This commit is contained in:
2026-06-02 08:27:03 +07:00
parent 7889064469
commit a48cd962e1
4232 changed files with 2 additions and 36881 deletions

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using UnityEngine;
namespace Invector
{
[System.Serializable]
public class vDamage
{
[Tooltip("Apply damage to the Character Health")]
public float damageValue = 15;
[Tooltip("How much stamina the target will lost when blocking this attack")]
public float staminaBlockCost = 5;
[Tooltip("How much time the stamina of the target will wait to recovery")]
public float staminaRecoveryDelay = 1;
[Tooltip("Apply damage even if the Character is blocking")]
public bool ignoreDefense;
[Tooltip("Activated Ragdoll when hit the Character")]
public bool activeRagdoll;
[vHideInInspector("activeRagdoll"),Tooltip("Time to keep Ragdoll active")]
public float senselessTime;
[HideInInspector]
public Transform sender;
[HideInInspector]
public Transform receiver;
[HideInInspector]
public Vector3 hitPosition;
public bool hitReaction = true;
[HideInInspector]
public int recoil_id = 0;
[HideInInspector]
public int reaction_id = 0;
public string damageType;
[HideInInspector] public Vector3 force;
public vDamage()
{
this.damageValue = 15;
this.staminaBlockCost = 5;
this.staminaRecoveryDelay = 1;
this.hitReaction = true;
}
public vDamage(int value)
{
this.damageValue = value;
this.hitReaction = true;
}
public vDamage(int value, bool ignoreReaction)
{
this.damageValue = value;
this.hitReaction = !ignoreReaction;
if (ignoreReaction)
{
this.recoil_id = -1;
this.reaction_id = -1;
}
}
public vDamage(vDamage damage)
{
this.damageValue = damage.damageValue;
this.staminaBlockCost = damage.staminaBlockCost;
this.staminaRecoveryDelay = damage.staminaRecoveryDelay;
this.ignoreDefense = damage.ignoreDefense;
this.activeRagdoll = damage.activeRagdoll;
this.sender = damage.sender;
this.receiver = damage.receiver;
this.recoil_id = damage.recoil_id;
this.reaction_id = damage.reaction_id;
this.damageType = damage.damageType;
this.hitPosition = damage.hitPosition;
this.senselessTime = damage.senselessTime;
this.force = damage.force;
}
/// <summary>
/// Calc damage Resuction percentage
/// </summary>
/// <param name="damageReduction"></param>
public void ReduceDamage(float damageReduction)
{
int result = (int)(this.damageValue - ((this.damageValue * damageReduction) / 100));
this.damageValue = result;
}
}
}

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using System.Collections.Generic;
using Invector.vEventSystems;
using UnityEngine;
namespace Invector
{
[vClassHeader("OBJECT DAMAGE", iconName = "DamageIcon")]
public class vObjectDamage : vMonoBehaviour
{
[System.Serializable]
public class OnHitEvent : UnityEngine.Events.UnityEvent<Collider> { }
[System.Serializable]
public class OnSendEvent : UnityEngine.Events.UnityEvent<vDamage> { }
public vDamage damage;
[Tooltip("Assign this to set other damage sender")]
public Transform overrideDamageSender;
[Tooltip("List of layers that can be hit, nothing will apply to all layers")]
public LayerMask layerToCollide;
[Tooltip("List of tags that can be hit, nothing will apply to all tags")]
public vTagMask tags;
[Tooltip("Check to use the damage Frequency")]
public bool continuousDamage;
[Tooltip("Apply damage to each end of the frequency in seconds ")]
public float damageFrequency = 0.5f;
protected List<Collider> targets;
protected List<Collider> disabledTarget;
protected float currentTime;
public OnHitEvent onHit;
public OnSendEvent onSendDamage;
protected float particleCollisionTime;
public enum CollisionMethod
{
OnTriggerEnter,
OnColliderEnter,
OnParticleCollision
}
public void SetOverrideDamageSender(Transform target) => overrideDamageSender = target;
public CollisionMethod collisionMethod = CollisionMethod.OnTriggerEnter;
public ParticleSystem part;
public bool limitParticleCollisionEvent = false;
public int maxParticleCollisionEvent = 1;
public List<ParticleCollisionEvent> collisionEvents;
protected virtual void Start()
{
targets = new List<Collider>();
disabledTarget = new List<Collider>();
if (collisionMethod == CollisionMethod.OnParticleCollision)
{
part = GetComponent<ParticleSystem>();
collisionEvents = new List<ParticleCollisionEvent>();
}
}
protected virtual void Update()
{
if (!this.enabled) return;
if (continuousDamage && targets != null && targets.Count > 0)
{
if (currentTime > 0)
{
currentTime -= Time.deltaTime;
}
else
{
currentTime = damageFrequency;
foreach (Collider collider in targets)
if (collider != null)
{
if (collider.enabled)
{
ApplyDamage(collider, transform.position); // apply damage to enabled collider
}
else
disabledTarget.Add(collider);// add disabled collider to list of disabled
}
//remove all disabled colliders of target list
if (disabledTarget.Count > 0)
{
for (int i = disabledTarget.Count; i >= 0; i--)
{
if (disabledTarget.Count == 0) break;
try
{
if (targets.Contains(disabledTarget[i]))
targets.Remove(disabledTarget[i]);
}
catch
{
break;
}
}
}
if (disabledTarget.Count > 0) disabledTarget.Clear();
}
}
}
protected virtual void OnCollisionEnter(Collision hit)
{
if (!this.enabled) return;
if (collisionMethod != CollisionMethod.OnColliderEnter || continuousDamage) return;
if (CanApplyDamage(hit.gameObject))
{
ApplyDamage(hit.collider, hit.contacts[0].point);
}
}
protected virtual void OnTriggerEnter(Collider hit)
{
if (!this.enabled) return;
if (collisionMethod != CollisionMethod.OnTriggerEnter) return;
if (continuousDamage && CanApplyDamage(hit.gameObject) && !targets.Contains(hit))
{
targets.Add(hit);
}
else if (CanApplyDamage(hit.gameObject))
{
ApplyDamage(hit, transform.position);
}
}
protected virtual bool CanApplyDamage(GameObject hitObject)
{
return (tags.Count == 0 || tags.Contains(hitObject.tag)) && layerToCollide == 0 || layerToCollide.ContainsLayer(hitObject.layer);
}
protected virtual void OnTriggerExit(Collider hit)
{
if (!this.enabled) return;
if (collisionMethod == CollisionMethod.OnColliderEnter && !continuousDamage) return;
if (CanApplyDamage(hit.gameObject) && targets.Contains(hit))
{
targets.Remove(hit);
}
}
protected virtual void OnParticleCollision(GameObject hit)
{
if (!this.enabled) return;
if (CanApplyDamage(hit))
{
if (collisionMethod != CollisionMethod.OnParticleCollision) return;
if (particleCollisionTime > Time.time) return;
if (continuousDamage)
particleCollisionTime = Time.time + damageFrequency;
int numCollisionEvents = part.GetCollisionEvents(hit, collisionEvents);
int i = 0;
if (continuousDamage)
{
if (hit.TryGetComponent(out Collider collider))
{
while (i < numCollisionEvents)
{
ApplyDamage(collider, collisionEvents[0].intersection);
Debug.Log(collider);
i++;
}
}
}
else
{
if (hit.TryGetComponent(out Collider collider)) ApplyDamage(collider, collisionEvents[0].intersection);
}
}
}
public virtual void ClearTargets()
{
targets.Clear();
}
protected virtual void ApplyDamage(Collider target, Vector3 hitPoint)
{
damage.hitReaction = true;
damage.sender = overrideDamageSender ? overrideDamageSender : transform;
damage.hitPosition = hitPoint;
damage.receiver = target.transform;
var d = new vDamage(damage);
#if INVECTOR_MELEE || INVECTOR_SHOOTER
target.gameObject.ApplyDamage(d, null);
#else
if(d.damageValue > 0)
target.gameObject.ApplyDamage(d);
#endif
onSendDamage.Invoke(d);
onHit.Invoke(target);
}
}
}

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using UnityEngine;
namespace Invector
{
public class vSpike : MonoBehaviour
{
HingeJoint joint;
[HideInInspector]
public vSpikeControl control;
void Start()
{
joint = GetComponent<HingeJoint>();
}
bool inConnect;
Transform impaled;
void OnCollisionEnter(Collision collision)
{
if (collision.rigidbody != null && collision.collider.GetComponent<vCharacterController.vDamageReceiver>() != null && !inConnect)
{
bool condition = control == null ? true : !control.attachColliders.Contains(collision.collider.transform);
if (control) control.attachColliders.Add(collision.collider.transform);
if (condition)
{
inConnect = true;
if (joint && collision.rigidbody)
joint.connectedBody = collision.rigidbody;
impaled = collision.transform;
foreach (Rigidbody body in collision.transform.root.GetComponentsInChildren<Rigidbody>())
{
if (!body.isKinematic)
{
body.linearVelocity = Vector3.zero;
}
}
var damageReceiver = collision.collider.GetComponent<vCharacterController.vDamageReceiver>();
if (damageReceiver && damageReceiver.ragdoll && damageReceiver.ragdoll.iChar != null) damageReceiver.ragdoll.iChar.ChangeHealth((int)-damageReceiver.ragdoll.iChar.currentHealth);
}
}
}
void OnTriggerExit(Collider other)
{
if (other.transform != null && impaled != null && other.transform == impaled)
{
if (joint)
joint.connectedBody = null;
impaled = null;
if (control != null && control.attachColliders.Contains(impaled))
control.attachColliders.Remove(impaled);
inConnect = false;
}
}
}
}

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using UnityEngine;
using System.Collections.Generic;
namespace Invector
{
public class vSpikeControl : MonoBehaviour
{
[HideInInspector]
public List<Transform> attachColliders;
void Start()
{
attachColliders = new List<Transform>();
var objs = GetComponentsInChildren<vSpike>();
foreach (vSpike obj in objs)
obj.control = this;
}
}
}

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