Files
Cielonos/Assets/Scripts/MainGame/Items/MainWeapons/DualHarmony.cs
SoulliesOfficial 76f498ae2b 迷惑
2026-05-26 10:48:49 -04:00

140 lines
5.7 KiB
C#

using Cielonos.MainGame.Characters;
using SLSUtilities.FunctionalAnimation;
using SLSUtilities.WwiseAssistance;
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
public partial class DualHarmony : MainWeaponBase
{
private MusicBeatSystem MusicBeatSystem => CombatManager.GetCombatSystem<MusicBeatSystem>();
public CharacterBase currentTarget;
public override void OnEquipped()
{
base.OnEquipped();
RegisterFunctionsToAnimSc();
/*if(!player.inputSc.IsMoving) PlayTargetedAnimation("Equip");
viewObjects["Wand"].SetFadeAnim(0.5f);*/
}
public override void OnPrimaryPress()
{
if (functionSm["LightAttack"].IsAvailable() && fullBodyFuncAnimSm.CheckPlayability())
{
comboSm.main.NextCombo("L");
string funcAnimName = "Attack" + comboSm.main.GetCurrentNodeName();
FuncAnimData data = fullBodyFuncAnimSm.collection[funcAnimName];
float startUpTime = data.Interval(IntervalType.Active).StartTime;
float nextBeatTime = MusicBeatSystem.GetNextBeat().time - MusicBeatSystem.CurrentSongTime;
BeatMarker lastMarker = MusicBeatSystem.GetLastBeat();
float compensation = lastMarker.time - MusicBeatSystem.CurrentSongTime;
functionSm["LightAttack"].Execute();
float difference;
if (compensation > -startUpTime)
{
difference = startUpTime - nextBeatTime;
if (difference < 0f)
{
return;
}
}
else
{
difference = startUpTime;
}
currentTarget = CombatManager.EnemySm.GetNearestEnemy(25f);
if (currentTarget != null)
{
PlayTargetedAnimation(funcAnimName, currentTarget, 5f);
}
else
{
PlayTargetedAnimation(funcAnimName);
}
fullBodyFuncAnimSm.currentRuntimeFuncAnim.currentPlayTime = difference;
Debug.Log($"StartUpTime: {nextBeatTime}, FuncAnim Active StartTime: {startUpTime}, Difference: {difference}, Compensation: {compensation}");
}
}
public override void OnSecondaryPress()
{
/*if (functionSm["HeavyAttack"].IsAvailable() && fullBodyFuncAnimSm.CheckPlayability())
{
comboSm.main.NextCombo("R");
float startUpTime = MusicBeatSystem.GetNextBeat().time - MusicBeatSystem.CurrentSongTime;
string funcAnimName = "Attack" + comboSm.main.GetCurrentNodeName();
FuncAnimData data = fullBodyFuncAnimSm.collection[funcAnimName];
float difference = data.Interval(IntervalType.Active).StartTime - startUpTime;
if (difference < 0f)
{
return;
}
currentTarget = CombatManager.EnemySm.GetNearestEnemy(25f);
if (currentTarget != null)
{
PlayTargetedAnimation(funcAnimName, currentTarget, 5f);
}
else
{
PlayTargetedAnimation(funcAnimName);
}
fullBodyFuncAnimSm.currentRuntimeFuncAnim.currentPlayTime = difference;
Debug.Log($"StartUpTime: {startUpTime}, FuncAnim Active StartTime: {data.Interval(IntervalType.Active).StartTime}, Difference: {difference}");
}*/
}
public override void OnSpecialAPress()
{
CombatManager.GetCombatSystem<MusicBeatSystem>().Activate();
}
}
public partial class DualHarmony
{
private void FAPF_GenerateBullet(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringStringFloat p = rtFuncAnim.GetParams<CustomFunction.PC_StringStringFloat>();
GenerateProjectile(p.str0, attackData[p.str1], currentTarget, p.float0);
}
}
public partial class DualHarmony
{
private void GenerateProjectile(string vfxName, AttackUnit attackUnit,
CharacterBase target, float speed, bool hasMuzzleEffect = true, Transform muzzle = null)
{
if (hasMuzzleEffect)
{
muzzle ??= player.bodyPartsSc.leftHand;
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);
projectile.hitSm.AddHitSound(AK.EVENTS.FUTUREWAND_WEAKATTACKHIT);
projectile.SetImpulseSubmodule().WithDynamicForce(1f);
AudioManager.Post(AK.EVENTS.FUTUREWAND_NORMALBOLTRELEASE, projectile.gameObject);
}
}
}