWeapon>() != null)
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{
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EditorGUILayout.HelpBox("This gameObject already contains the component vMeleeWeapon", MessageType.Warning);
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}
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GUILayout.EndVertical();
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GUILayout.BeginHorizontal("box");
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EditorGUILayout.LabelField("Need to know how it works?");
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if (GUILayout.Button("Video Tutorial"))
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{
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Application.OpenURL("https://www.youtube.com/watch?v=1aA_PU9-G-0&index=3&list=PLvgXGzhT_qehtuCYl2oyL-LrWoT7fhg9d");
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}
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (obj != null)
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{
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if (GUILayout.Button("Create"))
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Create();
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}
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GUILayout.FlexibleSpace();
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GUILayout.EndHorizontal();
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GUILayout.EndVertical();
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}
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private GameObject InstantiateNewWeapon(GameObject selected)
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{
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if (selected == null) return selected;
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if (selected.scene.IsValid()) return selected;
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return PrefabUtility.InstantiatePrefab(selected) as GameObject;
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}
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/// <summary>
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/// Created the Third Person Controller
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/// </summary>
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public virtual void Create()
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{
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// base for the character
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GameObject newWeapon = InstantiateNewWeapon(obj);
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if (!newWeapon)
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return;
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newWeapon.gameObject.name = obj.name;
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var weaponObj = new GameObject(newWeapon.name);
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weaponObj.transform.position = newWeapon.transform.position;
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weaponObj.transform.rotation = newWeapon.transform.rotation;
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weaponObj.gameObject.tag = "Weapon";
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var components = new GameObject("Components");
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components.transform.position = newWeapon.transform.position;
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components.transform.rotation = newWeapon.transform.rotation;
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components.gameObject.tag = "Weapon";
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var hitBox = new GameObject("hitBox", typeof(BoxCollider), typeof(vHitBox));
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hitBox.transform.position = newWeapon.transform.position;
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hitBox.transform.rotation = newWeapon.transform.rotation;
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hitBox.gameObject.tag = "Weapon";
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var layer = LayerMask.NameToLayer("Ignore Raycast");
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hitBox.gameObject.layer = layer;
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components.transform.SetParent(weaponObj.transform);
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hitBox.transform.SetParent(components.transform);
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var weapon = weaponObj.AddComponent<vMeleeWeapon>();
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weapon.hitBoxes = new System.Collections.Generic.List<vHitBox>();
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weapon.hitBoxes.Add(hitBox.GetComponent<vHitBox>());
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newWeapon.transform.SetParent(components.transform);
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newWeapon.transform.localPosition = Vector3.zero;
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newWeapon.transform.localEulerAngles = Vector3.zero;
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newWeapon.gameObject.tag = "Weapon";
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this.Close();
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}
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: e791ec4782e265840a301c30985e4b36
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timeCreated: 1467828935
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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@@ -0,0 +1,117 @@
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using System;
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using System.Collections;
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using UnityEditor;
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using UnityEngine;
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namespace Invector.vMelee
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{
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[CustomPropertyDrawer(typeof(vDamage))]
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public class vDamageDrawer : PropertyDrawer
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{
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public bool isOpen;
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public bool valid;
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GUISkin skin;
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float helpBoxHeight;
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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var oldSkin = GUI.skin;
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if (!skin) skin = Resources.Load("vSkin") as GUISkin;
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if (skin) GUI.skin = skin;
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position = EditorGUI.IndentedRect(position);
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GUI.Box(position, "");
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position.width -= 10;
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position.height = 15;
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position.y += 5f;
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position.x += 5;
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isOpen = GUI.Toggle(position, isOpen, "Damage Options", EditorStyles.miniButton);
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if (isOpen)
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{
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var attackName = property.FindPropertyRelative("damageType");
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var value = property.FindPropertyRelative("damageValue");
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var staminaBlockCost = property.FindPropertyRelative("staminaBlockCost");
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var staminaRecoveryDelay = property.FindPropertyRelative("staminaRecoveryDelay");
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var ignoreDefense = property.FindPropertyRelative("ignoreDefense");
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var activeRagdoll = property.FindPropertyRelative("activeRagdoll");
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var hitreactionID = property.FindPropertyRelative("reaction_id");
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var hitrecoilID = property.FindPropertyRelative("recoil_id");
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var senselessTime = property.FindPropertyRelative("senselessTime");
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var obj = (property.serializedObject.targetObject as MonoBehaviour);
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valid = true;
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if (obj != null)
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{
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var parent = obj.transform.parent;
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if (parent != null)
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{
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var manager = parent.GetComponentInParent<vMeleeManager>();
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valid = !(obj.GetType() == typeof(vMeleeWeapon) || obj.GetType().IsSubclassOf(typeof(vMeleeWeapon))) || manager == null;
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}
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}
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if (!valid)
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{
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position.y += 20;
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var style = new GUIStyle(EditorStyles.helpBox);
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var content = new GUIContent("Damage type and other options can be overridden by the Animator Attack State\nIf the weapon is used by a character with an ItemManager, the damage value can be overridden by the item attribute");
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helpBoxHeight = style.CalcHeight(content, position.width);
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position.height = helpBoxHeight;
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GUI.Box(position, content.text, style);
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position.y += helpBoxHeight - 20;
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}
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position.height = EditorGUIUtility.singleLineHeight;
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if (attackName != null)
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{
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position.y += 20;
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EditorGUI.PropertyField(position, attackName);
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}
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if (value != null)
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{
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position.y += 20;
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EditorGUI.PropertyField(position, value);
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}
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if (staminaBlockCost != null)
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{
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position.y += 20;
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EditorGUI.PropertyField(position, staminaBlockCost);
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}
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if (staminaRecoveryDelay != null)
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{
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position.y += 20;
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EditorGUI.PropertyField(position, staminaRecoveryDelay);
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}
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if (ignoreDefense != null && valid)
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{
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position.y += 20;
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EditorGUI.PropertyField(position, ignoreDefense);
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}
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if (activeRagdoll != null && valid)
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{
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position.y += 20;
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EditorGUI.PropertyField(position, activeRagdoll);
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position.y += 20;
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EditorGUI.PropertyField(position, senselessTime);
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}
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if (hitreactionID != null && valid)
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{
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position.y += 20;
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EditorGUI.PropertyField(position, hitreactionID);
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}
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if (hitrecoilID != null && valid)
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{
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position.y += 20;
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EditorGUI.PropertyField(position, hitrecoilID);
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}
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}
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GUI.skin = oldSkin;
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return !isOpen ? 25 : (valid ? 210 : 130 + helpBoxHeight);
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}
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||||
}
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}
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@@ -0,0 +1,12 @@
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||||
fileFormatVersion: 2
|
||||
guid: 92e130449b49ea045beeef72f43fea62
|
||||
timeCreated: 1475778971
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,30 @@
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||||
using System;
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||||
using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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namespace Invector
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{
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||||
[CustomPropertyDrawer(typeof(vEnumFlagAttribute))]
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public class vEnumFlagDrawer : PropertyDrawer
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{
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||||
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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vEnumFlagAttribute flagSettings = (vEnumFlagAttribute)attribute;
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string propName = flagSettings.enumName;
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if (string.IsNullOrEmpty(propName))
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propName = property.displayName;
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if (property.propertyType == SerializedPropertyType.Enum)
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{
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EditorGUI.BeginProperty(position, label, property);
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property.intValue = EditorGUI.MaskField(position, propName, property.intValue, Enum.GetNames(fieldInfo.FieldType));
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EditorGUI.EndProperty();
|
||||
}
|
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else EditorGUI.PropertyField(position, property,property.hasChildren);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac553591bf57eaf409b797cee1d1e145
|
||||
timeCreated: 1470411358
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,226 @@
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||||
using System;
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using UnityEditor;
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using UnityEngine;
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namespace Invector.vMelee
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{
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[CustomEditor(typeof(vMeleeAttackControl))]
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public class vMeleeAttackControlEditor : UnityEditor.Editor
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||||
{
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vMeleeAttackControl attackControl;
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string currentBodyPart;
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||||
string oldBodyPart;
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||||
bool inAddBodyPart;
|
||||
bool inEditBodyPart;
|
||||
bool isHuman;
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vAttackType currentAttackType;
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GUISkin skin;
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||||
GUISkin defaultSkin;
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||||
int indexSelected;
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public Texture2D m_Logo;
|
||||
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enum WeponSide
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||||
{
|
||||
LeftLowerArm, RightLowerArm
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
try
|
||||
{
|
||||
attackControl = (vMeleeAttackControl)target;
|
||||
currentAttackType = attackControl.meleeAttackType;
|
||||
skin = Resources.Load("vSkin") as GUISkin;
|
||||
}
|
||||
catch { }
|
||||
indexSelected = -1;
|
||||
isHuman = true;
|
||||
m_Logo = (Texture2D)Resources.Load("icon_v2", typeof(Texture2D));
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
defaultSkin = GUI.skin;
|
||||
if (skin) GUI.skin = skin;
|
||||
GUILayout.BeginVertical("Melee Attack Control", "window");
|
||||
GUILayout.Label(m_Logo, GUILayout.MaxHeight(25));
|
||||
EditorGUILayout.HelpBox("Make sure that the <b>Exit Time</b> of this state to the next one in your Combo is <b>lower</b> then the Exit Time to the Exit state, otherwise it will always exit first and never play the next animation.\n\n" +
|
||||
"For Example if your Exit Time to the Exit State is 0.7 then your transition to the next state must be 0.6 or lower.\n\n" +
|
||||
"The same applies to the <b>End Damage</b>", MessageType.Info);
|
||||
base.OnInspectorGUI();
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
GUILayout.BeginVertical("box");
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Box("nº", GUILayout.Width(40));
|
||||
GUILayout.Box("BodyPart", GUILayout.ExpandWidth(true));
|
||||
GUILayout.Box("", GUILayout.Width(20));
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
for (int i = 0; i < attackControl.bodyParts.Count; i++)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUIStyle labelCenter = EditorStyles.miniLabel;
|
||||
labelCenter.alignment = TextAnchor.MiddleCenter;
|
||||
GUILayout.Box(i.ToString("00"), labelCenter, GUILayout.Width(40));
|
||||
Color color = GUI.color;
|
||||
GUI.color = indexSelected == i ? new Color(1, 1, 0, 1) : color;
|
||||
if (GUILayout.Button(attackControl.bodyParts[i], EditorStyles.miniButton))
|
||||
{
|
||||
if (indexSelected == i)
|
||||
{
|
||||
inEditBodyPart = false;
|
||||
indexSelected = -1;
|
||||
oldBodyPart = "";
|
||||
}
|
||||
else
|
||||
{
|
||||
indexSelected = i;
|
||||
inEditBodyPart = true;
|
||||
oldBodyPart = attackControl.bodyParts[indexSelected];
|
||||
try
|
||||
{
|
||||
oldBodyPart = Enum.Parse(typeof(vHumanBones), oldBodyPart).ToString();
|
||||
isHuman = true;
|
||||
}
|
||||
catch { isHuman = false; }
|
||||
}
|
||||
}
|
||||
GUI.color = color;
|
||||
if (attackControl.bodyParts.Count > 1 && !inEditBodyPart && GUILayout.Button("X", EditorStyles.miniButton, GUILayout.Width(20)))
|
||||
{
|
||||
attackControl.bodyParts.RemoveAt(i);
|
||||
GUILayout.EndHorizontal();
|
||||
break;
|
||||
}
|
||||
else if (attackControl.bodyParts.Count == 1 || inEditBodyPart)
|
||||
{
|
||||
GUILayout.Label("", GUILayout.Width(20));
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndVertical();
|
||||
if (inEditBodyPart)
|
||||
{
|
||||
EditBodyPart();
|
||||
}
|
||||
GUILayout.Space(20);
|
||||
if (GUILayout.Button("Add New Body Part", EditorStyles.miniButton))
|
||||
{
|
||||
inAddBodyPart = true;
|
||||
isHuman = true;
|
||||
currentBodyPart = "RightLowerArm";
|
||||
}
|
||||
if (currentAttackType != attackControl.meleeAttackType)
|
||||
{
|
||||
currentAttackType = attackControl.meleeAttackType;
|
||||
if (currentAttackType == vAttackType.MeleeWeapon)
|
||||
{
|
||||
var noMeleeWeapon = attackControl.bodyParts.FindAll(bodyPart => bodyPart != "LeftLowerArm" || bodyPart != "RightLowerArm");
|
||||
if (noMeleeWeapon.Count > 0)
|
||||
{
|
||||
attackControl.bodyParts.RemoveAll(bodyPart => !(bodyPart == "LeftLowerArm" || bodyPart == "RightLowerArm"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (inAddBodyPart) AddBodyPart();
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUI.skin = defaultSkin;
|
||||
}
|
||||
|
||||
void AddBodyPart()
|
||||
{
|
||||
GUILayout.BeginVertical("box");
|
||||
|
||||
if (attackControl.meleeAttackType == vAttackType.Unarmed)
|
||||
{
|
||||
isHuman = Convert.ToBoolean(EditorGUILayout.Popup("Member Type", Convert.ToInt32(isHuman), new string[] { "Generic", "Human" }));
|
||||
if (isHuman)
|
||||
{
|
||||
try
|
||||
{
|
||||
currentBodyPart = EditorGUILayout.EnumPopup("Body Part", (vHumanBones)Enum.Parse(typeof(vHumanBones), currentBodyPart)).ToString();
|
||||
}
|
||||
catch { currentBodyPart = "RightLowerArm"; }
|
||||
}
|
||||
else
|
||||
{
|
||||
currentBodyPart = EditorGUILayout.TextField("BodyPart Name", currentBodyPart);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
currentBodyPart = EditorGUILayout.EnumPopup("Body Part", (WeponSide)Enum.Parse(typeof(WeponSide), currentBodyPart)).ToString();
|
||||
}
|
||||
bool isValid = true;
|
||||
if (attackControl.bodyParts.Contains(currentBodyPart))
|
||||
{
|
||||
EditorGUILayout.HelpBox("This Body Part already exist,select another name", MessageType.Error);
|
||||
isValid = false;
|
||||
}
|
||||
GUILayout.BeginHorizontal();
|
||||
if (isValid && GUILayout.Button("Add", EditorStyles.miniButton))
|
||||
{
|
||||
attackControl.bodyParts.Add(currentBodyPart);
|
||||
inAddBodyPart = false;
|
||||
}
|
||||
if (GUILayout.Button("Cancel", EditorStyles.miniButton))
|
||||
{
|
||||
inAddBodyPart = false;
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
void EditBodyPart()
|
||||
{
|
||||
GUILayout.BeginVertical("box");
|
||||
GUILayout.Box("Editing BodyParty " + indexSelected.ToString("00"), GUILayout.ExpandWidth(true));
|
||||
if (attackControl.meleeAttackType == vAttackType.Unarmed)
|
||||
{
|
||||
isHuman = Convert.ToBoolean(EditorGUILayout.Popup("Member Type", Convert.ToInt32(isHuman), new string[] { "Generic", "Human" }));
|
||||
if (isHuman)
|
||||
{
|
||||
try
|
||||
{
|
||||
oldBodyPart = EditorGUILayout.EnumPopup("Body Part", (vHumanBones)Enum.Parse(typeof(vHumanBones), oldBodyPart)).ToString();
|
||||
}
|
||||
catch { oldBodyPart = currentBodyPart = "RightLowerArm"; }
|
||||
}
|
||||
else
|
||||
{
|
||||
oldBodyPart = EditorGUILayout.TextField("BodyPart Name", oldBodyPart);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
oldBodyPart = EditorGUILayout.EnumPopup("Body Part", (WeponSide)Enum.Parse(typeof(WeponSide), oldBodyPart)).ToString();
|
||||
}
|
||||
bool isValid = true;
|
||||
if (attackControl.bodyParts.Contains(oldBodyPart) && oldBodyPart != attackControl.bodyParts[indexSelected])
|
||||
{
|
||||
EditorGUILayout.HelpBox("This Body Part already exist,select another name", MessageType.Error);
|
||||
isValid = false;
|
||||
}
|
||||
GUILayout.BeginHorizontal();
|
||||
if (isValid && GUILayout.Button("Ok", EditorStyles.miniButton))
|
||||
{
|
||||
attackControl.bodyParts[indexSelected] = oldBodyPart;
|
||||
inEditBodyPart = false;
|
||||
indexSelected = -1;
|
||||
}
|
||||
if (GUILayout.Button("Cancel", EditorStyles.miniButton))
|
||||
{
|
||||
indexSelected = -1;
|
||||
inEditBodyPart = false;
|
||||
oldBodyPart = "";
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f3c392a89026a3409419ffb5d7baa2d
|
||||
timeCreated: 1470947572
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,641 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
[CanEditMultipleObjects]
|
||||
[CustomEditor(typeof(vMeleeManager), true)]
|
||||
public class vMeleeManagerEditor : vEditorBase
|
||||
{
|
||||
#region variables
|
||||
protected vMeleeManager manager;
|
||||
protected Animator animator;
|
||||
|
||||
protected int selectedID;
|
||||
protected int seletedHitboxIndex;
|
||||
protected int toolBarBodyMembers;
|
||||
protected int damagePercentage;
|
||||
|
||||
protected bool selLeftArm, selRightArm, selLeftLeg, selRightLeg, selHead, selTorso;
|
||||
protected bool showEvents;
|
||||
protected bool showDefaultInfo;
|
||||
protected bool inAddBodyMember;
|
||||
protected bool isHuman;
|
||||
protected bool inCreateHitBox;
|
||||
protected bool inChangeHitBoxCollider;
|
||||
|
||||
protected Transform leftLowerArm, rightLowerArm, leftLowerLeg, rightLowerLeg;
|
||||
protected vBodyMember currentBodyMember;
|
||||
protected vBodyMember extraBodyMember;
|
||||
protected Component hitCollider;
|
||||
|
||||
protected vHitBoxType triggerType;
|
||||
|
||||
protected string seletedBone;
|
||||
protected virtual string[] ignoreProperties => new string[] { "m_Script", "Members", "defaultDamage", "hitProperties", "leftWeapon", "rightWeapon", "onDamageHit", "onRecoilHit", "openCloseWindow", "openCloseEvents", "selectedToolbar", "onEquipWeapon" };
|
||||
|
||||
#endregion
|
||||
|
||||
protected virtual void OnSceneGUI()
|
||||
{
|
||||
var renderers = manager.GetComponentsInChildren<SkinnedMeshRenderer>();
|
||||
foreach (SkinnedMeshRenderer renderer in renderers)
|
||||
{
|
||||
EditorUtility.SetSelectedRenderState(renderer, EditorSelectedRenderState.Hidden);
|
||||
}
|
||||
|
||||
DrawRecoilRange();
|
||||
}
|
||||
|
||||
protected override void OnEnable()
|
||||
{
|
||||
manager = (vMeleeManager)target;
|
||||
base.OnEnable();
|
||||
m_Logo = Resources.Load("meleeIcon") as Texture2D;
|
||||
if (!manager.gameObject.scene.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CreateDefaultBodyMembers();
|
||||
CheckMembersName(manager.Members);
|
||||
}
|
||||
|
||||
protected virtual void CreateDefaultBodyMembers()
|
||||
{
|
||||
animator = manager.GetComponent<Animator>();
|
||||
|
||||
if (animator && animator.isHuman)
|
||||
{
|
||||
leftLowerArm = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
|
||||
CheckSingleHitBox(leftLowerArm, vHumanBones.LeftLowerArm);
|
||||
rightLowerArm = animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
|
||||
CheckSingleHitBox(rightLowerArm, vHumanBones.RightLowerArm);
|
||||
leftLowerLeg = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
|
||||
CheckSingleHitBox(leftLowerLeg, vHumanBones.LeftLowerLeg);
|
||||
rightLowerLeg = animator.GetBoneTransform(HumanBodyBones.RightLowerLeg);
|
||||
CheckSingleHitBox(rightLowerLeg, vHumanBones.RightLowerLeg);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void CheckMembersName(List<vBodyMember> Members)
|
||||
{
|
||||
foreach (var member in Members)
|
||||
{
|
||||
if (member.attackObject)
|
||||
{
|
||||
member.attackObject.attackObjectName = member.bodyPart;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void CheckSingleHitBox(Transform transform, vHumanBones bodyPart, bool debug = false)
|
||||
{
|
||||
if (transform)
|
||||
{
|
||||
vMeleeAttackObject attackObject = transform.GetComponent<vMeleeAttackObject>();
|
||||
if (attackObject == null)
|
||||
{
|
||||
attackObject = transform.gameObject.AddComponent<vMeleeAttackObject>();
|
||||
}
|
||||
|
||||
var _hitBoxes = transform.GetComponentsInChildren<vHitBox>();
|
||||
var validHitBoxes = _hitBoxes.vToList().FindAll(hitBox => hitBox.transform.parent == attackObject.transform);
|
||||
|
||||
attackObject.hitBoxes = validHitBoxes;
|
||||
|
||||
if (manager && manager.Members != null)
|
||||
{
|
||||
var bodyMembers = manager.Members.FindAll(member => member.bodyPart == bodyPart.ToString());
|
||||
if (bodyMembers.Count > 0)
|
||||
{
|
||||
bodyMembers[0].isHuman = true;
|
||||
bodyMembers[0].attackObject = attackObject;
|
||||
bodyMembers[0].bodyPart = bodyPart.ToString();
|
||||
bodyMembers[0].transform = transform;
|
||||
if (bodyMembers.Count > 1)
|
||||
{
|
||||
for (int i = 1; i < bodyMembers.Count; i++)
|
||||
{
|
||||
manager.Members.Remove(bodyMembers[i]);
|
||||
}
|
||||
}
|
||||
CheckHitBoxes(bodyMembers[0], true);
|
||||
EditorUtility.SetDirty(manager);
|
||||
}
|
||||
else
|
||||
{
|
||||
vBodyMember bodyMember = new vBodyMember();
|
||||
bodyMember.isHuman = true;
|
||||
bodyMember.attackObject = attackObject;
|
||||
bodyMember.bodyPart = bodyPart.ToString();
|
||||
bodyMember.transform = transform;
|
||||
manager.Members.Add(bodyMember);
|
||||
CheckHitBoxes(bodyMember, true);
|
||||
EditorUtility.SetDirty(manager);
|
||||
}
|
||||
}
|
||||
}
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var oldSkin = GUI.skin;
|
||||
|
||||
GUI.skin = skin;
|
||||
|
||||
var script = serializedObject.FindProperty("m_Script");
|
||||
|
||||
GUILayout.BeginVertical("MELEE MANAGER", "window");
|
||||
GUILayout.Label(m_Logo, GUILayout.MaxHeight(25));
|
||||
|
||||
openCloseWindow = GUILayout.Toggle(openCloseWindow, openCloseWindow ? "Close" : "Open", EditorStyles.toolbarButton);
|
||||
if (openCloseWindow)
|
||||
{
|
||||
if (script != null)
|
||||
{
|
||||
EditorGUILayout.PropertyField(script);
|
||||
}
|
||||
|
||||
GUI.enabled = !AssetDatabase.Contains(manager.gameObject);
|
||||
if (manager.Members == null || manager.Members.Count == 0)
|
||||
{
|
||||
if (GUILayout.Button("Create Default Body Members", EditorStyles.miniButton, GUILayout.ExpandWidth(true)))
|
||||
{
|
||||
CreateDefaultBodyMembers();
|
||||
}
|
||||
}
|
||||
GUILayout.BeginVertical("box");
|
||||
|
||||
OpenCloseDefaultInfo();
|
||||
OpenCloseEvents(oldSkin);
|
||||
AddExtraBodyPart();
|
||||
//GUI.enabled = true;
|
||||
|
||||
GUILayout.EndVertical();
|
||||
|
||||
var seletedBodyMember = manager.Members.Find(member => member.bodyPart == seletedBone);
|
||||
GUILayout.BeginVertical(seletedBodyMember != null ? "highlightBox" : "box");
|
||||
DrawBodyMemberToogles();
|
||||
if (seletedBodyMember != null)
|
||||
{
|
||||
bool canRemove = seletedBodyMember.bodyPart != vHumanBones.LeftLowerArm.ToString() && seletedBodyMember.bodyPart != vHumanBones.RightLowerArm.ToString() &&
|
||||
seletedBodyMember.bodyPart != vHumanBones.LeftLowerLeg.ToString() && seletedBodyMember.bodyPart != vHumanBones.RightLowerLeg.ToString();
|
||||
DrawBodyMember(ref seletedBodyMember, seletedBodyMember.bodyPart.ToString(), canRemove);
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical("box");
|
||||
|
||||
GUILayout.Label("Who you can Hit?", GUILayout.ExpandWidth(true));
|
||||
EditorGUILayout.PropertyField(serializedObject.FindProperty("hitProperties"), true);
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical("box");
|
||||
GUILayout.Label("Weapons");
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
GUILayout.BeginVertical("box");
|
||||
GUILayout.Label("LeftWeapon", EditorStyles.miniLabel);
|
||||
manager.leftWeapon = EditorGUILayout.ObjectField(manager.leftWeapon, typeof(vMeleeWeapon), true) as vMeleeWeapon;
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical("box");
|
||||
GUILayout.Label("RightWeapon", EditorStyles.miniLabel);
|
||||
manager.rightWeapon = EditorGUILayout.ObjectField(manager.rightWeapon, typeof(vMeleeWeapon), true) as vMeleeWeapon;
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
if (GUI.changed)
|
||||
{
|
||||
EditorUtility.SetDirty(target);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OpenCloseEvents(GUISkin oldSkin)
|
||||
{
|
||||
var onDamageHit = serializedObject.FindProperty("onDamageHit");
|
||||
var onRecoilHit = serializedObject.FindProperty("onRecoilHit");
|
||||
var onEquipWeapon = serializedObject.FindProperty("onEquipWeapon");
|
||||
|
||||
GUILayout.BeginVertical(showEvents ? "highlightBox" : "box");
|
||||
showEvents = GUILayout.Toggle(showEvents, showEvents ? "Close Events" : "Open Events", EditorStyles.miniButton);
|
||||
GUI.skin = oldSkin;
|
||||
if (showEvents)
|
||||
{
|
||||
if (onDamageHit != null)
|
||||
{
|
||||
EditorGUILayout.PropertyField(onDamageHit);
|
||||
}
|
||||
|
||||
if (onRecoilHit != null)
|
||||
{
|
||||
EditorGUILayout.PropertyField(onRecoilHit);
|
||||
}
|
||||
|
||||
if (onEquipWeapon != null)
|
||||
{
|
||||
EditorGUILayout.PropertyField(onEquipWeapon);
|
||||
}
|
||||
}
|
||||
GUI.skin = skin;
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
protected virtual void OpenCloseDefaultInfo()
|
||||
{
|
||||
GUILayout.BeginVertical(showDefaultInfo ? "highlightBox" : "box");
|
||||
|
||||
showDefaultInfo = GUILayout.Toggle(showDefaultInfo, showDefaultInfo ? "Close Default Info" : "Open Default Info", EditorStyles.miniButton);
|
||||
var oldSkin = GUI.skin;
|
||||
GUI.skin = oldSkin;
|
||||
if (showDefaultInfo)
|
||||
{
|
||||
manager.defaultDamage.damageValue = EditorGUILayout.FloatField("DefaultDamage", manager.defaultDamage.damageValue);
|
||||
DrawPropertiesExcluding(serializedObject, ignoreProperties);
|
||||
}
|
||||
GUI.skin = skin;
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
protected virtual void AddExtraBodyPart()
|
||||
{
|
||||
GUILayout.BeginVertical(inAddBodyMember ? "highlightBox" : "box");
|
||||
if (!inAddBodyMember && GUILayout.Button("Add Extra Body Member", EditorStyles.miniButton, GUILayout.ExpandWidth(true)))
|
||||
{
|
||||
extraBodyMember = new vBodyMember();
|
||||
inAddBodyMember = true;
|
||||
isHuman = true;
|
||||
}
|
||||
if (inAddBodyMember)
|
||||
{
|
||||
DrawAddExtraBodyMember();
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
protected virtual void DrawRecoilRange()
|
||||
{
|
||||
var coll = manager.gameObject.GetComponent<Collider>();
|
||||
if (coll != null && manager != null && manager.hitProperties != null && manager.hitProperties.useRecoil && manager.hitProperties.drawRecoilGizmos)
|
||||
{
|
||||
Handles.DrawWireDisc(coll.bounds.center, Vector3.up, 0.5f);
|
||||
Handles.color = new Color(1, 0, 0, 0.2f);
|
||||
Handles.DrawSolidArc(coll.bounds.center, Vector3.up, manager.transform.forward, manager.hitProperties.recoilRange, 0.5f);
|
||||
Handles.DrawSolidArc(coll.bounds.center, Vector3.up, manager.transform.forward, (float)-manager.hitProperties.recoilRange, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void DrawBodyMemberToogles()
|
||||
{
|
||||
var bmleftLowerArm = manager.Members.Find(member => member.bodyPart == vHumanBones.LeftLowerArm.ToString());
|
||||
var bmrightLowerArm = manager.Members.Find(member => member.bodyPart == vHumanBones.RightLowerArm.ToString());
|
||||
var bmleftLowerLeg = manager.Members.Find(member => member.bodyPart == vHumanBones.LeftLowerLeg.ToString());
|
||||
var bmrightLowerLeg = manager.Members.Find(member => member.bodyPart == vHumanBones.RightLowerLeg.ToString());
|
||||
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label("Body Members", GUILayout.ExpandWidth(true));
|
||||
|
||||
GUILayout.EndVertical();
|
||||
// GUILayout.Box("Default Human Body Members", GUILayout.ExpandWidth(true));
|
||||
GUILayout.BeginHorizontal();
|
||||
if (bmleftLowerArm != null)
|
||||
{
|
||||
BodyMemberToogle(bmleftLowerArm.bodyPart, ref bmleftLowerArm, "LeftLowerArm");
|
||||
}
|
||||
|
||||
if (bmrightLowerArm != null)
|
||||
{
|
||||
BodyMemberToogle(bmrightLowerArm.bodyPart, ref bmrightLowerArm, "RightLowerArm");
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
if (bmleftLowerLeg != null)
|
||||
{
|
||||
BodyMemberToogle(bmleftLowerLeg.bodyPart, ref bmleftLowerLeg, "LeftLowerLeg");
|
||||
}
|
||||
|
||||
if (bmrightLowerLeg != null)
|
||||
{
|
||||
BodyMemberToogle(bmrightLowerLeg.bodyPart, ref bmrightLowerLeg, "RightLowerLeg");
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
//GUILayout.Box("Extra Human BodyMembers", GUILayout.ExpandWidth(true));
|
||||
for (int i = 0; i < manager.Members.Count; i++)
|
||||
{
|
||||
if (manager.Members[i] != bmleftLowerArm && manager.Members[i] != bmrightLowerArm &&
|
||||
manager.Members[i] != bmleftLowerLeg && manager.Members[i] != bmrightLowerLeg)
|
||||
{
|
||||
var bodyMember = manager.Members[i];
|
||||
BodyMemberToogle(bodyMember.bodyPart, ref bodyMember, bodyMember.bodyPart.ToString());
|
||||
CheckHitBoxes(manager.Members[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
CheckHitBoxes(manager.Members[i], true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void CheckHitBoxes(vBodyMember bodyMember, bool isDefault = false)
|
||||
{
|
||||
if (AssetDatabase.Contains(manager.gameObject))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var hitBoxes = bodyMember.transform.GetComponentsInChildren<vHitBox>();
|
||||
var _result = hitBoxes.vToList().FindAll(hitBox => hitBox.transform.parent == bodyMember.transform);
|
||||
if (_result.Count > 0)
|
||||
{
|
||||
if (bodyMember.attackObject) bodyMember.attackObject.hitBoxes = _result;
|
||||
}
|
||||
else
|
||||
{
|
||||
var hitBox = new GameObject("hitBox", typeof(vHitBox), typeof(BoxCollider));
|
||||
var scale = Vector3.one * 0.15f;
|
||||
if (isDefault)
|
||||
{
|
||||
var lookDir = bodyMember.transform.GetChild(0).position - bodyMember.transform.position;
|
||||
var rotation = Quaternion.LookRotation(lookDir);
|
||||
scale.z = Vector3.Distance(bodyMember.transform.position, bodyMember.transform.GetChild(0).position);
|
||||
var point = bodyMember.transform.position + (lookDir.normalized) * (scale.z * 0.7f);
|
||||
hitBox.transform.position = point;
|
||||
hitBox.transform.rotation = rotation;
|
||||
hitBox.transform.localScale = scale;
|
||||
hitBox.transform.parent = bodyMember.transform;
|
||||
}
|
||||
else
|
||||
{
|
||||
hitBox.transform.localScale = scale;
|
||||
hitBox.transform.parent = bodyMember.transform;
|
||||
hitBox.transform.localPosition = Vector3.zero;
|
||||
hitBox.transform.localEulerAngles = Vector3.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void DrawAddExtraBodyMember()
|
||||
{
|
||||
if (extraBodyMember != null)
|
||||
{
|
||||
isHuman = Convert.ToBoolean(EditorGUILayout.Popup("Member Type", Convert.ToInt32(isHuman), new string[] { "Generic", "Human" }));
|
||||
extraBodyMember.isHuman = isHuman;
|
||||
if (isHuman)
|
||||
{
|
||||
vHumanBones humanBone = 0;
|
||||
try
|
||||
{
|
||||
humanBone = (vHumanBones)Enum.Parse(typeof(vHumanBones), extraBodyMember.bodyPart);
|
||||
}
|
||||
catch { }
|
||||
humanBone = (vHumanBones)EditorGUILayout.EnumPopup("Body Part", humanBone);
|
||||
extraBodyMember.bodyPart = humanBone.ToString();
|
||||
var humanBodyBone = (HumanBodyBones)Enum.Parse(typeof(HumanBodyBones), extraBodyMember.bodyPart);
|
||||
extraBodyMember.transform = manager.GetComponent<Animator>().GetBoneTransform(humanBodyBone);
|
||||
}
|
||||
else
|
||||
{
|
||||
extraBodyMember.bodyPart = EditorGUILayout.TextField("BodyPart Name", extraBodyMember.bodyPart);
|
||||
}
|
||||
|
||||
extraBodyMember.transform = EditorGUILayout.ObjectField("Body Member", extraBodyMember.transform, typeof(Transform), true) as Transform;
|
||||
|
||||
var valid = true;
|
||||
if (extraBodyMember.transform != null && manager.Members.Find(member => member.transform == extraBodyMember.transform) != null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("This Body Member already exists, select another", MessageType.Error);
|
||||
valid = false;
|
||||
}
|
||||
|
||||
if (manager.Members.Find(member => member.bodyPart == extraBodyMember.bodyPart) != null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("This Body Part already exists, select another", MessageType.Error);
|
||||
valid = false;
|
||||
}
|
||||
GUILayout.BeginHorizontal();
|
||||
if (valid)
|
||||
{
|
||||
if (GUILayout.Button("Create", EditorStyles.miniButton, GUILayout.ExpandWidth(true)))
|
||||
{
|
||||
vBodyMember member = new vBodyMember();
|
||||
member.attackObject = extraBodyMember.transform.gameObject.AddComponent<vMeleeAttackObject>();
|
||||
member.transform = extraBodyMember.transform;
|
||||
member.bodyPart = extraBodyMember.bodyPart;
|
||||
var type = typeof(BoxCollider);
|
||||
var hitObject = new GameObject("hitBox", typeof(vHitBox), type);
|
||||
hitObject.transform.localScale = Vector3.one * 0.2f;
|
||||
hitObject.transform.parent = member.transform;
|
||||
hitObject.transform.localPosition = Vector3.zero;
|
||||
hitObject.transform.localEulerAngles = Vector3.zero;
|
||||
var hitBox = hitObject.GetComponent<vHitBox>();
|
||||
hitBox.damagePercentage = 100;
|
||||
hitBox.triggerType = vHitBoxType.Damage | vHitBoxType.Recoil;
|
||||
member.attackObject.hitBoxes = new List<vHitBox>();
|
||||
member.attackObject.hitBoxes.Add(hitBox);
|
||||
inCreateHitBox = false;
|
||||
manager.Members.Add(member);
|
||||
extraBodyMember = null;
|
||||
inAddBodyMember = false;
|
||||
}
|
||||
}
|
||||
if (GUILayout.Button("Cancel", EditorStyles.miniButton, GUILayout.ExpandWidth(true)))
|
||||
{
|
||||
extraBodyMember = null;
|
||||
inAddBodyMember = false;
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void DrawBodyMember(ref vBodyMember bodyMember, string name, bool canRemove = false)
|
||||
{
|
||||
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.BeginHorizontal();
|
||||
//GUILayout.Box("Selected " + name, GUILayout.ExpandWidth(true));
|
||||
if (canRemove && GUILayout.Button("X"))
|
||||
{
|
||||
var hitColliders = bodyMember.attackObject.hitBoxes;
|
||||
for (int i = 0; i < hitColliders.Count; i++)
|
||||
{
|
||||
DestroyImmediate(hitColliders[i].gameObject);
|
||||
}
|
||||
DestroyImmediate(bodyMember.attackObject);
|
||||
manager.Members.Remove(bodyMember);
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
bodyMember.attackObject = EditorGUILayout.ObjectField("Attack Object", bodyMember.attackObject, typeof(vMeleeAttackObject), true) as vMeleeAttackObject;
|
||||
if (bodyMember.attackObject) bodyMember.attackObject.damageModifier = EditorGUILayout.IntField(new GUIContent("Damage Modifier +", "Use This to Change the Default damage"), bodyMember.attackObject.damageModifier);
|
||||
|
||||
GUILayout.Box("Hit Boxes", GUILayout.ExpandWidth(true));
|
||||
DrawHitBoxesList(bodyMember.attackObject);
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
protected virtual void DrawHitBoxesList(vMeleeAttackObject attackObject)
|
||||
{
|
||||
if (attackObject != null && attackObject.hitBoxes != null)
|
||||
{
|
||||
for (int i = 0; i < attackObject.hitBoxes.Count; i++)
|
||||
{
|
||||
try
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
if (attackObject.hitBoxes[i] != null && attackObject.hitBoxes[i].transform == attackObject.transform ||
|
||||
(attackObject.GetComponent<vHitBox>() != null))
|
||||
{
|
||||
DestroyImmediate(attackObject.GetComponent<vHitBox>());
|
||||
attackObject.hitBoxes.RemoveAt(i);
|
||||
GUILayout.EndHorizontal();
|
||||
break;
|
||||
}
|
||||
Color color = GUI.color;
|
||||
GUI.color = seletedHitboxIndex == i ? new Color(1, 1, 0, 0.6f) : color;
|
||||
|
||||
if (GUILayout.Button("Hit Box " + (i + 1), EditorStyles.miniButton))
|
||||
{
|
||||
if (seletedHitboxIndex == i)
|
||||
{
|
||||
seletedHitboxIndex = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
seletedHitboxIndex = i;
|
||||
}
|
||||
}
|
||||
GUI.color = color;
|
||||
if (attackObject.hitBoxes.Count > 1 && GUILayout.Button("X", EditorStyles.miniButton, GUILayout.Width(20)))
|
||||
{
|
||||
if (attackObject.hitBoxes[i] != null && attackObject.hitBoxes[i].transform != attackObject.transform)
|
||||
{
|
||||
DestroyImmediate(attackObject.hitBoxes[i].gameObject);
|
||||
}
|
||||
attackObject.hitBoxes.RemoveAt(i);
|
||||
GUILayout.EndHorizontal();
|
||||
break;
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
}
|
||||
|
||||
if (seletedHitboxIndex > -1 && seletedHitboxIndex < attackObject.hitBoxes.Count)
|
||||
{
|
||||
GUILayout.BeginVertical("box");
|
||||
var hitBox = attackObject.hitBoxes[seletedHitboxIndex];
|
||||
if (hitBox)
|
||||
{
|
||||
EditorGUILayout.ObjectField("Selected Hit Box " + (seletedHitboxIndex + 1), hitBox, typeof(vHitBox), true);
|
||||
//GUILayout.Box("Hit Settings", GUILayout.ExpandWidth(true));
|
||||
hitBox.damagePercentage = EditorGUILayout.IntSlider("Damage Percentage", hitBox.damagePercentage, 0, 100);
|
||||
#if UNITY_2017_3_OR_NEWER
|
||||
hitBox.triggerType = (vHitBoxType)EditorGUILayout.EnumFlagsField("Trigger Type", hitBox.triggerType);
|
||||
#else
|
||||
hitBox.triggerType = (vHitBoxType)EditorGUILayout.EnumMaskField("Trigger Type", hitBox.triggerType);
|
||||
#endif
|
||||
if (GUI.changed)
|
||||
{
|
||||
EditorUtility.SetDirty(hitBox);
|
||||
}
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
if (!inCreateHitBox && GUILayout.Button("Create New Hit Box", EditorStyles.miniButton))
|
||||
{
|
||||
inCreateHitBox = true;
|
||||
damagePercentage = 100;
|
||||
triggerType = vHitBoxType.Damage | vHitBoxType.Recoil;
|
||||
}
|
||||
if (inCreateHitBox)
|
||||
{
|
||||
GUILayout.Box("New Hit Box", GUILayout.ExpandWidth(true));
|
||||
damagePercentage = EditorGUILayout.IntSlider("Damage Percentage", damagePercentage, 0, 100);
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
|
||||
triggerType = (vHitBoxType)EditorGUILayout.EnumFlagsField("Trigger Type", triggerType);
|
||||
#else
|
||||
triggerType = (vHitBoxType)EditorGUILayout.EnumMaskField("Trigger Type", triggerType);
|
||||
#endif
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("Create", EditorStyles.miniButton, GUILayout.ExpandWidth(true)))
|
||||
{
|
||||
var type = typeof(BoxCollider);
|
||||
var hitObject = new GameObject("hitBox", typeof(vHitBox), type);
|
||||
hitObject.transform.localScale = Vector3.one * 0.2f;
|
||||
hitObject.transform.parent = attackObject.transform;
|
||||
hitObject.transform.localPosition = Vector3.zero;
|
||||
hitObject.transform.localEulerAngles = Vector3.zero;
|
||||
var hitBox = hitObject.GetComponent<vHitBox>();
|
||||
hitBox.damagePercentage = damagePercentage;
|
||||
hitBox.triggerType = triggerType;
|
||||
attackObject.hitBoxes.Add(hitBox);
|
||||
inCreateHitBox = false;
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Cancel", EditorStyles.miniButton, GUILayout.ExpandWidth(true)))
|
||||
{
|
||||
inCreateHitBox = false;
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
GUILayout.Space(10);
|
||||
}
|
||||
|
||||
protected virtual void BodyMemberToogle(string bodyPart, ref vBodyMember bodyMember, string name)
|
||||
{
|
||||
if (bodyMember != null)
|
||||
{
|
||||
Color color = GUI.color;
|
||||
GUI.color = seletedBone == bodyPart ? new Color(1, 1, 0, 0.6f) : color;
|
||||
if (GUILayout.Button(name, EditorStyles.miniButton, GUILayout.ExpandWidth(true)))
|
||||
{
|
||||
if (seletedBone == bodyPart)
|
||||
{
|
||||
seletedBone = "null";
|
||||
}
|
||||
else
|
||||
{
|
||||
seletedBone = bodyPart;
|
||||
}
|
||||
|
||||
seletedHitboxIndex = -1;
|
||||
Repaint();
|
||||
}
|
||||
GUI.color = color;
|
||||
if (bodyMember.attackObject)
|
||||
{
|
||||
foreach (vHitBox hitBox in bodyMember.attackObject.hitBoxes)
|
||||
{
|
||||
if (hitBox != null)
|
||||
{
|
||||
hitBox.gameObject.tag = "Ignore Ragdoll";
|
||||
hitBox.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c8ba06614993aa3418fcd2e6bc09bd15
|
||||
timeCreated: 1470764862
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,259 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
using vCharacterController;
|
||||
using vCharacterController.vActions;
|
||||
|
||||
[vClassHeader("Collect Melee Control", "This component is used when you're character doesn't have a ItemManager to manage items, this will allow you to pickup 1 weapon at the time.")]
|
||||
public class vCollectMeleeControl : vMonoBehaviour
|
||||
{
|
||||
[HideInInspector]
|
||||
public vMeleeManager meleeManager;
|
||||
[Header("Handlers")]
|
||||
public vHandler rightHandler = new vHandler();
|
||||
public vHandler leftHandler = new vHandler();
|
||||
[Header("Unequip Inputs")]
|
||||
public GenericInput unequipRightInput;
|
||||
public GenericInput unequipLeftInput;
|
||||
[HideInInspector]
|
||||
public vCollectableStandalone leftWeapon, rightWeapon;
|
||||
public vControlDisplayWeaponStandalone controlDisplayPrefab;
|
||||
protected vControlDisplayWeaponStandalone currentDisplay;
|
||||
[vEditorToolbar("Melee Events")]
|
||||
public UnityEngine.Events.UnityEvent onEquipMeleeWeapon, onUnequipMeleeWeapon, onEquipRightWeapon, onEquipLeftWeapon, onUnEquipRightWeapon, onUnEquipLeftWeapon;
|
||||
|
||||
internal bool wasUsingMeleeWeapon;
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
meleeManager = GetComponent<vMeleeManager>();
|
||||
if (controlDisplayPrefab)
|
||||
{
|
||||
currentDisplay = Instantiate(controlDisplayPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
UnequipWeaponHandle();
|
||||
CheckIsEquipedWifhWeapon();
|
||||
}
|
||||
|
||||
public virtual void HandleCollectableInput(vCollectableStandalone collectableStandAlone)
|
||||
{
|
||||
if (!meleeManager)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (collectableStandAlone != null && collectableStandAlone.weapon != null)
|
||||
{
|
||||
EquipMeleeWeapon(collectableStandAlone);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void EquipMeleeWeapon(vCollectableStandalone collectable)
|
||||
{
|
||||
var weapon = collectable.weapon.GetComponent<vMeleeWeapon>();
|
||||
if (!weapon)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (weapon.meleeType != vMeleeType.OnlyDefense)
|
||||
{
|
||||
var p = GetEquipPoint(rightHandler, collectable.targetEquipPoint);
|
||||
if (!p)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
collectable.weapon.transform.SetParent(p);
|
||||
collectable.weapon.transform.localPosition = Vector3.zero;
|
||||
collectable.weapon.transform.localEulerAngles = Vector3.zero;
|
||||
if (rightWeapon && rightWeapon.gameObject != collectable.gameObject)
|
||||
{
|
||||
RemoveRightWeapon();
|
||||
}
|
||||
|
||||
if (collectable.twoHandWeapon || leftWeapon && leftWeapon.twoHandWeapon)
|
||||
{
|
||||
RemoveLeftWeapon();
|
||||
}
|
||||
|
||||
meleeManager.SetRightWeapon(weapon.gameObject);
|
||||
collectable.OnEquip.Invoke();
|
||||
rightWeapon = collectable;
|
||||
|
||||
onEquipRightWeapon.Invoke();
|
||||
UpdateRightDisplay(collectable);
|
||||
}
|
||||
if (weapon.meleeType != vMeleeType.OnlyAttack && weapon.meleeType != vMeleeType.AttackAndDefense)
|
||||
{
|
||||
var p = GetEquipPoint(leftHandler, collectable.targetEquipPoint);
|
||||
if (!p)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
collectable.weapon.transform.SetParent(p);
|
||||
collectable.weapon.transform.localPosition = Vector3.zero;
|
||||
collectable.weapon.transform.localEulerAngles = Vector3.zero;
|
||||
if (leftWeapon && leftWeapon.gameObject != collectable.gameObject)
|
||||
{
|
||||
RemoveLeftWeapon();
|
||||
}
|
||||
|
||||
if (collectable.twoHandWeapon || rightWeapon && rightWeapon.twoHandWeapon)
|
||||
{
|
||||
RemoveRightWeapon();
|
||||
}
|
||||
|
||||
onEquipLeftWeapon.Invoke();
|
||||
meleeManager.SetLeftWeapon(weapon.gameObject);
|
||||
collectable.OnEquip.Invoke();
|
||||
leftWeapon = collectable;
|
||||
UpdateLeftDisplay(collectable);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual Transform GetEquipPoint(vHandler point, string name)
|
||||
{
|
||||
Transform p = point.defaultHandler;
|
||||
var customP = point.customHandlers.Find(_p => _p.name.Equals(name));
|
||||
if (customP)
|
||||
{
|
||||
p = customP;
|
||||
}
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
protected virtual void UnequipWeaponHandle()
|
||||
{
|
||||
if (rightWeapon)
|
||||
{
|
||||
if (unequipRightInput.GetButtonDown())
|
||||
{
|
||||
RemoveRightWeapon();
|
||||
}
|
||||
}
|
||||
|
||||
if (leftWeapon)
|
||||
{
|
||||
if (unequipLeftInput.GetButtonDown())
|
||||
{
|
||||
RemoveLeftWeapon();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void RemoveLeftWeapon()
|
||||
{
|
||||
if (leftWeapon)
|
||||
{
|
||||
leftWeapon.weapon.transform.parent = null;
|
||||
leftWeapon.OnDrop.Invoke();
|
||||
onUnEquipLeftWeapon.Invoke();
|
||||
}
|
||||
if (meleeManager)
|
||||
{
|
||||
meleeManager.leftWeapon = null;
|
||||
}
|
||||
|
||||
UpdateLeftDisplay();
|
||||
}
|
||||
|
||||
public virtual void RemoveRightWeapon()
|
||||
{
|
||||
if (rightWeapon)
|
||||
{
|
||||
rightWeapon.weapon.transform.parent = null;
|
||||
rightWeapon.OnDrop.Invoke();
|
||||
onUnEquipRightWeapon.Invoke();
|
||||
}
|
||||
if (meleeManager)
|
||||
{
|
||||
meleeManager.rightWeapon = null;
|
||||
}
|
||||
|
||||
UpdateRightDisplay();
|
||||
}
|
||||
|
||||
|
||||
public virtual bool isUsingTwoHandWeapon
|
||||
{
|
||||
get
|
||||
{
|
||||
return rightWeapon != null && rightWeapon.twoHandWeapon || leftWeapon != null && leftWeapon.twoHandWeapon;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual bool isUsingMeleeWeapon
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!meleeManager)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return meleeManager.leftWeapon && meleeManager.leftWeapon.gameObject.activeInHierarchy ||
|
||||
meleeManager.rightWeapon && meleeManager.rightWeapon.gameObject.activeInHierarchy;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void CheckIsEquipedWifhWeapon()
|
||||
{
|
||||
if (wasUsingMeleeWeapon && !isUsingMeleeWeapon)
|
||||
{
|
||||
onUnequipMeleeWeapon.Invoke();
|
||||
wasUsingMeleeWeapon = false;
|
||||
}
|
||||
else if (!wasUsingMeleeWeapon && isUsingMeleeWeapon)
|
||||
{
|
||||
onEquipMeleeWeapon.Invoke();
|
||||
wasUsingMeleeWeapon = true;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void UpdateLeftDisplay(vCollectableStandalone collectable = null)
|
||||
{
|
||||
if (!currentDisplay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (collectable)
|
||||
{
|
||||
currentDisplay.SetLeftWeaponIcon(collectable.weaponIcon);
|
||||
currentDisplay.SetLeftWeaponText(collectable.weaponText);
|
||||
}
|
||||
else
|
||||
{
|
||||
currentDisplay.RemoveLeftWeaponIcon();
|
||||
currentDisplay.RemoveLeftWeaponText();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void UpdateRightDisplay(vCollectableStandalone collectable = null)
|
||||
{
|
||||
if (!currentDisplay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (collectable)
|
||||
{
|
||||
currentDisplay.SetRightWeaponIcon(collectable.weaponIcon);
|
||||
currentDisplay.SetRightWeaponText(collectable.weaponText);
|
||||
}
|
||||
else
|
||||
{
|
||||
currentDisplay.RemoveRightWeaponIcon();
|
||||
currentDisplay.RemoveRightWeaponText();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 105ebe27587ce1f49b2f0a3abc6e1212
|
||||
timeCreated: 1483988962
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,35 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Invector.vCharacterController.vActions
|
||||
{
|
||||
using vMelee;
|
||||
[vClassHeader("Collectable Standalone", "Use this component when your character doesn't have a ItemManager", openClose = false)]
|
||||
public class vCollectableStandalone : vTriggerGenericAction
|
||||
{
|
||||
[vEditorToolbar("Collectable")]
|
||||
public string targetEquipPoint;
|
||||
public bool twoHandWeapon;
|
||||
public GameObject weapon;
|
||||
public Sprite weaponIcon;
|
||||
public string weaponText;
|
||||
[vEditorToolbar("Events")]
|
||||
public UnityEvent OnEquip;
|
||||
public UnityEvent OnDrop;
|
||||
|
||||
private vCollectMeleeControl manager;
|
||||
|
||||
public override IEnumerator OnPressActionDelay(GameObject cc)
|
||||
{
|
||||
yield return StartCoroutine(base.OnPressActionDelay(cc));
|
||||
|
||||
manager = cc.GetComponent<vCollectMeleeControl>();
|
||||
|
||||
if (manager != null)
|
||||
{
|
||||
manager.HandleCollectableInput(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b164d939286a4b429909f275c09452d
|
||||
timeCreated: 1483988962
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,98 @@
|
||||
using UnityEngine;
|
||||
namespace Invector
|
||||
{
|
||||
public class vControlDisplayWeaponStandalone : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
protected vDisplayWeaponStandalone leftDisplay, rightDisplay;
|
||||
|
||||
#region Control Left Display
|
||||
|
||||
public virtual void SetLeftWeaponIcon(Sprite icon)
|
||||
{
|
||||
if (!leftDisplay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
leftDisplay.SetWeaponIcon(icon);
|
||||
}
|
||||
|
||||
public virtual void SetLeftWeaponText(string text)
|
||||
{
|
||||
if (!leftDisplay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
leftDisplay.SetWeaponText(text);
|
||||
}
|
||||
|
||||
public virtual void RemoveLeftWeaponIcon()
|
||||
{
|
||||
if (!leftDisplay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
leftDisplay.RemoveWeaponIcon();
|
||||
}
|
||||
|
||||
public virtual void RemoveLeftWeaponText()
|
||||
{
|
||||
if (!leftDisplay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
leftDisplay.RemoveWeaponText();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Control Right Display
|
||||
|
||||
public virtual void SetRightWeaponIcon(Sprite icon)
|
||||
{
|
||||
if (!rightDisplay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
rightDisplay.SetWeaponIcon(icon);
|
||||
}
|
||||
|
||||
public virtual void SetRightWeaponText(string text)
|
||||
{
|
||||
if (!rightDisplay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
rightDisplay.SetWeaponText(text);
|
||||
}
|
||||
|
||||
public virtual void RemoveRightWeaponIcon()
|
||||
{
|
||||
if (!rightDisplay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
rightDisplay.RemoveWeaponIcon();
|
||||
}
|
||||
|
||||
public virtual void RemoveRightWeaponText()
|
||||
{
|
||||
if (!rightDisplay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
rightDisplay.RemoveWeaponText();
|
||||
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5f34e1a96446b0d4b9761d0208d6026e
|
||||
timeCreated: 1487018391
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,51 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
namespace Invector
|
||||
{
|
||||
public class vDisplayWeaponStandalone : MonoBehaviour
|
||||
{
|
||||
[Header("Weapon Display source")]
|
||||
public Image weaponIcon;
|
||||
public Text weaponText;
|
||||
[Header("Weapon unarmed sources")]
|
||||
public Sprite defaultIcon;
|
||||
public string defaultText;
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
RemoveWeaponIcon();
|
||||
RemoveWeaponText();
|
||||
}
|
||||
|
||||
public virtual void SetWeaponIcon(Sprite icon)
|
||||
{
|
||||
if (!weaponIcon) return;
|
||||
weaponIcon.sprite = icon;
|
||||
if (!weaponIcon.gameObject.activeSelf)
|
||||
weaponIcon.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public virtual void SetWeaponText(string text)
|
||||
{
|
||||
if (!weaponText) return;
|
||||
weaponText.text = text;
|
||||
if (!weaponText.gameObject.activeSelf)
|
||||
weaponText.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public virtual void RemoveWeaponIcon()
|
||||
{
|
||||
if (!weaponIcon) return;
|
||||
weaponIcon.sprite = defaultIcon;
|
||||
if (weaponIcon.gameObject.activeSelf && weaponIcon.sprite == null)
|
||||
weaponIcon.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public virtual void RemoveWeaponText()
|
||||
{
|
||||
if (!weaponText) return;
|
||||
weaponText.text = defaultText;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c9273a5d06bc34a419fda6f3e81da1e2
|
||||
timeCreated: 1487018582
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
namespace Invector
|
||||
{
|
||||
[System.AttributeUsage(System.AttributeTargets.Field,AllowMultiple = true,Inherited = true)]
|
||||
public class vEnumFlagAttribute : PropertyAttribute
|
||||
{
|
||||
public string enumName;
|
||||
|
||||
public vEnumFlagAttribute() { }
|
||||
|
||||
public vEnumFlagAttribute(string name)
|
||||
{
|
||||
enumName = name;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b94e6105bcb8ba743ab7041e1b64c593
|
||||
timeCreated: 1529518809
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,89 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
[vClassHeader("HitBox", openClose = false)]
|
||||
public class vHitBox : vMonoBehaviour
|
||||
{
|
||||
[HideInInspector]
|
||||
public vMeleeAttackObject attackObject;
|
||||
// [HideInInspector]
|
||||
public Collider trigger
|
||||
{
|
||||
get
|
||||
{
|
||||
_trigger = gameObject.GetComponent<Collider>();
|
||||
|
||||
if (!_trigger) _trigger = gameObject.AddComponent<BoxCollider>();
|
||||
return _trigger;
|
||||
}
|
||||
}
|
||||
public int damagePercentage = 100;
|
||||
[vEnumFlag]
|
||||
public vHitBoxType triggerType = vHitBoxType.Damage | vHitBoxType.Recoil;
|
||||
protected bool canHit;
|
||||
protected Collider _trigger;
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
|
||||
Color color = (triggerType & vHitBoxType.Damage) != 0 && (triggerType & vHitBoxType.Recoil) == 0 ? Color.green :
|
||||
(triggerType & vHitBoxType.Damage) != 0 && (triggerType & vHitBoxType.Recoil) != 0 ? Color.yellow :
|
||||
(triggerType & vHitBoxType.Recoil) != 0 && (triggerType & vHitBoxType.Damage) == 0 ? Color.red : Color.black;
|
||||
color.a = 0.6f;
|
||||
Gizmos.color = color;
|
||||
if (!Application.isPlaying && trigger && !trigger.enabled) trigger.enabled = true;
|
||||
if (trigger && trigger.enabled)
|
||||
{
|
||||
if (trigger as BoxCollider)
|
||||
{
|
||||
BoxCollider box = trigger as BoxCollider;
|
||||
|
||||
//var sizeX = transform.lossyScale.x * box.size.x;
|
||||
//var sizeY = transform.lossyScale.y * box.size.y;
|
||||
//var sizeZ = transform.lossyScale.z * box.size.z;
|
||||
//Matrix4x4 rotationMatrix = Matrix4x4.TRS(box.bounds.center, transform.rotation, new Vector3(sizeX, sizeY, sizeZ));
|
||||
//Gizmos.matrix = rotationMatrix;
|
||||
//Gizmos.DrawCube(Vector3.zero, Vector3.one);
|
||||
|
||||
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, transform.lossyScale);
|
||||
Gizmos.DrawCube(box.center, Vector3.Scale(Vector3.one, box.size));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (trigger)
|
||||
{
|
||||
trigger.isTrigger = true;
|
||||
trigger.enabled = false;
|
||||
}
|
||||
var h_layer = LayerMask.NameToLayer("Ignore Raycast");
|
||||
transform.gameObject.layer = h_layer;
|
||||
canHit = ((triggerType & vHitBoxType.Damage) != 0 || (triggerType & vHitBoxType.Recoil) != 0);
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (TriggerCondictions(other))
|
||||
{
|
||||
if (attackObject != null)
|
||||
{
|
||||
attackObject.OnHit(this, other);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool TriggerCondictions(Collider other)
|
||||
{
|
||||
return (canHit && (attackObject != null && (attackObject.meleeManager == null || other.gameObject != attackObject.meleeManager.gameObject)));
|
||||
}
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum vHitBoxType
|
||||
{
|
||||
Damage = 1, Recoil = 2
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb97f58541b05b24ab37661346298ff2
|
||||
timeCreated: 1470329607
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,63 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
[vClassHeader("Hit Effects", "Search for the 'AudioSource' prefab in the project or create your own custom AudioSource.")]
|
||||
public class vHitEffects : vMonoBehaviour
|
||||
{
|
||||
public GameObject audioSource;
|
||||
public AudioClip[] hitSounds;
|
||||
public AudioClip[] recoilSounds;
|
||||
public GameObject[] recoilParticles;
|
||||
public AudioClip[] defSounds;
|
||||
|
||||
void Start()
|
||||
{
|
||||
var weaponObject = GetComponent<vMeleeWeapon>();
|
||||
if (weaponObject)
|
||||
{
|
||||
weaponObject.onDamageHit.AddListener(PlayHitEffects);
|
||||
weaponObject.onRecoilHit.AddListener(PlayRecoilEffects);
|
||||
weaponObject.onDefense.AddListener(PlayDefenseEffects);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayHitEffects(vHitInfo hitInfo)
|
||||
{
|
||||
if (audioSource != null && hitSounds.Length > 0)
|
||||
{
|
||||
var clip = hitSounds[UnityEngine.Random.Range(0, hitSounds.Length)];
|
||||
var audioObj = Instantiate(audioSource, transform.position, transform.rotation) as GameObject;
|
||||
audioObj.GetComponent<AudioSource>().PlayOneShot(clip);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayRecoilEffects(vHitInfo hitInfo)
|
||||
{
|
||||
if (audioSource != null && recoilSounds.Length > 0)
|
||||
{
|
||||
var clip = recoilSounds[UnityEngine.Random.Range(0, recoilSounds.Length)];
|
||||
var audioObj = Instantiate(audioSource, transform.position, transform.rotation) as GameObject;
|
||||
audioObj.GetComponent<AudioSource>().PlayOneShot(clip);
|
||||
}
|
||||
if (recoilParticles.Length > 0)
|
||||
{
|
||||
var particles = recoilParticles[UnityEngine.Random.Range(0, recoilParticles.Length)];
|
||||
var hitrotation = Quaternion.LookRotation(new Vector3(transform.position.x, hitInfo.hitPoint.y, transform.position.z) - hitInfo.hitPoint);
|
||||
if (particles != null)
|
||||
Instantiate(particles, hitInfo.hitPoint, hitrotation);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayDefenseEffects()
|
||||
{
|
||||
if (audioSource != null && defSounds.Length > 0)
|
||||
{
|
||||
var clip = defSounds[UnityEngine.Random.Range(0, defSounds.Length)];
|
||||
var audioObj = Instantiate(audioSource, transform.position, transform.rotation) as GameObject;
|
||||
audioObj.GetComponent<AudioSource>().PlayOneShot(clip);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 00cc2b820c1fe174082aa779f79cb540
|
||||
timeCreated: 1475624836
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,11 @@
|
||||
namespace Invector.vEventSystems
|
||||
{
|
||||
public interface vIAttackListener
|
||||
{
|
||||
void OnEnableAttack();
|
||||
|
||||
void OnDisableAttack();
|
||||
|
||||
void ResetAttackTriggers();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 226f8db32d72b044cbdb1775783c5958
|
||||
timeCreated: 1529517796
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Invector.vEventSystems
|
||||
{
|
||||
public interface vIAttackReceiver
|
||||
{
|
||||
void OnReceiveAttack(vDamage damage, vIMeleeFighter attacker);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 171cab8700dd703409c074ae54f09270
|
||||
timeCreated: 1529517618
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,65 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector.vEventSystems
|
||||
{
|
||||
public interface vIMeleeFighter : vIAttackReceiver, vIAttackListener
|
||||
{
|
||||
void BreakAttack(int breakAtkID);
|
||||
|
||||
void OnRecoil(int recoilID);
|
||||
|
||||
bool isAttacking { get; }
|
||||
|
||||
bool isArmed { get; }
|
||||
|
||||
bool isBlocking { get; }
|
||||
|
||||
Transform transform { get; }
|
||||
|
||||
GameObject gameObject { get; }
|
||||
|
||||
vCharacterController.vICharacter character { get; }
|
||||
}
|
||||
|
||||
public static class vIMeeleFighterHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// check if gameObject has a <see cref="vIMeleeFighter"/> Component
|
||||
/// </summary>
|
||||
/// <param name="receiver"></param>
|
||||
/// <returns>return true if gameObject contains a <see cref="vIMeleeFighter"/></returns>
|
||||
public static bool IsMeleeFighter(this GameObject receiver)
|
||||
{
|
||||
return receiver.GetComponent<vIMeleeFighter>() != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply damage using OnReeiveAttack method if receiver dosent has a vIAttackReceiver, the Simple ApplyDamage is called
|
||||
/// </summary>
|
||||
/// <param name="receiver">target damage receiver</param>
|
||||
/// <param name="damage">damage</param>
|
||||
/// <param name="attacker">damage sender</param>
|
||||
public static void ApplyDamage(this GameObject receiver, vDamage damage, vIMeleeFighter attacker)
|
||||
{
|
||||
var attackReceiver = receiver.GetComponent<vIAttackReceiver>();
|
||||
if (attackReceiver != null)
|
||||
{
|
||||
attackReceiver.OnReceiveAttack(damage, attacker);
|
||||
}
|
||||
else
|
||||
{
|
||||
receiver.ApplyDamage(damage);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get <see cref="vIMeleeFighter"/> of gameObject
|
||||
/// </summary>
|
||||
/// <param name="receiver"></param>
|
||||
/// <returns>the <see cref="vIMeleeFighter"/> component</returns>
|
||||
public static vIMeleeFighter GetMeleeFighter(this GameObject receiver)
|
||||
{
|
||||
return receiver.GetComponent<vIMeleeFighter>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac63b5b29df38024dbb34ba7a5db4483
|
||||
timeCreated: 1529517788
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,105 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
using vEventSystems;
|
||||
public class vMeleeAttackControl : StateMachineBehaviour
|
||||
{
|
||||
[Tooltip("normalizedTime of Active Damage")]
|
||||
public float startDamage = 0.05f;
|
||||
[Tooltip("normalizedTime of Disable Damage")]
|
||||
public float endDamage = 0.9f;
|
||||
public int damageMultiplier;
|
||||
public int recoilID;
|
||||
public int reactionID;
|
||||
|
||||
public vAttackType meleeAttackType = vAttackType.Unarmed;
|
||||
[Tooltip("You can use a name as reference to trigger a custom HitDamageParticle")]
|
||||
public string damageType;
|
||||
[HideInInspector]
|
||||
[Header("This work with vMeleeManager to active vMeleeAttackObject from bodyPart and id")]
|
||||
public List<string> bodyParts = new List<string> { "RightLowerArm" };
|
||||
public bool ignoreDefense;
|
||||
public bool activeRagdoll;
|
||||
[vHideInInspector("activeRagdoll"), Tooltip("Time to keep Ragdoll active")]
|
||||
public float senselessTime;
|
||||
[Tooltip("Check true in the last attack of your combo to reset the triggers")]
|
||||
public bool resetAttackTrigger;
|
||||
private bool isActive;
|
||||
public bool debug;
|
||||
private vIAttackListener mFighter;
|
||||
private bool isAttacking;
|
||||
|
||||
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
mFighter = animator.GetComponent<vIAttackListener>();
|
||||
isAttacking = true;
|
||||
if (mFighter != null)
|
||||
mFighter.OnEnableAttack();
|
||||
|
||||
if (debug)
|
||||
Debug.Log("Enter " + damageType);
|
||||
}
|
||||
|
||||
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
if (stateInfo.normalizedTime % 1 >= startDamage && stateInfo.normalizedTime % 1 <= endDamage && !isActive)
|
||||
{
|
||||
if (debug) Debug.Log(animator.name + " attack " + damageType + " enable damage in " + System.Math.Round(stateInfo.normalizedTime % 1, 2));
|
||||
isActive = true;
|
||||
ActiveDamage(animator, true);
|
||||
}
|
||||
else if (stateInfo.normalizedTime % 1 > endDamage && isActive)
|
||||
{
|
||||
if (debug) Debug.Log(animator.name + " attack " + damageType + " disable damage in " + System.Math.Round(stateInfo.normalizedTime % 1, 2));
|
||||
isActive = false;
|
||||
ActiveDamage(animator, false);
|
||||
}
|
||||
|
||||
if (stateInfo.normalizedTime % 1 > endDamage && isAttacking)
|
||||
{
|
||||
isAttacking = false;
|
||||
if (mFighter != null)
|
||||
mFighter.OnDisableAttack();
|
||||
}
|
||||
|
||||
//if (stateInfo.normalizedTime % 1 > allowRotationAt && isAttacking)
|
||||
//{
|
||||
// isAttacking = false;
|
||||
// if (mFighter != null)
|
||||
// mFighter.OnDisableAttack();
|
||||
//}
|
||||
}
|
||||
|
||||
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
if (debug)
|
||||
Debug.Log("Exit " + damageType);
|
||||
|
||||
if (isActive)
|
||||
{
|
||||
isActive = false;
|
||||
ActiveDamage(animator, false);
|
||||
}
|
||||
|
||||
if (isAttacking)
|
||||
{
|
||||
isAttacking = false;
|
||||
if (mFighter != null)
|
||||
mFighter.OnDisableAttack();
|
||||
}
|
||||
if (mFighter != null && resetAttackTrigger)
|
||||
mFighter.ResetAttackTriggers();
|
||||
|
||||
if (debug) Debug.Log(animator.name + " attack " + damageType + " stateExit");
|
||||
}
|
||||
|
||||
void ActiveDamage(Animator animator, bool value)
|
||||
{
|
||||
var meleeManager = animator.GetComponent<vMeleeManager>();
|
||||
if (meleeManager)
|
||||
meleeManager.SetActiveAttack(bodyParts, meleeAttackType, value, damageMultiplier, recoilID, reactionID, ignoreDefense, activeRagdoll,senselessTime, damageType);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9058122f6ec699438581f28f117350d
|
||||
timeCreated: 1470332631
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,224 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
using vEventSystems;
|
||||
[vClassHeader("Melee Object", openClose = false)]
|
||||
public partial class vMeleeAttackObject : vMonoBehaviour
|
||||
{
|
||||
[vReadOnly(false)] public string attackObjectName;
|
||||
public vDamage damage;
|
||||
public Transform overrideDamageSender;
|
||||
public List<vHitBox> hitBoxes;
|
||||
public int damageModifier;
|
||||
[HideInInspector]
|
||||
public bool canApplyDamage;
|
||||
/// <summary>
|
||||
/// Event called when attack was successful
|
||||
/// </summary>
|
||||
[vHelpBox("Event called when attack was successful")]
|
||||
public OnHitEnter onDamageHit;
|
||||
/// <summary>
|
||||
/// Event called when the attack causes recoil
|
||||
/// </summary>
|
||||
[vHelpBox("Event called when the attack causes recoil")]
|
||||
public OnHitEnter onRecoilHit;
|
||||
/// <summary>
|
||||
/// Event called when causes damage
|
||||
/// </summary>
|
||||
[vHelpBox("Event called when causes damage ")]
|
||||
public OnReceiveDamage onPassDamage;
|
||||
[vHelpBox("Events called when Damage applier (HitBoxes) is enabled or disabled ")]
|
||||
public UnityEvent onEnableDamage;
|
||||
public UnityEvent onDisableDamage;
|
||||
private Dictionary<vHitBox, List<GameObject>> targetColliders;
|
||||
[HideInInspector]
|
||||
public vMeleeManager meleeManager;
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
// init list of targetColliders
|
||||
targetColliders = new Dictionary<vHitBox, List<GameObject>>();
|
||||
|
||||
if (hitBoxes.Count > 0)
|
||||
{
|
||||
// initialize hitBox properties
|
||||
foreach (vHitBox hitBox in hitBoxes)
|
||||
{
|
||||
hitBox.attackObject = this;
|
||||
targetColliders.Add(hitBox, new List<GameObject>());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set Active all hitBoxes of the MeleeAttackObject
|
||||
/// </summary>
|
||||
/// <param name="value"> active value</param>
|
||||
public virtual void SetActiveDamage(bool value)
|
||||
{
|
||||
canApplyDamage = value;
|
||||
for (int i = 0; i < hitBoxes.Count; i++)
|
||||
{
|
||||
var hitCollider = hitBoxes[i];
|
||||
hitCollider.trigger.enabled = value;
|
||||
if (value == false && targetColliders != null)
|
||||
{
|
||||
targetColliders[hitCollider].Clear();
|
||||
}
|
||||
}
|
||||
if (value)
|
||||
{
|
||||
onEnableDamage.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
onDisableDamage.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hitboxes Call Back
|
||||
/// </summary>
|
||||
/// <param name="hitBox">vHitBox object</param>
|
||||
/// <param name="other">target Collider</param>
|
||||
public virtual void OnHit(vHitBox hitBox, Collider other)
|
||||
{
|
||||
// check first condition for hit
|
||||
if (canApplyDamage && !targetColliders[hitBox].Contains(other.gameObject) && (meleeManager != null && other.gameObject != meleeManager.gameObject))
|
||||
{
|
||||
var inDamage = false;
|
||||
var inRecoil = false;
|
||||
|
||||
if (meleeManager == null)
|
||||
{
|
||||
meleeManager = GetComponentInParent<vMeleeManager>();
|
||||
}
|
||||
|
||||
//check if meleeManager exists and apply his hitProperties to this
|
||||
HitProperties _hitProperties = meleeManager.hitProperties;
|
||||
|
||||
// damage conditions
|
||||
if (((hitBox.triggerType & vHitBoxType.Damage) != 0) && _hitProperties.hitDamageTags == null || _hitProperties.hitDamageTags.Count == 0)
|
||||
{
|
||||
inDamage = true;
|
||||
}
|
||||
else if (((hitBox.triggerType & vHitBoxType.Damage) != 0) && _hitProperties.hitDamageTags.Contains(other.tag))
|
||||
{
|
||||
inDamage = true;
|
||||
}
|
||||
// recoil conditions
|
||||
else if (((hitBox.triggerType & vHitBoxType.Recoil) != 0) &&
|
||||
(_hitProperties.hitRecoilLayer == (_hitProperties.hitRecoilLayer | (1 << other.gameObject.layer))))
|
||||
{
|
||||
inRecoil = true;
|
||||
}
|
||||
|
||||
if (inDamage || inRecoil)
|
||||
{
|
||||
// add target collider in the list to control the frequency of hit
|
||||
targetColliders[hitBox].Add(other.gameObject);
|
||||
vHitInfo hitInfo = new vHitInfo(this, hitBox, other, hitBox.transform.position);
|
||||
|
||||
if (inDamage == true)
|
||||
{
|
||||
// If there is a meleeManager then call onDamageHit to control damage values
|
||||
// and it will call the ApplyDamage after filter the damage
|
||||
// if meleeManager is null the damage will be directly applied
|
||||
// Finally the OnDamageHit event is called
|
||||
if (meleeManager)
|
||||
{
|
||||
meleeManager.OnDamageHit(ref hitInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
damage.sender = overrideDamageSender ? overrideDamageSender : transform;
|
||||
// ApplyDamage(hitBox, other, damage);
|
||||
}
|
||||
|
||||
if (!hitInfo.targetIsBlocking)
|
||||
{
|
||||
onDamageHit.Invoke(hitInfo);
|
||||
}
|
||||
}
|
||||
|
||||
// recoil just work with OnRecoilHit event and meleeManger
|
||||
if (inRecoil == true)
|
||||
{
|
||||
if (meleeManager)
|
||||
{
|
||||
meleeManager.OnRecoilHit(hitInfo);
|
||||
}
|
||||
|
||||
onRecoilHit.Invoke(hitInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply damage to target collider (TakeDamage, damage))
|
||||
/// </summary>
|
||||
/// <param name="hitBox">vHitBox object</param>
|
||||
/// <param name="other">collider target</param>
|
||||
/// <param name="damage"> damage</param>
|
||||
public virtual bool ApplyDamage(vHitBox hitBox, Collider other, vDamage damage)
|
||||
{
|
||||
vDamage _damage = new vDamage(damage);
|
||||
_damage.receiver = other.transform;
|
||||
_damage.damageValue = Mathf.RoundToInt(((damage.damageValue + damageModifier) * (hitBox.damagePercentage * 0.01f)));
|
||||
_damage.hitPosition = hitBox.transform.position;
|
||||
other.gameObject.ApplyDamage(_damage, meleeManager.fighter);
|
||||
if (_damage.hitReaction && _damage.damageValue > 0)
|
||||
{
|
||||
onPassDamage.Invoke(_damage);
|
||||
}
|
||||
|
||||
return _damage.hitReaction;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
#region Secundary Class
|
||||
[System.Serializable]
|
||||
public class OnHitEnter : UnityEvent<vHitInfo> { }
|
||||
|
||||
public partial class vHitInfo
|
||||
{
|
||||
public vMeleeAttackObject attackObject;
|
||||
public vHitBox hitBox;
|
||||
public Vector3 hitPoint;
|
||||
public Collider targetCollider;
|
||||
public bool targetIsBlocking;
|
||||
public vHitInfo(vMeleeAttackObject attackObject, vHitBox hitBox, Collider targetCollider, Vector3 hitPoint)
|
||||
{
|
||||
this.attackObject = attackObject;
|
||||
this.hitBox = hitBox;
|
||||
this.targetCollider = targetCollider;
|
||||
this.hitPoint = hitPoint;
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class HitProperties
|
||||
{
|
||||
[Tooltip("Tag to receive Damage")]
|
||||
public List<string> hitDamageTags = new List<string>() { "Enemy" };
|
||||
[Tooltip("Trigger a HitRecoil animation if the character attacks a obstacle")]
|
||||
public bool useRecoil = true;
|
||||
public bool drawRecoilGizmos;
|
||||
[Range(0, 180f)]
|
||||
public float recoilRange = 90f;
|
||||
[Tooltip("layer to Recoil Damage")]
|
||||
public LayerMask hitRecoilLayer = 1 << 0;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c0befb9e9384ab34d9dfc9d3cabf04b3
|
||||
timeCreated: 1470333665
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,56 @@
|
||||
using Invector.vMelee;
|
||||
namespace Invector.vItemManager
|
||||
{
|
||||
[vClassHeader("Melee Equipment", openClose = false, useHelpBox = true, helpBoxText = "Use this component if you also use the ItemManager in your Character")]
|
||||
public partial class vMeleeEquipment : vEquipment
|
||||
{
|
||||
vMeleeWeapon _weapon;
|
||||
protected bool withoutMeleeWeapon;
|
||||
|
||||
protected virtual vMeleeWeapon meleeWeapon
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!_weapon && !withoutMeleeWeapon)
|
||||
{
|
||||
_weapon = GetComponent<vMeleeWeapon>();
|
||||
if (!_weapon) withoutMeleeWeapon = true;
|
||||
}
|
||||
|
||||
return _weapon;
|
||||
}
|
||||
}
|
||||
public override bool IsEquipped
|
||||
{
|
||||
get
|
||||
{
|
||||
return base.IsEquipped;
|
||||
}
|
||||
set
|
||||
{
|
||||
base.IsEquipped = value;
|
||||
if (meleeWeapon) meleeWeapon.IsEquipped = value;
|
||||
}
|
||||
}
|
||||
public override void OnEquip(vItem item)
|
||||
{
|
||||
if (meleeWeapon)
|
||||
{
|
||||
var damage = item.GetItemAttribute(vItemAttributes.Damage);
|
||||
var staminaCost = item.GetItemAttribute(vItemAttributes.StaminaCost);
|
||||
var defenseRate = item.GetItemAttribute(vItemAttributes.DefenseRate);
|
||||
var defenseRange = item.GetItemAttribute(vItemAttributes.DefenseRange);
|
||||
if (damage != null) this.meleeWeapon.damage.damageValue = damage.value;
|
||||
if (staminaCost != null) this.meleeWeapon.staminaCost = staminaCost.value;
|
||||
if (defenseRate != null) this.meleeWeapon.defenseRate = defenseRate.value;
|
||||
if (defenseRange != null) this.meleeWeapon.defenseRange = defenseRate.value;
|
||||
}
|
||||
|
||||
base.OnEquip(item);
|
||||
}
|
||||
public override void OnUnequip(vItem item)
|
||||
{
|
||||
base.OnUnequip(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b02b25f3302cf04fb8e4a1a80f0b12e
|
||||
timeCreated: 1525812721
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,523 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
using Invector.vItemManager;
|
||||
using vEventSystems;
|
||||
/// <summary>
|
||||
/// Event called when you equip a weapon (Weapon, isLeftWeapon)
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class OnEquipWeaponEvent : UnityEngine.Events.UnityEvent<vMeleeWeapon, bool> { }
|
||||
public class vMeleeManager : vMonoBehaviour, IWeaponEquipmentListener
|
||||
{
|
||||
#region SeralizedProperties in CustomEditor
|
||||
|
||||
public List<vBodyMember> Members = new List<vBodyMember>();
|
||||
public vDamage defaultDamage = new vDamage(10);
|
||||
public HitProperties hitProperties;
|
||||
public vMeleeWeapon leftWeapon, rightWeapon;
|
||||
public vOnHitEvent onDamageHit, onRecoilHit;
|
||||
public OnEquipWeaponEvent onEquipWeapon;
|
||||
public OnEquipWeaponEvent onUnequipWeapon;
|
||||
#endregion
|
||||
|
||||
[Tooltip("NPC ONLY- Ideal distance for the attack")]
|
||||
public float defaultAttackDistance = 1f;
|
||||
[Tooltip("Default cost for stamina when attack")]
|
||||
public float defaultStaminaCost = 20f;
|
||||
[Tooltip("Default recovery delay for stamina when attack")]
|
||||
public float defaultStaminaRecoveryDelay = 1f;
|
||||
[Range(0, 100)]
|
||||
public int defaultDefenseRate = 100;
|
||||
[Range(0, 180)]
|
||||
public float defaultDefenseRange = 90;
|
||||
|
||||
public virtual vIMeleeFighter fighter { get; set; }
|
||||
protected virtual int damageMultiplier { get; set; }
|
||||
protected virtual int currentRecoilID { get; set; }
|
||||
protected virtual int currentReactionID { get; set; }
|
||||
protected virtual bool ignoreDefense { get; set; }
|
||||
protected virtual bool activeRagdoll { get; set; }
|
||||
protected virtual float senselessTime { get; set; }
|
||||
protected virtual bool inRecoil { get; set; }
|
||||
protected virtual string attackName { get; set; }
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Init properties
|
||||
/// </summary>
|
||||
public virtual void Init()
|
||||
{
|
||||
fighter = gameObject.GetMeleeFighter();
|
||||
///Initialize all bodyMembers and weapons
|
||||
foreach (vBodyMember member in Members)
|
||||
{
|
||||
///damage of member will be always the defaultDamage
|
||||
//member.attackObject.damage = defaultDamage;
|
||||
if (member.attackObject == null)
|
||||
{
|
||||
var attackObjects = GetComponentsInChildren<vMeleeAttackObject>();
|
||||
if (attackObjects.Length > 0)
|
||||
member.attackObject = System.Array.Find(attackObjects, a => a.attackObjectName.Equals(member.bodyPart));
|
||||
|
||||
if (member.attackObject == null)
|
||||
{
|
||||
Debug.LogWarning("Can't find the attack Object " + member.bodyPart);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
member.attackObject.damage.damageValue = defaultDamage.damageValue;
|
||||
if (member.bodyPart == HumanBodyBones.LeftLowerArm.ToString())
|
||||
{
|
||||
var weapon = member.attackObject.GetComponentInChildren<vMeleeWeapon>(true);
|
||||
leftWeapon = weapon;
|
||||
}
|
||||
if (member.bodyPart == HumanBodyBones.RightLowerArm.ToString())
|
||||
{
|
||||
var weapon = member.attackObject.GetComponentInChildren<vMeleeWeapon>(true);
|
||||
rightWeapon = weapon;
|
||||
}
|
||||
member.attackObject.meleeManager = this;
|
||||
member.SetActiveDamage(false);
|
||||
}
|
||||
|
||||
if (leftWeapon != null)
|
||||
{
|
||||
leftWeapon.SetActiveDamage(false);
|
||||
leftWeapon.meleeManager = this;
|
||||
}
|
||||
if (rightWeapon != null)
|
||||
{
|
||||
rightWeapon.meleeManager = this;
|
||||
rightWeapon.SetActiveDamage(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set active Multiple Parts to attack
|
||||
/// </summary>
|
||||
/// <param name="bodyParts"></param>
|
||||
/// <param name="type"></param>
|
||||
/// <param name="active"></param>
|
||||
/// <param name="damageMultiplier"></param>
|
||||
public virtual void SetActiveAttack(List<string> bodyParts, vAttackType type, bool active = true, int damageMultiplier = 0, int recoilID = 0, int reactionID = 0, bool ignoreDefense = false, bool activeRagdoll = false, float senselessTime = 0, string attackName = "")
|
||||
{
|
||||
for (int i = 0; i < bodyParts.Count; i++)
|
||||
{
|
||||
var bodyPart = bodyParts[i];
|
||||
SetActiveAttack(bodyPart, type, active, damageMultiplier, recoilID, reactionID, ignoreDefense, activeRagdoll, senselessTime, attackName);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set active Single Part to attack
|
||||
/// </summary>
|
||||
/// <param name="bodyPart"></param>
|
||||
/// <param name="type"></param>
|
||||
/// <param name="active"></param>
|
||||
/// <param name="damageMultiplier"></param>
|
||||
public virtual void SetActiveAttack(string bodyPart, vAttackType type, bool active = true, int damageMultiplier = 0, int recoilID = 0, int reactionID = 0, bool ignoreDefense = false, bool activeRagdoll = false, float senselessTime = 0, string attackName = "")
|
||||
{
|
||||
this.damageMultiplier = damageMultiplier;
|
||||
currentRecoilID = recoilID;
|
||||
currentReactionID = reactionID;
|
||||
this.ignoreDefense = ignoreDefense;
|
||||
this.activeRagdoll = activeRagdoll;
|
||||
this.attackName = attackName;
|
||||
this.senselessTime = senselessTime;
|
||||
if (type == vAttackType.Unarmed)
|
||||
{
|
||||
/// find attackObject by bodyPart
|
||||
var attackObject = Members.Find(member => member.bodyPart == bodyPart);
|
||||
if (attackObject != null)
|
||||
{
|
||||
attackObject.SetActiveDamage(active);
|
||||
}
|
||||
}
|
||||
else
|
||||
{ ///if AttackType == MeleeWeapon
|
||||
///this work just for Right and Left Lower Arm
|
||||
if (bodyPart == "RightLowerArm" && rightWeapon != null)
|
||||
{
|
||||
rightWeapon.meleeManager = this;
|
||||
rightWeapon.SetActiveDamage(active);
|
||||
}
|
||||
else if (bodyPart == "LeftLowerArm" && leftWeapon != null)
|
||||
{
|
||||
leftWeapon.meleeManager = this;
|
||||
leftWeapon.SetActiveDamage(active);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Listener of Damage Event
|
||||
/// </summary>
|
||||
/// <param name="hitInfo"></param>
|
||||
public virtual void OnDamageHit(ref vHitInfo hitInfo)
|
||||
{
|
||||
vDamage damage = new vDamage(hitInfo.attackObject.damage);
|
||||
damage.sender = transform;
|
||||
damage.reaction_id = currentReactionID;
|
||||
damage.recoil_id = currentRecoilID;
|
||||
if (this.activeRagdoll) damage.activeRagdoll = this.activeRagdoll;
|
||||
if (this.attackName != string.Empty) damage.damageType = this.attackName;
|
||||
if (this.ignoreDefense) damage.ignoreDefense = this.ignoreDefense;
|
||||
if (this.senselessTime != 0) damage.senselessTime = this.senselessTime;
|
||||
/// Calc damage with multiplier
|
||||
/// and Call ApplyDamage of attackObject
|
||||
|
||||
damage.damageValue *= damageMultiplier > 1 ? damageMultiplier : 1;
|
||||
hitInfo.targetIsBlocking = !hitInfo.attackObject.ApplyDamage(hitInfo.hitBox, hitInfo.targetCollider, damage);
|
||||
|
||||
onDamageHit.Invoke(hitInfo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Listener of Recoil Event
|
||||
/// </summary>
|
||||
/// <param name="hitInfo"></param>
|
||||
public virtual void OnRecoilHit(vHitInfo hitInfo)
|
||||
{
|
||||
if (hitProperties.useRecoil && InRecoilRange(hitInfo) && !inRecoil)
|
||||
{
|
||||
inRecoil = true;
|
||||
var id = currentRecoilID;
|
||||
if (fighter != null) fighter.OnRecoil(id);
|
||||
onRecoilHit.Invoke(hitInfo);
|
||||
Invoke("ResetRecoil", 1f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Call Weapon Defense Events.
|
||||
/// </summary>
|
||||
public virtual void OnDefense()
|
||||
{
|
||||
if (leftWeapon != null && leftWeapon.meleeType != vMeleeType.OnlyAttack && leftWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
leftWeapon.OnDefense();
|
||||
}
|
||||
if (rightWeapon != null && rightWeapon.meleeType != vMeleeType.OnlyAttack && rightWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
rightWeapon.OnDefense();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get Current Attack ID
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual int GetAttackID()
|
||||
{
|
||||
if (rightWeapon != null && rightWeapon.meleeType != vMeleeType.OnlyDefense && rightWeapon.gameObject.activeInHierarchy) return rightWeapon.attackID;
|
||||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get StaminaCost
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual float GetAttackStaminaCost()
|
||||
{
|
||||
if (rightWeapon != null && rightWeapon.meleeType != vMeleeType.OnlyDefense && rightWeapon.gameObject.activeInHierarchy) return rightWeapon.staminaCost;
|
||||
return defaultStaminaCost;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get StaminaCost
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual float GetAttackStaminaRecoveryDelay()
|
||||
{
|
||||
if (rightWeapon != null && rightWeapon.meleeType != vMeleeType.OnlyDefense && rightWeapon.gameObject.activeInHierarchy) return rightWeapon.staminaRecoveryDelay;
|
||||
return defaultStaminaRecoveryDelay;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get ideal distance for the attack
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual float GetAttackDistance()
|
||||
{
|
||||
if (rightWeapon != null && rightWeapon.meleeType != vMeleeType.OnlyDefense && rightWeapon.gameObject.activeInHierarchy) return rightWeapon.distanceToAttack;
|
||||
return defaultAttackDistance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get Current Defense ID
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual int GetDefenseID()
|
||||
{
|
||||
if (leftWeapon != null && leftWeapon.meleeType != vMeleeType.OnlyAttack && leftWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
GetComponent<Animator>().SetBool("FlipAnimation", false);
|
||||
return leftWeapon.defenseID;
|
||||
}
|
||||
if (rightWeapon != null && rightWeapon.meleeType != vMeleeType.OnlyAttack && rightWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
GetComponent<Animator>().SetBool("FlipAnimation", true);
|
||||
return rightWeapon.defenseID;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get Defense Rate of Melee Defense
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual int GetDefenseRate()
|
||||
{
|
||||
if (leftWeapon != null && leftWeapon.meleeType != vMeleeType.OnlyAttack && leftWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
return leftWeapon.defenseRate;
|
||||
}
|
||||
if (rightWeapon != null && rightWeapon.meleeType != vMeleeType.OnlyAttack && rightWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
return rightWeapon.defenseRate;
|
||||
}
|
||||
return defaultDefenseRate;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get Current MoveSet ID
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual int GetMoveSetID()
|
||||
{
|
||||
if (rightWeapon != null && rightWeapon.gameObject.activeInHierarchy) return rightWeapon.movesetID;
|
||||
// if (leftWeapon != null && leftWeapon.gameObject.activeInHierarchy) return leftWeapon.movesetID;
|
||||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if defence can break Attack
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual bool CanBreakAttack()
|
||||
{
|
||||
if (leftWeapon != null && leftWeapon.meleeType != vMeleeType.OnlyAttack && leftWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
return leftWeapon.breakAttack;
|
||||
}
|
||||
if (rightWeapon != null && rightWeapon.meleeType != vMeleeType.OnlyAttack && rightWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
return rightWeapon.breakAttack;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if attack can be blocked
|
||||
/// </summary>
|
||||
/// <param name="attackPoint"></param>
|
||||
/// <returns></returns>
|
||||
public virtual bool CanBlockAttack(Vector3 attackPoint)
|
||||
{
|
||||
if (leftWeapon != null && leftWeapon.meleeType != vMeleeType.OnlyAttack && leftWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
return Math.Abs(transform.HitAngle(attackPoint)) <= leftWeapon.defenseRange;
|
||||
}
|
||||
if (rightWeapon != null && rightWeapon.meleeType != vMeleeType.OnlyAttack && rightWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
return Math.Abs(transform.HitAngle(attackPoint)) <= rightWeapon.defenseRange;
|
||||
}
|
||||
return Math.Abs(transform.HitAngle(attackPoint)) <= defaultDefenseRange;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get defense recoilID for break attack
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual int GetDefenseRecoilID()
|
||||
{
|
||||
if (leftWeapon != null && leftWeapon.meleeType != vMeleeType.OnlyAttack && leftWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
return leftWeapon.recoilID;
|
||||
}
|
||||
if (rightWeapon != null && rightWeapon.meleeType != vMeleeType.OnlyAttack && rightWeapon.gameObject.activeInHierarchy)
|
||||
{
|
||||
return rightWeapon.recoilID;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if angle of hit point is in range of recoil
|
||||
/// </summary>
|
||||
/// <param name="hitInfo"></param>
|
||||
/// <returns></returns>
|
||||
protected virtual bool InRecoilRange(vHitInfo hitInfo)
|
||||
{
|
||||
var center = new Vector3(transform.position.x, hitInfo.hitPoint.y, transform.position.z);
|
||||
var euler = (Quaternion.LookRotation(hitInfo.hitPoint - center).eulerAngles - transform.eulerAngles).NormalizeAngle();
|
||||
|
||||
return euler.y <= hitProperties.recoilRange;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="weaponObject"></param>
|
||||
public virtual void SetLeftWeapon(GameObject weaponObject)
|
||||
{
|
||||
if (weaponObject)
|
||||
{
|
||||
leftWeapon = weaponObject.GetComponent<vMeleeWeapon>();
|
||||
SetLeftWeapon(leftWeapon);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (leftWeapon) onUnequipWeapon.Invoke(leftWeapon, true);
|
||||
leftWeapon = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="weaponObject"></param>
|
||||
public virtual void SetRightWeapon(GameObject weaponObject)
|
||||
{
|
||||
if (weaponObject)
|
||||
{
|
||||
rightWeapon = weaponObject.GetComponent<vMeleeWeapon>();
|
||||
SetRightWeapon(rightWeapon);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rightWeapon) onUnequipWeapon.Invoke(rightWeapon, false);
|
||||
rightWeapon = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="weaponObject"></param>
|
||||
public virtual void SetLeftWeapon(vMeleeWeapon weapon)
|
||||
{
|
||||
if (weapon)
|
||||
{
|
||||
leftWeapon = weapon;
|
||||
leftWeapon.IsEquipped = true;
|
||||
leftWeapon.SetActiveDamage(false);
|
||||
leftWeapon.meleeManager = this;
|
||||
onEquipWeapon.Invoke(weapon, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (leftWeapon) onUnequipWeapon.Invoke(leftWeapon, true);
|
||||
leftWeapon = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="weaponObject"></param>
|
||||
public virtual void SetRightWeapon(vMeleeWeapon weapon)
|
||||
{
|
||||
if (weapon)
|
||||
{
|
||||
rightWeapon = weapon;
|
||||
rightWeapon.IsEquipped = true;
|
||||
rightWeapon.meleeManager = this;
|
||||
rightWeapon.SetActiveDamage(false);
|
||||
onEquipWeapon.Invoke(weapon, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rightWeapon) onUnequipWeapon.Invoke(rightWeapon, false);
|
||||
rightWeapon = null;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual vMeleeWeapon CurrentActiveAttackWeapon
|
||||
{
|
||||
get
|
||||
{
|
||||
var weapon = CurrentAttackWeapon;
|
||||
if (weapon && weapon.IsEquipped) return weapon;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual vMeleeWeapon CurrentActiveDefenseWeapon
|
||||
{
|
||||
get
|
||||
{
|
||||
var weapon = CurrentDefenseWeapon;
|
||||
if (weapon && weapon.IsEquipped) return weapon;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual vMeleeWeapon CurrentAttackWeapon
|
||||
{
|
||||
get
|
||||
{
|
||||
if (rightWeapon && (rightWeapon.meleeType == vMeleeType.OnlyAttack || rightWeapon.meleeType == vMeleeType.AttackAndDefense)) return rightWeapon;
|
||||
if (leftWeapon && (leftWeapon.meleeType == vMeleeType.OnlyAttack || leftWeapon.meleeType == vMeleeType.AttackAndDefense)) return leftWeapon;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual vMeleeWeapon CurrentDefenseWeapon
|
||||
{
|
||||
get
|
||||
{
|
||||
if (rightWeapon && (rightWeapon.meleeType == vMeleeType.OnlyDefense || rightWeapon.meleeType == vMeleeType.AttackAndDefense)) return rightWeapon;
|
||||
if (leftWeapon && (leftWeapon.meleeType == vMeleeType.OnlyDefense || leftWeapon.meleeType == vMeleeType.AttackAndDefense)) return leftWeapon;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void ResetRecoil()
|
||||
{
|
||||
inRecoil = false;
|
||||
}
|
||||
}
|
||||
|
||||
#region Secundary Classes
|
||||
[Serializable]
|
||||
public class vOnHitEvent : UnityEngine.Events.UnityEvent<vHitInfo> { }
|
||||
|
||||
[Serializable]
|
||||
public class vBodyMember
|
||||
{
|
||||
public Transform transform;
|
||||
public string bodyPart;
|
||||
|
||||
public vMeleeAttackObject attackObject;
|
||||
public bool isHuman;
|
||||
public void SetActiveDamage(bool active)
|
||||
{
|
||||
attackObject.SetActiveDamage(active);
|
||||
}
|
||||
}
|
||||
|
||||
public enum vHumanBones
|
||||
{
|
||||
RightHand, RightLowerArm, RightUpperArm, RightShoulder,
|
||||
LeftHand, LeftLowerArm, LeftUpperArm, LeftShoulder,
|
||||
RightFoot, RightLowerLeg, RightUpperLeg,
|
||||
LeftFoot, LeftLowerLeg, LeftUpperLeg,
|
||||
Chest,
|
||||
Head
|
||||
}
|
||||
|
||||
public enum vAttackType
|
||||
{
|
||||
Unarmed, MeleeWeapon
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c11b181c688f7664aba8ba5b38942ac9
|
||||
timeCreated: 1470329607
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,52 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
[vClassHeader("Melee Weapon", openClose = false)]
|
||||
public partial class vMeleeWeapon : vMeleeAttackObject
|
||||
{
|
||||
[Header("Melee Weapon Settings")]
|
||||
public vMeleeType meleeType = vMeleeType.OnlyAttack;
|
||||
[Header("Attack Settings")]
|
||||
public bool useStrongAttack = true;
|
||||
[Tooltip("Simple AI Only")]
|
||||
public float distanceToAttack = 1;
|
||||
[Tooltip("Trigger a Attack Animation")]
|
||||
public int attackID;
|
||||
[Tooltip("Change the MoveSet when using this Weapon")]
|
||||
public int movesetID;
|
||||
[Header("* Third Person Controller Only *")]
|
||||
[Tooltip("How much stamina will be consumed when attack")]
|
||||
public float staminaCost;
|
||||
[Tooltip("How much time the stamina will wait to start recover")]
|
||||
public float staminaRecoveryDelay;
|
||||
[Header("Defense Settings")]
|
||||
[Range(0, 100)]
|
||||
public int defenseRate = 100;
|
||||
[Range(0, 180)]
|
||||
public float defenseRange = 90;
|
||||
[Tooltip("Trigger a Defense Animation")]
|
||||
public int defenseID;
|
||||
[Tooltip("What recoil animatil will trigger")]
|
||||
public int recoilID;
|
||||
[Tooltip("Can break the oponent attack, will trigger a recoil animation")]
|
||||
public bool breakAttack;
|
||||
|
||||
[HideInInspector]
|
||||
public UnityEngine.Events.UnityEvent onDefense;
|
||||
|
||||
/// <summary>
|
||||
/// Weapon is in equipped in hand
|
||||
/// </summary>
|
||||
public virtual bool IsEquipped { get; set; }
|
||||
public virtual void OnDefense()
|
||||
{
|
||||
onDefense.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public enum vMeleeType
|
||||
{
|
||||
OnlyDefense, OnlyAttack, AttackAndDefense
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ebe2ea9c9ea0544d84d9c27f7470915
|
||||
timeCreated: 1470329607
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,15 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Invector.vMelee
|
||||
{
|
||||
public class vRandomAttackBehaviour : StateMachineBehaviour
|
||||
{
|
||||
public int attackCount;
|
||||
|
||||
//OnStateMachineEnter is called when entering a statemachine via its Entry Node
|
||||
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
animator.SetInteger("RandomAttack", Random.Range(0, attackCount));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d2940e852eb9b874798e470ed9ebf5c3
|
||||
timeCreated: 1495128674
|
||||
licenseType: Store
|
||||
MonoImporter:
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||||
serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,26 @@
|
||||
using Invector;
|
||||
using UnityEngine;
|
||||
|
||||
[vClassHeader(" Weapon Constrain ", "Weapon Constrain Helper: call true OnEquip and false OnDrop by CollectableStandalone events to avoid handler movement on 2018.x", iconName = "meleeIcon")]
|
||||
public class vWeaponConstrain : vMonoBehaviour
|
||||
{
|
||||
Rigidbody m_Rigidbody;
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
m_Rigidbody = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
// Call OnEquip (true) / OnDrop (false)
|
||||
public virtual void Inv_Weapon_FreezeAll(bool status)
|
||||
{
|
||||
if (status)
|
||||
{
|
||||
m_Rigidbody.constraints = RigidbodyConstraints.FreezeAll;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.constraints = RigidbodyConstraints.None;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ec807b121fb8d94e8a2c5d76766cdc4
|
||||
timeCreated: 1535635580
|
||||
licenseType: Store
|
||||
MonoImporter:
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
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||||
assetBundleVariant:
|
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Reference in New Issue
Block a user