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Cielonos/Assets/Scripts/MainGame/Items/MainWeapons/Polychrome/Polychrome_AttackAreas.cs
SoulliesOfficial 6d7ebc5825 Passion & UI
2026-06-12 17:11:39 -04:00

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using System;
using System.Collections.Generic;
using ChocDino.UIFX;
using Cielonos.MainGame.Buffs.Character;
using Cielonos.MainGame.Characters;
using Cielonos.MainGame.Effects.Feedback;
using Cielonos.MainGame.UI;
using SLSUtilities.Feedback;
using SLSUtilities.General;
using SLSUtilities.FunctionalAnimation;
using SLSUtilities.WwiseAssistance;
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
public partial class Polychrome
{
private NormalArea CreateBaseSlash(string vfxName, AttackUnit attackUnit, float timeDuration = 1f, float hitActiveDuration = 0.04f)
{
NormalArea slash = vfxData.SpawnVFX(vfxName, player).GetComponentInChildren<NormalArea>();
slash.Initialize<NormalArea>(player, this, Fraction.Enemy)
.SetAttackSubmodule<NormalArea>(attackUnit)
.SetTimeSubmodule<NormalArea>(timeDuration, hitActiveDuration)
.SetHitSubmodule<NormalArea>();
slash.attackSm.breakthroughAction = (enemy, hitPosition) =>
{
AudioManager.Post(AK.EVENTS.DISRUPT, hitPosition);
};
return slash;
}
private NormalArea GenerateNormalSlash(string vfxName, AttackUnit attackUnit, string hitFeedback)
{
NormalArea slash = CreateBaseSlash(vfxName, attackUnit, 1f, 0.02f);
slash.SetImpulseSubmodule().WithRepulsion(2f);
slash.hitSm.AddHitSound(AK.EVENTS.POLYCHROME_LIGHTATTACKHIT)
.AddHitEvent((enemy, hitPosition) =>
{
var positionShakeAction = feedbackSc.GetFeedbackData(hitFeedback).Action<CameraPositionShakeAction>("Camera");
float magnitude = hitFeedback == "SingleNormalHit" ? 0.12f : 0.06f;
positionShakeAction.amplitude = vfxData.Get(vfxName).slashScreenPosition.normalized * magnitude;
feedbackSc.PlayFeedback(hitFeedback);
});
return slash;
}
private NormalArea GenerateHeavySlash(string vfxName, AttackUnit attackUnit)
{
NormalArea slash;
if (!HasExtender<PhotonDissociator>())
{
slash = CreateBaseSlash(vfxName, attackUnit, 1f, 0.04f);
}
else // 如果有Photon Dissociator重攻击拆分为五段每段伤害为原来的30%,时间和判定也相应调整
{
AttackUnit modifiedUnit = attackUnit.Clone();
modifiedUnit.startDamage *= 0.5f;
slash = vfxData.SpawnVFX(vfxName, player).GetComponentInChildren<NormalArea>();
slash.Initialize<NormalArea>(player, this, Fraction.Enemy)
.SetAttackSubmodule<NormalArea>(modifiedUnit)
.SetTimeSubmodule<NormalArea>(1f, 0.04f, 0.4f)
.SetHitSubmodule<NormalArea>(0.1f, 3);
slash.attackSm.breakthroughAction = (enemy, hitPosition) =>
{
AudioManager.Post(AK.EVENTS.DISRUPT, hitPosition);
};
}
slash.SetImpulseSubmodule(1f).WithRepulsion(5f);
slash.hitSm.AddHitSound(AK.EVENTS.POLYCHROME_HEAVYATTACKLHIT)
.AddHitEvent((enemy, hitPosition) =>
{
var positionShakeAction = feedbackSc.GetFeedbackData("HeavyHit").Action<CameraPositionShakeAction>("Camera");
positionShakeAction.amplitude = vfxData.Get(vfxName).slashScreenPosition.normalized * 0.18f;
feedbackSc.PlayFeedback("HeavyHit");
});
return slash;
}
private NormalArea GenerateDisruptionSlash(string vfxName, AttackUnit attackUnit)
{
NormalArea slash = CreateBaseSlash(vfxName, attackUnit, 1f, 0.04f);
slash.SetImpulseSubmodule().WithRepulsion(5f);
slash.attackSm.breakthroughAction = (enemy, hitPosition) =>
{
feedbackSc.PlayFeedback("Breakthrough");
AudioManager.Post(AK.EVENTS.DISRUPT, hitPosition);
};
slash.hitSm.AddHitSound(AK.EVENTS.POLYCHROME_HEAVYATTACKLHIT)
.AddHitEvent((enemy, hitPosition) =>
{
var positionShakeAction = feedbackSc.GetFeedbackData("HeavyHit").Action<CameraPositionShakeAction>("Camera");
positionShakeAction.amplitude = vfxData.Get(vfxName).slashScreenPosition.normalized * 0.18f;
feedbackSc.PlayFeedback("HeavyHit");
});
return slash;
}
private NormalArea GenerateUltimateSlash(string vfxName, AttackUnit attackUnit)
{
NormalArea slash = CreateBaseSlash(vfxName, attackUnit, 1f, 0.04f);
slash.SetImpulseSubmodule(1f).WithRepulsion(5f);
slash.hitSm.AddHitSound(AK.EVENTS.POLYCHROME_HEAVYATTACKLHIT)
.AddHitEvent((enemy, hitPosition) =>
{
var positionShakeAction = feedbackSc.GetFeedbackData("HeavyHit").Action<CameraPositionShakeAction>("Camera");
positionShakeAction.amplitude = vfxData.Get(vfxName).slashScreenPosition.normalized * 0.18f;
feedbackSc.PlayFeedback("HeavyHit");
feedbackSc.PlayFeedback("Breakthrough");
});
return slash;
}
}
}