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using DG.Tweening;
using UnityEngine;
public class IVCharacter : CreatureBase
{
[SerializeField]
protected Spine.Skeleton skeleton;
[SerializeField]
private AudioSource asNormalAttack;
[SerializeField]
private Transform colObj;
[SerializeField] ParticleSystem[] attackEffects;
private BoxCollider col;
protected MeshRenderer mrendAnim;
protected MaterialPropertyBlock mpbAnim;
private int attackState = 0;
protected override void Start()
{
base.Start();
skeleton = skAnim.Skeleton;
mrendAnim = skAnim.GetComponent<MeshRenderer>();
mpbAnim = new MaterialPropertyBlock();
mpbAnim.SetTexture(GlobalShaderProperty._mainTexPropertyID, mrendAnim.sharedMaterial.mainTexture);
col = colObj.GetChild(0).GetComponent<BoxCollider>();
}
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())
{
return;
}
if (BattleMgr.Instance.BattlePause)
{
ChangeState(eState.idle);
return;
}
fSearchTick = 0f;
iTargetIndex = battleMgr.GetTargetIndex(bFriendly);
if (iTargetIndex < 0)
{
ChangeState(eState.idle);
}
else
{
v3TargetPos = battleMgr.GetTargetPos(bFriendly, iTargetIndex);
fTargetDistance = BattleMgr.SCalcDistance(transform.position, v3TargetPos);
if (stackSkillAvail.Count > 0 && stackSkillAvail.Peek() == -1)
{
ChangeState(eState.move);
stackSkillAvail.Pop();
}
else
{
fUseSkillRange = stackSkillAvail.Count > 0 ? battleMgr.GetSkillRange(stackSkillAvail.Peek()) : 0;
}
if (fTargetDistance <= fUseSkillRange)
{
ChangeState(eState.skill);
CheckSkill();
}
if(animState == eState.rush)
{
if (!isdash)
CheckAttack();
return;
}
if (fTargetDistance <= fRange)
{
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;
iTargetIndex = -1;
v3TargetPos = Vector3.zero;
fTargetDistance = 9999f;
gameObject.SetActive(true);
ChangeStateForce(eState.warp_in);
BattleMgr.SRefreshCharCloth();
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);
}
protected override float MoveToTarget()
{
if (!bcoward)
{
if (fMovCalc <= 0f)
return fTargetDistance;
}
Vector3 v3framepos = Vector3.MoveTowards(transform.position, v3TargetPos, fMovCalc * Time.deltaTime);
v3framepos.z = v3framepos.y * 0.1f;
v3framepos.x = Mathf.Clamp(v3framepos.x, minArea.x, maxArea.x);
v3framepos.y = Mathf.Clamp(v3framepos.y, minArea.y, maxArea.y);
fTargetDistance = Vector3.Distance(v3framepos, v3TargetPos);
transform.position = v3framepos;
ChangeFront();
return fTargetDistance;
}
public override void MoveToDir(Vector2 moveVec)
{
switch (animState)
{
case eState.warp_in:
case eState.warp_out:
case eState.die:
case eState.rush:
return;
}
Vector3 v3framepos = Vector3.MoveTowards(transform.position, transform.position + (Vector3)moveVec, fMovCalc * Time.deltaTime);
v3framepos.z = v3framepos.y * 2f;
v3framepos.x = Mathf.Clamp(v3framepos.x, minArea.x, maxArea.x);
v3framepos.y = Mathf.Clamp(v3framepos.y, minArea.y, maxArea.y);
//v3framepos.z = Mathf.Clamp(v3framepos.z, minArea.z, maxArea.z);
transform.position = v3framepos;
ChangeLookDirection(moveVec);
}
public override void CheckAttack()
{
if (bStun)
return;
if (bAttackable && iTargetIndex >= 0)
{
ChangeFront();
if (SoundMgr.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 && iTargetIndex >= 0)
{
int iskillid = stackSkillAvail.Peek();
if (!BattleMgr.GetAuto() && iskillid != BattleMgr.GetUseSkillid())
{
stackSkillAvail.Pop();
return;
}
int iskillused = battleMgr.UseSkill(bFriendly, iskillid, transform, iTargetIndex, battleMgr.GetTrfTarget(bFriendly, iTargetIndex), fCrtDamCalc, iCrtRateCalc, biAtkCalc);
if (iskillused > 0)
{
stackSkillAvail.Pop();
return;
}
if (iskillused == -2)
{
ChangeState(eState.move);
return;
}
if (iskillused < 0)
{
stackSkillAvail.Pop();
}
}
}
#region Ani Event
public override void AttackDamage()
{
if (BattleMgr.Instance.BattlePause || bSummon || bDead) return;
if (bFriendly)
{
colObj.position = battleMgr.GetTargetPos(bFriendly, iTargetIndex);
battleMgr.DamageToEnemyTargets(col.bounds, iTargetIndex,3, biAtkCalc, fCrtDamCalc, iCrtRateCalc, shake : 0.3f, ivibrato : 0);
}
else
{
battleMgr.DamageToFriendly(biAtkCalc, fCrtDamCalc, iCrtRateCalc);
}
}
#endregion Ani Event
#region Costume & Color
public void SetCostume(Texture2D tx2d)
{
if (tx2d == null) return;
mpbAnim.SetTexture(GlobalShaderProperty._mainTexPropertyID, tx2d);
for (int i = 0; i < mrendAnim.sharedMaterials.Length; i++)
{
if (mrendAnim.sharedMaterials[i] == GameProperty.Instance.PlayerCharacterMaterial)
{
mrendAnim.SetPropertyBlock(mpbAnim, i);
break;
}
}
}
public string GetCosInfo()
{
string str = FormatString.CombineAllString("mpb[", (mpbAnim.GetTexture(GlobalShaderProperty._mainTexPropertyID) == null ? "null" : mpbAnim.GetTexture(GlobalShaderProperty._mainTexPropertyID).name), "]:",
mrendAnim.sharedMaterials[0].name, "::", mrendAnim.sharedMaterials[0].shader.name, ":::",
(mrendAnim.sharedMaterials[0].mainTexture == null ? "null" : mrendAnim.sharedMaterials[0].mainTexture.name));
return str;
}
public void SetWeapon(Spine.Skin skincustom)
{
if (skincustom == null)
return;
skeleton.SetSkin(skincustom);
skeleton.SetSlotsToSetupPose();
skAnim.Update(0f);
}
public Spine.Skeleton GetSkeleton()
{
return skeleton;
}
#endregion Costume & color
}