Files

293 lines
9.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
//This script requires you to have setup your animator with 3 parameters, "InputMagnitude", "InputX", "InputZ"
//With a blend tree to control the inputmagnitude and allow blending between animations.
//Also you need to shoose Firepoint, targets > 1, Aim image from canvas and 2 target markers and camera.
[RequireComponent(typeof(CharacterController))]
public class HS_TargetProjectiles : MonoBehaviour
{
public float velocity = 9;
[Space]
public float InputX;
public float InputZ;
public Vector3 desiredMoveDirection;
public bool blockRotationPlayer;
public float desiredRotationSpeed = 0.1f;
public Animator anim;
public float Speed;
public float allowPlayerRotation = 0.1f;
public Camera cam;
public CharacterController controller;
public bool isGrounded;
private float secondLayerWeight = 0;
[Space]
[Header("Animation Smoothing")]
[Range(0, 1f)]
public float HorizontalAnimSmoothTime = 0.2f;
[Range(0, 1f)]
public float VerticalAnimTime = 0.2f;
[Range(0, 1f)]
public float StartAnimTime = 0.3f;
[Range(0, 1f)]
public float StopAnimTime = 0.15f;
private float verticalVel;
private Vector3 moveVector;
[Space]
[Header("Effects")]
public GameObject[] Prefabs;
public GameObject[] PrefabsCast;
private ParticleSystem Effect;
private int prefabNumber;
private Transform parentObject;
public LayerMask collidingLayer = ~0; //Target marker can only collide with scene layer
[Space]
[Header("Canvas")]
public Image aim;
public Vector2 uiOffset;
public List<Transform> screenTargets = new List<Transform>();
private Transform target;
private bool activeTarger = false;
public Transform FirePoint;
public float fireRate = 0.1f;
private float fireCountdown = 0f;
private bool rotateState = false;
[Space]
[Header("Sound effects")]
private AudioSource soundComponent; //Play audio from Prefabs
private AudioClip clip;
[Space]
[Header("Camera Shaker script")]
public HS_CameraShaker cameraShaker;
void Start()
{
anim = this.GetComponent<Animator>();
cam = Camera.main;
controller = this.GetComponent<CharacterController>();
//Get clip from Audiosource from projectile if exist for playing when shooting
if (PrefabsCast[0].GetComponent<AudioSource>())
{
soundComponent = PrefabsCast[0].GetComponent<AudioSource>();
}
}
void Update()
{
target = screenTargets[TargetIndex()];
if (Input.GetMouseButtonDown(2))
{
Counter(-1);
}
if (Input.GetMouseButtonDown(1))
{
Counter(+1);
}
UserInterface();
if (Input.GetMouseButton(0) && activeTarger)
{
if (rotateState == false)
{
StartCoroutine(RotateToTarget(fireRate, target.position));
}
secondLayerWeight = Mathf.Lerp(secondLayerWeight, 1, Time.deltaTime * 10);
if (fireCountdown <= 0f)
{
GameObject projectile = Instantiate(Prefabs[prefabNumber], FirePoint.position, FirePoint.rotation);
projectile.GetComponent<HS_TargetProjectile>().UpdateTarget(target, (Vector3)uiOffset);
Effect = PrefabsCast[prefabNumber].GetComponent<ParticleSystem>();
Effect.Play();
//Get Audiosource from Prefabs if exist
if (PrefabsCast[prefabNumber].GetComponent<AudioSource>())
{
soundComponent = PrefabsCast[prefabNumber].GetComponent<AudioSource>();
clip = soundComponent.clip;
soundComponent.PlayOneShot(clip);
}
StartCoroutine(cameraShaker.Shake(0.1f, 2, 0.2f, 0));
fireCountdown = 0;
fireCountdown += fireRate;
}
}
else
{
secondLayerWeight = Mathf.Lerp(secondLayerWeight, 0, Time.deltaTime * 10);
}
fireCountdown -= Time.deltaTime;
//Need second layer in the Animator
if (anim.layerCount > 1) { anim.SetLayerWeight(1, secondLayerWeight); }
InputMagnitude();
//If you don't need the character grounded then get rid of this part.
isGrounded = controller.isGrounded;
if (isGrounded)
{
verticalVel = 0;
}
else
{
verticalVel -= 1f * Time.deltaTime;
}
moveVector = new Vector3(0, verticalVel, 0);
controller.Move(moveVector);
}
void Counter(int count)
{
prefabNumber += count;
if (prefabNumber > Prefabs.Length - 1)
{
prefabNumber = 0;
}
else if (prefabNumber < 0)
{
prefabNumber = Prefabs.Length - 1;
}
}
private void UserInterface()
{
Vector3 screenCenter = new Vector3(Screen.width / 1.4f, Screen.height / 2, 0);
Vector3 screenPos = Camera.main.WorldToScreenPoint(target.position + (Vector3)uiOffset);
Vector3 CornerDistance = screenPos - screenCenter;
Vector3 absCornerDistance = new Vector3(Mathf.Abs(CornerDistance.x), Mathf.Abs(CornerDistance.y), Mathf.Abs(CornerDistance.z));
//This way you can find target on the full screen
//if (screenPos.z > 0 && screenPos.x > 0 && screenPos.x < Screen.width && screenPos.y > 0 && screenPos.y < Screen.height)
// {screenPos.x > 0 && screenPos.y > 0 && screenPos.z > 0} - disable target if enemy backside
//Find target near center of the screen
if (absCornerDistance.x < screenCenter.x / 3 && absCornerDistance.y < screenCenter.y / 3 && screenPos.x > 0 && screenPos.y > 0 && screenPos.z > 0 //If target is in the middle-right of the screen
&& !Physics.Linecast(transform.position + (Vector3)uiOffset, target.position + (Vector3)uiOffset * 2, collidingLayer)) //If player can see the target
{
aim.transform.position = Vector3.MoveTowards(aim.transform.position, screenPos, Time.deltaTime * 3000);
if (!activeTarger)
activeTarger = true;
}
else
{
//Another way
//aim.GetComponent<RectTransform>().localPosition = new Vector3(0, 0, 0);
aim.transform.position = Vector3.MoveTowards(aim.transform.position, screenCenter, Time.deltaTime * 3000);
if (activeTarger)
activeTarger = false;
}
}
//Rotate player to target when attack
public IEnumerator RotateToTarget(float rotatingTime, Vector3 targetPoint)
{
rotateState = true;
float delay = rotatingTime;
var lookPos = targetPoint - transform.position;
lookPos.y = 0;
var rotation = Quaternion.LookRotation(lookPos);
while (true)
{
if (Speed == 0) { transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * 20); }
delay -= Time.deltaTime;
if (delay <= 0 || transform.rotation == rotation)
{
rotateState = false;
yield break;
}
yield return null;
}
}
void PlayerMoveAndRotation()
{
InputX = Input.GetAxis("Horizontal");
InputZ = Input.GetAxis("Vertical");
var camera = Camera.main;
var forward = cam.transform.forward;
var right = cam.transform.right;
forward.y = 0f;
right.y = 0f;
forward.Normalize();
right.Normalize();
//Movement vector
desiredMoveDirection = forward * InputZ + right * InputX;
//Character diagonal movement faster fix
desiredMoveDirection.Normalize();
if (blockRotationPlayer == false)
{
//You can use desiredMoveDirection if using InputMagnitude instead of Horizontal&Vertical axis
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(forward), desiredRotationSpeed);
//Limit back speed
if (InputZ < -0.5)
controller.Move(desiredMoveDirection * Time.deltaTime * (velocity / 1.5f));
//else if (InputX < -0.1 || InputX > 0.1)
// controller.Move(desiredMoveDirection * Time.deltaTime * (velocity / 1.2f));
else
controller.Move(desiredMoveDirection * Time.deltaTime * velocity);
}
}
void InputMagnitude()
{
//Calculate Input Vectors
InputX = Input.GetAxis("Horizontal");
InputZ = Input.GetAxis("Vertical");
anim.SetFloat("InputZ", InputZ, VerticalAnimTime, Time.deltaTime * 2f);
anim.SetFloat("InputX", InputX, HorizontalAnimSmoothTime, Time.deltaTime * 2f);
//Calculate the Input Magnitude
Speed = new Vector2(InputX, InputZ).sqrMagnitude;
//Physically move player
if (Speed > allowPlayerRotation)
{
anim.SetFloat("InputMagnitude", Speed, StartAnimTime, Time.deltaTime);
PlayerMoveAndRotation();
}
else if (Speed < allowPlayerRotation)
{
anim.SetFloat("InputMagnitude", Speed, StopAnimTime, Time.deltaTime);
}
}
public int TargetIndex()
{
float[] distances = new float[screenTargets.Count];
for (int i = 0; i < screenTargets.Count; i++)
{
distances[i] = Vector2.Distance(Camera.main.WorldToScreenPoint(screenTargets[i].position), new Vector2(Screen.width / 1.4f, Screen.height / 2));
}
float minDistance = Mathf.Min(distances);
int index = 0;
for (int i = 0; i < distances.Length; i++)
{
if (minDistance == distances[i])
index = i;
}
return index;
}
}