Files
BABA_YAGA/Assets/Scripts/VFX/SukunaDomainController.cs
2026-03-26 20:27:19 +07:00

230 lines
9.5 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using System.Collections;
using System.Collections.Generic;
namespace OnlyScove.Scripts
{
public class SukunaDomainController : MonoBehaviour
{
[Header("References")]
public PlayerStateMachine playerStateMachine;
public GameObject slashPrefab;
public GameObject shrinePrefab;
public VolumeProfile domainVolumeProfile;
public Transform cinematicCameraPoint;
[Header("Domain Settings")]
public float domainRadius = 15f;
public float domainDuration = 10f;
[Tooltip("Số lượng vệt chém tạo ra mỗi giây")]
public float slashRate = 15f;
public float shrineRiseHeight = 7f; // Độ sâu bắt đầu của miếu
[Tooltip("Khoảng cách từ Pivot của Miếu đến mặt sàn nơi Player đứng")]
public float shrineFloorOffset = 0.5f;
public float camMoveSpeed = 4f;
private bool isActive = false;
private List<GameObject> activeSlashes = new List<GameObject>();
private Volume localVolume;
private GameObject spawnedShrine;
private void Start()
{
if (playerStateMachine == null)
playerStateMachine = GetComponent<PlayerStateMachine>();
if (playerStateMachine != null && playerStateMachine.Input != null)
{
playerStateMachine.Input.OnPreviousInteractEvent += HandleDomainExpansion;
Debug.Log("<color=green>[Sukuna] Sẵn sàng. slashRate: " + slashRate + "</color>");
}
}
private void OnDestroy()
{
if (playerStateMachine != null && playerStateMachine.Input != null)
{
playerStateMachine.Input.OnPreviousInteractEvent -= HandleDomainExpansion;
}
}
private void HandleDomainExpansion()
{
if (isActive) return;
Debug.Log("<color=red>[Sukuna] RYŌIKI TENKAI: FUKUMA MIZUZUSHI!</color>");
StartCoroutine(DomainSequence());
}
private IEnumerator DomainSequence()
{
isActive = true;
// Lưu vị trí ban đầu của Player (Vị trí thực tế trên mặt đất)
Vector3 playerStartPos = playerStateMachine.transform.position;
playerStateMachine.SetControl(false);
CameraController camController = playerStateMachine.Cam;
bool originalCamEnabled = true;
Transform mainCam = Camera.main.transform;
if (camController != null)
{
originalCamEnabled = camController.enabled;
camController.enabled = false;
}
// 1. Tạo Volume (Bóng bong lãnh địa)
GameObject volumeObj = new GameObject("SukunaDomainVolume");
volumeObj.transform.position = playerStartPos;
localVolume = volumeObj.AddComponent<Volume>();
localVolume.isGlobal = false;
localVolume.priority = 100;
localVolume.profile = domainVolumeProfile;
SphereCollider volumeCollider = volumeObj.AddComponent<SphereCollider>();
volumeCollider.isTrigger = true;
volumeCollider.radius = 0.1f;
// 2. Mọc miếu và đẩy Player
if (shrinePrefab != null)
{
// Spawn miếu ở vị trí rất sâu dưới chân Player
Vector3 shrineSpawnPos = playerStartPos - Vector3.up * shrineRiseHeight;
spawnedShrine = Instantiate(shrinePrefab, shrineSpawnPos, playerStateMachine.transform.rotation);
float riseDuration = 2.0f;
float elapsed = 0;
while (elapsed < riseDuration)
{
elapsed += Time.deltaTime;
float t = Mathf.SmoothStep(0, 1, elapsed / riseDuration);
// Di chuyển miếu lên dần dần
Vector3 currentShrinePos = Vector3.Lerp(shrineSpawnPos, playerStartPos, t);
spawnedShrine.transform.position = currentShrinePos;
// Logic đẩy Player:
// floorY là độ cao mặt sàn của miếu tại khung hình hiện tại
float floorY = currentShrinePos.y + shrineFloorOffset;
// Nếu mặt sàn của miếu đã trồi lên cao hơn vị trí chân Player ban đầu
if (floorY > playerStartPos.y)
{
// Player đi theo miếu
playerStateMachine.transform.position = new Vector3(playerStartPos.x, floorY, playerStartPos.z);
}
else
{
// Player đứng yên trên mặt đất ban đầu, chờ miếu trồi lên đỡ
playerStateMachine.transform.position = playerStartPos;
}
// Mở rộng bán kính Volume
volumeCollider.radius = Mathf.Lerp(0.1f, domainRadius, t);
// Lia Camera mượt mà
if (cinematicCameraPoint != null)
{
mainCam.position = Vector3.Lerp(mainCam.position, cinematicCameraPoint.position, Time.deltaTime * camMoveSpeed);
mainCam.rotation = Quaternion.Slerp(mainCam.rotation, Quaternion.LookRotation((playerStateMachine.transform.position + Vector3.up * 2f) - mainCam.position), Time.deltaTime * camMoveSpeed);
}
yield return null;
}
}
// 3. Thực thi chém liên tục dựa trên slashRate
float timer = 0;
float slashCooldown = 1f / slashRate;
float lastSlashTime = 0;
while (timer < domainDuration)
{
timer += Time.deltaTime;
if (timer - lastSlashTime >= slashCooldown)
{
SpawnRandomSlash(playerStateMachine.transform.position);
lastSlashTime = timer;
}
// Camera luôn theo dõi Player trên đỉnh miếu
if (cinematicCameraPoint != null)
{
mainCam.position = Vector3.Lerp(mainCam.position, cinematicCameraPoint.position, Time.deltaTime * camMoveSpeed * 0.5f);
mainCam.LookAt(playerStateMachine.transform.position + Vector3.up * 2f);
}
yield return null;
}
// 4. Miếu sụp xuống (Player đứng lại vị trí Y ban đầu)
if (spawnedShrine != null)
{
float sinkTime = 1f;
float elapsed = 0;
Vector3 currentShrinePos = spawnedShrine.transform.position;
Vector3 targetSinkPos = currentShrinePos - Vector3.up * shrineRiseHeight;
while (elapsed < sinkTime)
{
elapsed += Time.deltaTime;
float t = elapsed / sinkTime;
spawnedShrine.transform.position = Vector3.Lerp(currentShrinePos, targetSinkPos, t);
// Player từ từ hạ xuống sàn ban đầu
float floorY = spawnedShrine.transform.position.y + shrineFloorOffset;
if (floorY > playerStartPos.y)
playerStateMachine.transform.position = new Vector3(playerStartPos.x, floorY, playerStartPos.z);
else
playerStateMachine.transform.position = playerStartPos;
yield return null;
}
Destroy(spawnedShrine);
}
// 5. Thu nhỏ Volume
float shrinkDuration = 0.5f;
float sElapsed = 0;
while (sElapsed < shrinkDuration)
{
sElapsed += Time.deltaTime;
volumeCollider.radius = Mathf.Lerp(domainRadius, 0.1f, sElapsed / shrinkDuration);
yield return null;
}
Destroy(volumeObj);
// Dọn dẹp
foreach (var s in activeSlashes) if (s != null) Destroy(s);
activeSlashes.Clear();
if (camController != null) camController.enabled = originalCamEnabled;
playerStateMachine.SetControl(true);
isActive = false;
}
private void SpawnRandomSlash(Vector3 center)
{
Vector2 randCircle = Random.insideUnitCircle * domainRadius;
Vector3 spawnPos = center + new Vector3(randCircle.x, Random.Range(1f, 6f), randCircle.y);
if (slashPrefab != null)
{
GameObject slash = Instantiate(slashPrefab, spawnPos, Random.rotation);
slash.transform.localScale *= Random.Range(0.6f, 2.5f);
activeSlashes.Add(slash);
StartCoroutine(DestroySlashAfterTime(slash, 0.7f));
}
}
private IEnumerator DestroySlashAfterTime(GameObject slash, float time)
{
yield return new WaitForSeconds(time);
if (activeSlashes != null && activeSlashes.Contains(slash)) activeSlashes.Remove(slash);
}
}
}