Project_WL/Assets/Script/Character/MyActor.cs

265 lines
9.5 KiB
C#

using UnityEngine;
public class MyActor : Actor
{
protected float f_FindEnemyRange;
protected Actor OwnerActor;
protected override void Set_Target(bool forcefind = false)
{
if (!DSUtil.CheckNull(m_Target))
{
if (m_Target.m_IsLockTarget && !m_Target.IsDead()) return;
if (IsRole(eRole.PC)) m_Target.Set_Outline(false);
}
m_AttackIndex = m_NextAttackIndex = 0;
m_Target = ActorInfo.Ins.Get_Nearest_EnemyActor_orNull(IsEnemy(), Get_position(), forcefind ? float.MaxValue : f_FindEnemyRange);
if (!DSUtil.CheckNull(m_Target))
{
if (IsRole(eRole.PC))
{
m_Target.Set_Outline(true);
//MonsterSimpleInfo.Ins.Set(m_Target);
//PCInfo.Ins.Get_PetsWithDie(m_Enemy).ForEach(f => f.Add_FindEnemy(m_Target.m_Role, m_Target.Get_Group()));
}
else
{ // 모두 하나의 적만 노리지 않게 타겟 주위의 몹을 타겟
//var enemies = DSUtil.Get_Enemies(IsEnemy(), m_Target.Get_position(), 3f, Get_EnemyList());
//if (enemies != null && enemies.Count > 0) m_Target = enemies[Random.Range(0, enemies.Count)];
}
}
}
public override void Change_Target(bool _ispc, Actor target, bool _ChangeTargetByHit = false)
{
base.Change_Target(_ispc, target, _ChangeTargetByHit);
//if (target) MonsterSimpleInfo.Ins.Set(target);
}
protected override void Update()
{
if (IsDead()) return;
m_attackCoolTime -= Time.deltaTime;
if (m_HitTime > 0f)
{
m_HitTime -= Time.deltaTime;
return;
}
if (IsStop || IsCC() || (GameUI.Ins && GameUI.Ins.IngameUI.Active_SelectSkillUI())) return;
base.Update();
Check_Target();
if (!DSUtil.CheckNull(m_Target))
{
if (m_Target.IsDead())
Del_Target();
else
{
if (IsNotPC() && Vector3.Distance(OwnerActor.Get_position(), Get_position()) > 7)
{
Del_Target();
return;
}
if (DSUtil.CheckNull(m_Magic))
m_NavMeshAgent.stoppingDistance = m_NavStopDistance + (float)m_Stat.Get_Stat(eStat.AttackRange_Up);
else
m_NavMeshAgent.stoppingDistance = m_Magic.m_SkillTableData.f_SkillRange;
if (CurAnim < eAnim.Attack && Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance + m_Target.Get_ScaleSizeDist())
Play_Run();
else if (!DSUtil.CheckNull(m_Magic))
Use_Skill(m_Magic.m_SkillTableData, false, m_Magic.m_uiIndex);
else if (CurAnim != eAnim.Attack && m_attackCoolTime > 0f)
Play_Idle();
else
{
if (IsNotPC())
{
Play_Attack(0, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
}
else
{
ComboAttack();
}
//if (attackindex == -1 && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack"))
// Play_Attack(++attackindex, (float)m_Stat.Get_Stat(eStat.AttackSpeed));
//else if (attackindex == 0 && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack") && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack2"))
// Play_Attack(++attackindex, (float)m_Stat.Get_Stat(eStat.AttackSpeed));
//else if (attackindex == 1 && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack") && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack2") && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack3"))
// Play_Attack(++attackindex, (float)m_Stat.Get_Stat(eStat.AttackSpeed));
//if (attackindex > 1) attackindex = -1;
}
}
}
}
protected virtual void Update_Move()
{
if (m_fAttackMoveTime > 0f)
{
m_fAttackMoveTime -= Time.deltaTime;
m_NavMeshAgent.stoppingDistance = 0;
if (Complete_Destination() || m_fAttackMoveTime <= 0f)
{
m_fAttackMoveTime = 0f;
if (!DSUtil.CheckNull(act_MoveEnd))
{
m_bCanDodge = false;
Play_Run();
act_MoveEnd(true);
act_MoveEnd(false);
IsStop = false;
act_MoveEnd = null;
}
else
m_NavMeshAgent.angularSpeed = 300f;
}
}
}
protected void Follow_PC()
{
m_NavMeshAgent.stoppingDistance = 1f;
Play_Run();
Set_Path(OwnerActor.Get_position());
if (Complete_Destination())
Play_Idle();
}
bool IsNotPC() { return !IsRole(eRole.PC); }
public override void Get_Damage(DamageInfo _dinfo)
{
base.Get_Damage(_dinfo);
if (m_Target == null || m_Target.IsDead() || m_Target.m_SubRole == eSubRol.Ore)
{
m_Target = _dinfo.Beater;
}
}
public override void Play_Idle()
{
base.Play_Idle();
Set_RunSmoke(false);
}
public override void Play_Run()
{
base.Play_Run();
Set_RunSmoke(true);
if (m_Target != null)
{
if (!Set_Path(m_Target.Get_position()))
{ // 적이 내비메시 위에 없다고 판단됨
m_Target.ReCal_NaveMesh();
}
}
}
public override void Play_Attack(int _attack, float _as)
{
base.Play_Attack(_attack, _as);
if (!DSUtil.CheckNull(m_Target))
{
if (!Set_Path(m_Target.Get_position())) // 때리려는 타겟쪽으로 보게 함
{ // 적이 내비메시 위에 없다고 판단됨
m_Target.ReCal_NaveMesh();
}
}
}
public void Check_Target(bool forcefind = false)
{
if (forcefind || m_Auto)
{
if (DSUtil.CheckNull(m_Target))
Set_Target(forcefind);
else
{
if (m_Target.IsDead() && !isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3, eAnim.Attack4, eAnim.Skill))
Set_Target(forcefind);
}
}
}
void ComboAttack()
{
if (CurAnim != eAnim.Skill)
{
if (m_AttackIndex == m_NextAttackIndex)
{
Play_Attack(m_AttackIndex++, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
if (m_AttackIndex > 2) m_AttackIndex = 0;
}
}
}
public override void On_Regen()
{
base.On_Regen();
Set_Warp(LoadMapMgr.Ins.Get_ReincanationPos(MyValue.MyChoiceMapData));
}
public override void Set_Stat_SelectSkill(SelectSkillTableData _sstd)
{
base.Set_Stat_SelectSkill(_sstd);
// TODO 정인호 : 3가지 카드에서 선택하는 스킬과 관련된 스탯 설정
//switch (_sstd.Stat)
//{
// case eStat.Attack:
// case eStat.CriDmg:
// if (IsRole(eRole.PC)) m_Stat.Set_Stat(true, _sstd.Stat, m_Stat.Get_Stat(_sstd.Stat) * _sstd.ValueBase);
// break;
// case eStat.HP:
// case eStat.MP:
// if (IsRole(eRole.PC)) m_Stat.Add_MaxHPMP(_sstd.Stat, _sstd.ValueBase);
// break;
// case eStat.MPRecover:
// break;
// case eStat.Defence_Melee:
// case eStat.Defence_Range:
// case eStat.Cri:
// if (IsRole(eRole.PC)) m_Stat.Set_Stat(true, _sstd.Stat, _sstd.ValueBase);
// break;
// case eStat.AttackSpeed:
// break;
// case eStat.AttackCoolTime:
// break;
// case eStat.PetAttack:
// if (IsRole(eRole.Pet)) m_Stat.Set_Stat(true, eStat.Attack, m_Stat.Get_Stat(eStat.Attack) * _sstd.ValueBase);
// break;
// case eStat.PetHP:
// if (IsRole(eRole.Pet)) m_Stat.Add_MaxHPMP(eStat.HP, _sstd.ValueBase);
// break;
// case eStat.PetDefence_Melee:
// if (IsRole(eRole.Pet)) m_Stat.Set_Stat(true, eStat.Defence_Melee, _sstd.ValueBase);
// break;
// case eStat.PetDefence_Range:
// if (IsRole(eRole.Pet)) m_Stat.Set_Stat(true, eStat.Defence_Range, _sstd.ValueBase);
// break;
// case eStat.PetBerserkAttack:
// if (IsRole(eRole.Pet) && IsBerserkPet()) m_Stat.Set_Stat(true, eStat.Attack, m_Stat.Get_Stat(eStat.Attack) * _sstd.ValueBase);
// break;
// case eStat.PetBerserkQuick:
// break;
// case eStat.PetBerserkTime:
// break;
//}
}
public override void Projectile(string s)
{
base.Projectile(s);
if (ProjectileInfo.Ins)
{
var startpos = Get_CenterPositionFoward();
var lifeTime = table_effectlist.Ins.Get_Data(s).f_ProjectileLifeTime;
ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime);
}
}
public override void Event_Idle(int a)
{
base.Event_Idle(a);
m_NextAttackIndex = m_AttackIndex;
}
}