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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class ArmBow : MonoBehaviour
- {
- [SerializeField] AnimationPlayer AP_arm;
- [SerializeField] Animator AP_bow;
- [SerializeField] AnimationPlayer AP_bowForArrow;
- [SerializeField] GameObject arrow;
- [SerializeField] BowCamera bowCamera;
- public HashSet<TargetBody> validTargets = new HashSet<TargetBody>();
- private bool canShoot = false;
- private bool pulling = false;
- private bool readying = false;
- public static ArmBow ins;
- void Start()
- {
- ins = this;
- this.readyShoot();
- }
- void OnDestroy()
- {
- ins = null;
- }
- void FixedUpdate()
- {
- // if (this.canShoot)
- // {
- // DebugBowPower.ins.DoUpdate();
- // }
- }
- void Update()
- {
- if (Input.GetKeyDown(KeyCode.Q))
- {
- this.ADS_fire();
- }
- if (this.pulling) {
- this.bowCamera.updateFollowPullBow();
- } else if (!this.canShoot)
- {
- this.bowCamera.updateGiveUpPullBow();
- }
- CrossHair.ins.gameObject.SetActive(this.canShoot);
- }
- void onComplete(AnimationPlayerCompleteResult res) {
- if (res.index == 1) {
- this.ADS_idle();
- } else if (res.index == 3) {
- this.idle();
- }
- }
- void idle() {
- this.arrow.SetActive(false);
- AP_arm.play(0, WrapMode.Loop);
- AP_bowForArrow.play(0, WrapMode.Loop);
- // AP_bow.SetBool("ads", false);
- // AP_bow.SetBool("fire", false);
- AP_bow.Play("gong_daiji");
- AP_arm.completeCallback = null;
- this.pulling = false;
- this.canShoot = false;
- // DebugBowPower.ins.Init();
- }
- public void idleToADS() {
- this.arrow.SetActive(true);
- AP_arm.play(1, WrapMode.Once);
- AP_bowForArrow.play(1, WrapMode.Once);
- // AP_bow.SetBool("ads", true);
- // AP_bow.SetBool("idle", false);
- AP_bow.Play("gong_lagong");
- AP_arm.completeCallback = onComplete;
- this.pulling = true;
- this.canShoot = false;
- }
- void ADS_idle() {
- AP_arm.play(2, WrapMode.Loop);
- AP_bowForArrow.play(2, WrapMode.Loop);
- AP_bow.Play("gong_lagongdaiji");
- AP_arm.completeCallback = null;
- this.canShoot = true;
- this.pulling = false;
- // DebugBowPower.ins.PullFinish();
- }
- public void ADS_fire() {
- if (!this.canShoot)
- {
- return;
- }
- this.pulling = false;
- this.canShoot = false;
- this.readying = false;
- AP_arm.play(3, WrapMode.Once);
- AP_bowForArrow.play(3, WrapMode.Once);
- // AP_bow.SetBool("fire", true);
- AP_bow.Play("gong_songshou");
- AP_arm.completeCallback = onComplete;
- this.Invoke("shoot", 0.1f);
- }
- public void readyShoot() {
- this.readying = true;
- this.bowCamera.setFieldOfView(60, false);
- this.idle();
- this.gameObject.SetActive(true);
- this.Invoke("idleToADS", 0.5f);
- }
- public void shoot() {
- Vector3 rayHitPoint = CrossHair.ins.getRayHitPoint();
- GameObject arrowCopy = GameObject.Instantiate(this.arrow, this.bowCamera.transform.position, this.bowCamera.transform.rotation);
- Vector3 s1 = arrowCopy.transform.localScale;
- Vector3 s2 = bowCamera.transform.localScale;
- arrowCopy.transform.localScale = new Vector3(s1.x * s2.x, s1.y * s2.y, s1.z * s2.z);
- arrowCopy.transform.LookAt(rayHitPoint);
- Arrow arrowComp = arrowCopy.AddComponent<Arrow>();
- arrowComp.armBow = this;
- // arrowComp.calculateSpeed(rayHitPoint);
- // Arrow.speed = BaseSpeedSlider.ins.getValue() * DebugBowPower.ins.getPowerPercent();
- // Arrow.speed = BaseSpeedSlider.ins.getValue();
- Arrow.speed = Mathf.Pow(ShootCheck.ins.shootSpeed, ShootCheck.ins.shootSpeed < 13 ? 2f: (ShootCheck.ins.shootSpeed < 15 ? 2.5f : 3.0f));
- arrowCopy.SetActive(true);
- arrow.SetActive(false);
- AudioMgr.ins.PlayShoot(AudioMgr.GetAudioSource(arrowCopy));
- this.gameObject.SetActive(false);
- }
- public void OnEnable()
- {
- AudioMgr.GetAudioSource(this.gameObject).clip = null;
- }
- //debug
- public void mouseDown()
- {
- if (!this.readying) return;
- if (this.pulling || this.canShoot) return;
- this.idleToADS();
- }
- public void mouseUp()
- {
- if (!this.readying) return;
- if (this.pulling) {
- this.idle();
- } else if (this.canShoot) {
- this.ADS_fire();
- }
- }
- }
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