Files
Cielonos/Assets/Scripts/MainGame/Characters/Base/CharacterBase.cs
SoulliesOfficial 2a2aa728d5 切换主武器
2025-12-23 19:47:06 -05:00

248 lines
8.5 KiB
C#

using System;
using SickscoreGames.HUDNavigationSystem;
using Sirenix.OdinInspector;
using SLSFramework.General;
using SLSFramework.WwiseAssistance;
using SLSUtilities.FunctionalAnimation;
using UniRx;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Serialization;
namespace Cielonos.MainGame.Characters
{
public enum Fraction
{
Player = 0,
AlliedMinion = 1,
Enemy = 10,
Neutral = 20
}
public partial class CharacterBase : SerializedMonoBehaviour
{
public Fraction fraction;
public Transform flexibleCenterPoint;
public Transform footPoint;
[TitleGroup("Data & Presets")]
public AttributeData attributeData;
public VFXData vfxData;
public BaseAnimationGroup baseAnimationGroup;
[TitleGroup("Submodules")]
public SelfTimeSubmodule selfTimeSm;
public AttributeSubmodule attributeSm;
public AdditionalForceSubmodule additionalForceSm;
public EventSubmodule eventSm;
public BuffSubmodule buffSm;
public StatusSubmodule statusSm;
public CompositeDisposable disposables;
[TitleGroup("Subcontrollers")]
public CollisionSubcontrollerBase collisionSc;
public MovementSubcontrollerBase movementSc;
[Required]
public AnimationSubcontrollerBase animationSc;
[Required]
public RenderSubcontrollerBase renderSc;
public BodyPartsSubcontroller bodyPartsSc;
public AudioSubcontroller audioSc;
public ReactionSubcontroller reactionSc;
public FeedbackSubcontroller feedbackSc;
[TitleGroup("Navigation")]
public HUDNavigationElement navigationElement;
protected virtual void Awake()
{
InitializeSubcontrollers();
InitializeSubmodules();
}
#if UNITY_EDITOR
private void Reset()
{
InitializeSubmodules();
}
#endif
protected virtual void Start()
{
vfxData.Initialize(this);
if (fraction == Fraction.Enemy)
{
BattleManager.EnemySm.activeEnemiesList.Add(this);
}
}
protected virtual void Update()
{
buffSm.Update();
}
public virtual void Die()
{
Destroy(gameObject);//TODO: 后续改为死亡动画+回收
}
}
public partial class CharacterBase
{
protected virtual void InitializeSubmodules()
{
selfTimeSm ??= new SelfTimeSubmodule(this);
attributeSm ??= new AttributeSubmodule(this);
additionalForceSm ??= new AdditionalForceSubmodule(this);
eventSm ??= new EventSubmodule(this);
buffSm ??= new BuffSubmodule(this);
statusSm ??= new StatusSubmodule(this);
disposables ??= new CompositeDisposable();
}
protected virtual void InitializeSubcontrollers()
{
renderSc?.Initialize();
movementSc?.Initialize();
animationSc?.Initialize();
collisionSc?.Initialize();
bodyPartsSc?.Initialize();
audioSc?.Initialize();
reactionSc?.Initialize();
feedbackSc?.Initialize();
}
}
public partial class CharacterBase
{
public AttackResult DealAttack(AttackValue attackValue, out bool isDead)
{
AttackResult result = new AttackResult(attackValue.damage);
/*if (statusModule.IsInvincible)
{
isDead = false;
GeneralUtilities.InstantiateInfo(flexibleCenterPoint.position, "无敌");
return finalDamage;
}*/
float finalDamage = GetDamageValueAfterResistance(attackValue);
if (attributeSm.HasAttribute("Shield") && attributeSm["Shield"] > 0)
{
result.blockedDamage = Mathf.Min(finalDamage, attributeSm["Shield"]);
//GeneralUtilities.InstantiateBlockedDamageNumber(flexibleCenterPoint.position, blockedDamage);
if(finalDamage > attributeSm["Shield"])
{
finalDamage -= attributeSm["Shield"];
attributeSm["Shield"] = 0;
}
else
{
attributeSm["Shield"] -= finalDamage;
finalDamage = 0;
}
}
attributeSm["Health"] -= finalDamage;
result.finalDamage = finalDamage;
if (attributeSm["Health"] <= 0)
{
isDead = true;
attributeSm["Health"] = 0;
Die();
}
else
{
isDead = false;
}
return result;
}
public float GetDamageValueAfterResistance(AttackValue attackValue)
{
/*float reductionRate = attributeModule.currentAttributes.TryGetValue("DamageReduction", out float rate) ? rate : 0;
return attackValue.attackType switch
{
AttackType.Energy => attackValue.damage * GetDamageReduction(attributeModule.GetCurrentAttribute("EnergyAttackResistance"), reductionRate),
AttackType.Kinetics => attackValue.damage * GetDamageReduction(attributeModule.GetCurrentAttribute("KineticAttackResistance"), reductionRate),
AttackType.Explosion => attackValue.damage * GetDamageReduction(attributeModule.GetCurrentAttribute("ExplosionAttackResistance"), reductionRate),
AttackType.Magic => attackValue.damage * GetDamageReduction(attributeModule.GetCurrentAttribute("MagicAttackResistance"), reductionRate),
AttackType.Elemental => attackValue.damage * GetDamageReduction(attributeModule.GetCurrentAttribute("ElementalAttackResistance"), reductionRate),
AttackType.Pure => attackValue.damage * GetDamageReduction(0, reductionRate),
_ => throw new ArgumentOutOfRangeException()
};*/
return attackValue.damage;
}
}
public partial class CharacterBase
{
public virtual bool GetHit(BreakthroughType breakthroughType, out float recoveryTime,
DisruptionType disruptionType = DisruptionType.NormalExternal, Vector3 direction = default)
{
renderSc.GetHitBlink();
if (animationSc.SetGetHitDisruption(disruptionType, breakthroughType))
{
switch (breakthroughType)
{
case BreakthroughType.Medium:
animationSc.PlayGetHitMediumAnimation(out recoveryTime, direction);
break;
case BreakthroughType.Heavy:
animationSc.PlayGetHitHeavyAnimation(out recoveryTime,direction);
break;
case BreakthroughType.Disruption:
case BreakthroughType.Forced:
animationSc.PlayGetHitDisruptionAnimation(out recoveryTime,direction);
break;
default:
animationSc.PlayGetHitBoneShake(0.4f, direction);
recoveryTime = 0f;
break;
}
return true;
}
float intensity = breakthroughType switch
{
BreakthroughType.None => 0,
BreakthroughType.Weak => 0.2f,
BreakthroughType.Medium => 0.4f,
BreakthroughType.Heavy or BreakthroughType.Disruption or BreakthroughType.Forced => 0.8f,
_ => 0
};
recoveryTime = 0f;
animationSc.PlayGetHitBoneShake(intensity, direction);
return false;
}
}
public partial class CharacterBase
{
public Vector2 GetNormalizedScreenPosition(Camera cam = null)
{
if (this is Player player)
{
cam ??= player.viewSc.playerCamera;
}
else
{
if (cam == null)
{
throw new ArgumentNullException(nameof(cam), "Camera must be provided for non-player characters.");
}
}
return SpaceConverter.WorldPointToNormalizedScreenPoint(flexibleCenterPoint.position, cam);
}
}
}