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Cielonos/Assets/Scripts/MainGame/Items/MainWeapons/FutureWand.cs
SoulliesOfficial b5cb6152ff MusicBeat
2026-05-26 00:21:27 -04:00

310 lines
13 KiB
C#

using System.Collections.Generic;
using Cielonos.MainGame.Buffs.Character;
using Cielonos.MainGame.Characters;
using Cielonos.MainGame.UI;
using SLSUtilities.FunctionalAnimation;
using SLSUtilities.General;
using SLSUtilities.WwiseAssistance;
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
public partial class FutureWand : MainWeaponBase
{
private bool _isHoldingAttack;
public CharacterBase currentTarget;
public override void OnEquipped()
{
base.OnEquipped();
RegisterFunctionsToAnimSc();
if(!player.inputSc.IsMoving) PlayTargetedAnimation("Equip");
viewObjects["Wand"].SetFadeAnim(0.5f);
PlayerCanvas.MainWeaponUIArea.displayer.SetFrameOutline(1);
}
public override void OnPrimaryPress()
{
if (!_isHoldingAttack && player.inputSc.IsHoldingSpecialA)
{
PlayTargetedAnimation("HoldAttackStart", currentTarget);
_isHoldingAttack = true;
return;
}
if (functionSm["LightAttack"].IsAvailable() && fullBodyFuncAnimSm.CheckPlayability())
{
comboSm.main.NextCombo("L");
functionSm["LightAttack"].Execute();
currentTarget = CombatManager.EnemySm.GetNearestEnemy(25f);
if (currentTarget != null)
{
PlayTargetedAnimation("Attack" + comboSm.main.GetCurrentNodeName(), currentTarget, 5f);
}
else
{
PlayTargetedAnimation("Attack" + comboSm.main.GetCurrentNodeName());
}
}
}
public override void OnPrimaryRelease()
{
if (_isHoldingAttack)
{
string animName = player.animationSc.fullBodyFuncAnimSm.currentRuntimeFuncAnim?.animationName;
if(animName == "HoldAttackLoop" || animName == "HoldAttackStart")
{
PlayTargetedAnimation("HoldAttackEnd");
}
}
_isHoldingAttack = false;
}
public override void OnSecondaryPress()
{
if (_isHoldingAttack) return;
if (functionSm["HeavyAttack"].IsAvailable() && fullBodyFuncAnimSm.CheckPlayability())
{
comboSm.main.NextCombo("R");
functionSm["HeavyAttack"].Execute();
currentTarget = CombatManager.EnemySm.GetNearestEnemy(25f);
if (currentTarget != null)
{
PlayTargetedAnimation("Attack" + comboSm.main.GetCurrentNodeName(), currentTarget, 5f);
}
else
{
PlayTargetedAnimation("Attack" + comboSm.main.GetCurrentNodeName());
}
}
}
}
public partial class FutureWand
{
private void FAPF_GenerateBoltOnWand(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringStringFloat p = rtFuncAnim.GetParams<CustomFunction.PC_StringStringFloat>();
GenerateProjectile(p.str0, attackData[p.str1], currentTarget, p.float0);
}
private void FAPF_GenerateBoltOnHand(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringStringFloat p = rtFuncAnim.GetParams<CustomFunction.PC_StringStringFloat>();
GenerateProjectile(p.str0, attackData[p.str1], currentTarget, p.float0, true, player.bodyPartsSc.leftHand);
}
private void FAPF_GenerateUltimateBeam(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
GenerateUltimateBeam(p.str0, attackData[p.str1]);
}
private void FAPF_GenerateGroundArea(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
GenerateGroundArea(p.str0, attackData[p.str1]);
}
private void FAPF_GenerateMultipleBolts(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringStringFloat p = rtFuncAnim.GetParams<CustomFunction.PC_StringStringFloat>();
List<Enemy> targets = CombatManager.EnemySm.GetEnemiesInRadius(player.transform.position, 25f);
if (targets.Count > 0) vfxData.SpawnMuzzleVFX(p.str0, player, muzzle);
foreach (Enemy target in targets)
{
GenerateProjectile(p.str0, attackData[p.str1], target, p.float0, false);
}
}
}
public partial class FutureWand
{
private Transform muzzle => viewObjects["Wand"].functionalParts["Muzzle"].transform;
}
public partial class FutureWand
{
private void GenerateProjectile(string vfxName, AttackUnit attackUnit,
CharacterBase target, float speed, bool hasMuzzleEffect = true, Transform muzzle = null)
{
if (hasMuzzleEffect)
{
muzzle ??= this.muzzle;
vfxData.SpawnMuzzleVFX(vfxName, player, muzzle);
}
Projectile projectile = vfxData.SpawnVFX(vfxName, player).GetComponentInChildren<Projectile>();
Vector3 direction = player.transform.forward;
if (target != null)
{
direction = (target.centerPoint.position - projectile.transform.position).normalized;
}
projectile.Initialize(player, this, false, 1, Fraction.Enemy)
.SetAttackSubmodule<Projectile>(attackUnit)
.SetTimeSubmodule<Projectile>(10f)
.SetHitSubmodule<Projectile>()
.SetAdaptiveTraceMoveModule<Projectile>(target, speed, 5f, 180f, 30f, direction, detectRadius: 25f)
.SetRaycastSubmodule<Projectile>(default, 0.25f, 0.5f);
if (vfxName == "NormalBolt")
{
projectile.hitSm.AddHitSound(AK.EVENTS.FUTUREWAND_WEAKATTACKHIT);
projectile.SetImpulseSubmodule().WithDynamicForce(1f);
AudioManager.Post(AK.EVENTS.FUTUREWAND_NORMALBOLTRELEASE, projectile.gameObject);
}
else if (vfxName == "CubicBolt")
{
projectile.hitSm.AddHitSound(AK.EVENTS.FUTUREWAND_MEDIUMATTACKHIT);
projectile.SetImpulseSubmodule().WithDynamicForce(2f);
AudioManager.Post(AK.EVENTS.FUTUREWAND_CUBICBOLTRELEASE, projectile.gameObject);
}
int fusionStack = attackUnit.GetSubmodule<AttackUnit.ParameterSubmodule>().GetParameter<int>("Buff_Fusion_Stack");
projectile.hitSm.AddHitEvent((enemy, hitPosition) =>
{
new Fusion(fusionStack).Apply(enemy);
SubscribeFusionExplode(enemy);
if (!projectile.tags.Contains("Separation") && HasExtender<MissileSeparationMembrane>())
{
List<Enemy> nearbyEnemies = CombatManager.EnemySm.GetEnemiesInRadius(hitPosition, 25f).Exclude(enemy as Enemy);
if (nearbyEnemies.Count > 0)
{
Projectile separation = vfxData.SpawnVFX(vfxName, player, hitPosition, Quaternion.identity).GetComponentInChildren<Projectile>();
nearbyEnemies.TryGetRandom(out Enemy randomTarget);
Vector3 sepDirection = (randomTarget.centerPoint.position - hitPosition).normalized;
separation.Initialize(player, this, false, 1, Fraction.Enemy)
.SetAttackSubmodule<Projectile>(attackUnit)
.SetTimeSubmodule<Projectile>(10f)
.SetHitSubmodule<Projectile>()
.SetLinearDirectionMoveModule<Projectile>(sepDirection, speed, 5f);
separation.tags.Add("Separation");
separation.hitSm.AddCheckedObject(enemy.gameObject);
separation.SetRaycastSubmodule<Projectile>(default, 0.25f, 0.5f);
}
}
});
}
private void GenerateGroundArea(string vfxName, AttackUnit attackUnit)
{
vfxData.SpawnMuzzleVFX(vfxName, player, muzzle);
NormalArea area = vfxData.SpawnVFX(vfxName, player).GetComponentInChildren<NormalArea>();
AudioManager.Post(AK.EVENTS.FUTUREWAND_GROUNDAREA, area.gameObject);
if (!HasExtender<BlackHoleDisplacer>())
{
area.Initialize<NormalArea>(player, this, Fraction.Enemy)
.SetAttackSubmodule<NormalArea>(attackUnit)
.SetTimeSubmodule<NormalArea>(3f, 0.2f, 0.8f)
.SetHitSubmodule<NormalArea>(0.1f, 4);
}
else
{
area.Initialize<NormalArea>(player, this, Fraction.Enemy)
.SetAttackSubmodule<NormalArea>(attackUnit)
.SetTimeSubmodule<NormalArea>(3f, 0.1f, 0.9f)
.SetHitSubmodule<NormalArea>(0.1f, 8)
.SetLinearDirectionMoveModule<NormalArea>(player.transform.forward, 25f, -50f, false, false, false);
}
area.SetImpulseSubmodule().WithSuction(4f);
area.hitSm.AddHitSound(AK.EVENTS.FUTUREWAND_WEAKATTACKHIT);
int fusionStack = attackUnit.GetSubmodule<AttackUnit.ParameterSubmodule>().GetParameter<int>("Buff_Fusion_Stack");
area.hitSm.AddHitEvent((enemy, hitPosition) =>
{
new Fusion(fusionStack).Apply(enemy);
SubscribeFusionExplode(enemy);
});
}
private void GenerateUltimateBeam(string vfxName, AttackUnit attackUnit)
{
vfxData.SpawnMuzzleVFX(vfxName, player, muzzle);
NormalArea area = vfxData.SpawnVFX(vfxName, player).GetComponentInChildren<NormalArea>();
area.Initialize<NormalArea>(player, this, Fraction.Enemy)
.SetAttackSubmodule<NormalArea>(attackUnit)
.SetTimeSubmodule<NormalArea>(5f, 0.6f)
.SetHitSubmodule<NormalArea>();
area.SetImpulseSubmodule().WithCustomForce(player.transform.forward * 10f);
area.hitSm.AddHitSound(AK.EVENTS.FUTUREWAND_MEDIUMATTACKHIT);
AudioManager.Post(AK.EVENTS.FUTUREWAND_ULTIMATEBEAMPOWERUP, area.gameObject);
area.timeSm.AddScheduleAction(() =>
{
AudioManager.Post(AK.EVENTS.FUTUREWAND_ULTIMATEBEAMSHOOT);
feedbackSc.PlayFeedback("UltimateBeamShoot");
}, 0f);
}
private void GenerateSquareExpandingAura(string vfxName)
{
vfxData.SpawnMuzzleVFX(vfxName, player, muzzle);
NormalArea area = vfxData.SpawnVFX(vfxName, player).GetComponentInChildren<NormalArea>();
area.Initialize<NormalArea>(player, this, Fraction.Enemy)
.SetAttackSubmodule<NormalArea>(attackData["SquareAura"])
.SetTimeSubmodule<NormalArea>(4f, 0.2f, 2.8f)
.SetHitSubmodule<NormalArea>()
.SetTransformSubmodule<NormalArea>();
//audioContainer.PlaySoundFX("SquareAura", area.gameObject, true);
area.transformSm.ApplyScaleMove(Vector3.one, Vector3.one * 50, 1f, EaseType.OutQuart);
area.updateAction = () =>
{
if (area.timeSm.enablingTimer > 3f)
{
return;
}
List<Projectile> toBeRemoved = new List<Projectile>();
foreach (Projectile projectile in CombatManager.AttackAreaSm.enemyAttackAreas.activeProjectiles)
{
if (area.areaCollider.IsPointInside(projectile.topParent.transform.position))
{
toBeRemoved.Add(projectile);
}
}
foreach (Projectile projectile in toBeRemoved)
{
projectile.Explode();
}
};
}
}
public partial class FutureWand
{
private const string FUSION_EXPLODE_KEY = nameof(FutureWand);
/// <summary>
/// 订阅目标身上 Fusion Buff 的引爆事件,当引爆来源为 FutureWand 时执行专属效果。
/// 字典 Key 天然去重,无需手动 -= +=。
/// </summary>
private void SubscribeFusionExplode(CharacterBase enemy)
{
Fusion fusion = enemy.buffSm.GetBuff<Fusion>();
if (fusion == null) return;
fusion.onExploded[FUSION_EXPLODE_KEY] = new PrioritizedAction<Fusion, AttackAreaBase>(OnFusionExploded);
}
private void OnFusionExploded(Fusion fusion, AttackAreaBase triggerArea)
{
if (triggerArea == null || triggerArea.itemSource != this) return;
new Decay(50).Apply(fusion.attachedCharacter);
}
}
}