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using DG.Tweening;
using Spine;
using Spine.Unity.AttachmentTools;
using UnityEngine;
public class IVCharacter : CreatureBase
{
private static readonly float F_DamNormal = 24f;
private static readonly Color CLR_CharDam = new Color(0.8f, 0.8f, 0.8f);
[SerializeField] protected Skeleton skeleton;
[SerializeField] private AudioSource asNormalAttack;
[SerializeField] private Transform colObj;
[SerializeField] ParticleSystem[] attackEffects;
[SerializeField] Transform damageIndicatorPos;
BoxCollider col;
Material mainMaterial;
int attackState = 0;
int currentCostumeID = -1;
int currentWeaponID = -1;
protected override void Start()
{
base.Start();
skeleton = skAnim.Skeleton;
var renderer = skAnim.GetComponent<MeshRenderer>();
mainMaterial = renderer.sharedMaterial;
col = colObj.GetChild(0).GetComponent<BoxCollider>();
bFriendly = true;
}
protected override void InitTween()
{
twcSummon = transform.DOScale(Global.V3_1, 1.1f).SetEase(Ease.OutQuad).OnComplete(SummonEnd).SetAutoKill(false).Pause();
twcUnsummon = transform.DOScale(Global.V3_1, 1.1f).SetEase(Ease.InQuad).OnComplete(UnsummonEnd).SetAutoKill(false).Pause();
}
protected override void OnDie()
{
base.OnDie();
if (bFriendly)
battleMgr.DieFriendly();
else
battleMgr.DieEnemy(eCreatureClass.charEnemy, 0);
}
protected override void SearchTarget()
{
if (!IsBattleAvail())
{
if (battleMgr.BattlePause)
ChangeState(eState.idle);
return;
}
fSearchTick = 0f;
if (!TargetFinder.TryFindNearest(transform.position, TargetFilter, out target))
{
ChangeState(eState.idle);
}
else
{
if (stackSkillAvail.Count > 0 && stackSkillAvail.Peek() == -1)
{
ChangeState(eState.move);
stackSkillAvail.Pop();
}
else
{
useSkillRange = stackSkillAvail.Count > 0 ? battleMgr.GetSkillRange(stackSkillAvail.Peek()) : 0;
}
if (sqrtDistToTarget <= useSkillRange * useSkillRange)
{
ChangeState(eState.skill);
CheckSkill();
}
if(animState == eState.rush)
{
if (!isdash)
CheckAttack();
return;
}
if (sqrtDistToTarget <= attackRange * attackRange)
{
CheckAttack();
}
else
{
ChangeState(eState.move);
}
}
}
public override void Summon(Vector3 v3pos, bool bfrontright)
{
base.Summon(v3pos, bfrontright);
BattleMgr.SSetPetFront(bFriendly, IsLookRight);
BattleMgr.SSetGuardianFront(bFriendly, IsLookRight);
}
public override void Summon()
{
if (bLoading)
{
bSummonNeed = true;
return;
}
bDead = false;
bSummon = true;
bAttackable = false;
fAttackTick = 0f;
target = null;
gameObject.SetActive(true);
ChangeStateForce(eState.warp_in);
twcSummon.Restart();
if (bInitNeed)
{
bInitNeed = false;
anState = skAnim.AnimationState;
}
BattleMgr.SSetPetFront(bFriendly, IsLookRight);
BattleMgr.SSetGuardianFront(bFriendly, IsLookRight);
}
public override void Unsummon()
{
bSummon = true;
bAttackable = false;
ChangeStateForce(eState.warp_out);
}
public void MoveToDir(Vector2 moveVec)
{
switch (animState)
{
case eState.warp_in:
case eState.warp_out:
case eState.die:
case eState.rush:
return;
}
var newPos = transform.position + (Vector3)moveVec * moveSpeed * Time.deltaTime;
newPos.x = Mathf.Clamp(newPos.x, minArea.x, maxArea.x);
newPos.y = Mathf.Clamp(newPos.y, minArea.y, maxArea.y);
newPos.z = newPos.y * 2f;
transform.position = newPos;
ChangeLookDirection(moveVec);
}
protected override void MoveToTarget()
{
if (!bCoward && moveSpeed <= 0f || target is null) return;
Vector2 to = (targetPos - (Vector2)transform.position).normalized;
var newPos = transform.position + (Vector3)to * moveSpeed * Time.deltaTime;
newPos.x = Mathf.Clamp(newPos.x, minArea.x, maxArea.x);
newPos.y = Mathf.Clamp(newPos.y, minArea.y, maxArea.y);
newPos.z = newPos.y * 0.1f;
transform.position = newPos;
ChangeLookDirection(targetTransform);
}
protected override void OnDamaged(Damage damage)
{
var indicator = battleMgr.GetDamageIndicatorText(true);
if(indicator != null)
{
indicator.SetText(FormatString.BigIntString1(damage.value), F_DamNormal, CLR_CharDam);
indicator.Show(damageIndicatorPos.position);
}
if (!ptcHit.isPlaying)
ptcHit.Play();
}
public override void CheckAttack()
{
if (bStun) return;
if (bAttackable && target != null)
{
ChangeLookDirection(targetTransform);
if (SoundMgr.Instance.EfcOn)
asNormalAttack.Play();
if(attackEffects.Length > attackState && attackEffects[attackState] != null)
attackEffects[attackState].Play();
switch(attackState)
{
case 0:
ChangeState(eState.attack);
attackState = 1;
break;
case 1:
ChangeState(eState.attack2);
attackState = 2;
break;
case 2:
ChangeState(eState.attack3);
attackState = 0;
break;
}
skAnim.timeScale = 1.0f * motionSpeed;
backAllowed = 1;
}
else
{
ChangeState(eState.idle);
}
}
public override void CheckSkill()
{
if (bStun) return;
if (stackSkillAvail.Count > 0 && target != null)
{
int skillid = stackSkillAvail.Peek();
if (!battleMgr.IsOnAutoSkill && skillid != battleMgr.GetUseSkillid())
{
stackSkillAvail.Pop();
}
else
{
int skillused = battleMgr.UseSkill(bFriendly, skillid, this, target, fCrtDamCalc, iCrtRateCalc, currentAtk);
if (skillused != 0) // 스킬 사용함 or 사용할 수 없는 스킬.
stackSkillAvail.Pop();
}
}
}
public void RefreshStat()
{
maxAtk = BuffMgr.Instance.GetCharAtk();
currentAtk = maxAtk;
maxHp = BuffMgr.Instance.GetCharHp();
if(currentHp > maxHp)
currentHp = maxHp;
}
#region Ani Event
public override void AttackDamage()
{
if (battleMgr.BattlePause || bSummon || bDead) return;
colObj.position = targetPos;
const int maxAttackCount = 3;
var targets = TargetFinder.GetNears(Position, TargetFilter);
int attackCount = 0;
for(int i = 0; i < targets.Count; i++)
{
var target = targets[i];
if(col.bounds.Contains((target as Entity).Position))
{
target.GetDamage(currentAtk, fCrtDamCalc, iCrtRateCalc);
if(++attackCount >= maxAttackCount)
break;
}
}
if (bFriendly && attackCount > 0)
IVCameraController.SShakeCamera(0.2f, 0.3f, 0);
}
#endregion Ani Event
#region Costume & Color
public void SetCostume(int costumeID) => SetSkin(costumeID, currentWeaponID);
public void SetWeapon(int weaponID) => SetSkin(currentCostumeID, weaponID);
public void SetSkin(int costumeID, int weaponID)
{
if (costumeID == currentCostumeID && weaponID == currentWeaponID) return;
currentCostumeID = costumeID;
currentWeaponID = weaponID;
var newSkin = new Skin("Custom");
newSkin.AddSkin(skeleton.Data.DefaultSkin);
if (skeleton.Data.TryGetSkin($"Costume/{currentCostumeID}", out Skin costumeSkin))
newSkin.AddSkin(costumeSkin);
if (skeleton.Data.TryGetSkin($"Weapon/{currentWeaponID}", out Skin weaponSkin))
newSkin.AddSkin(weaponSkin);
var repackedSkin = newSkin.GetRepackedSkin("Custom", mainMaterial, out var newMat, out var newTex);
skeleton.SetSkin(repackedSkin);
skeleton.SetSlotsToSetupPose();
skAnim.Update(0);
AtlasUtilities.ClearCache();
}
#endregion Costume & color
}