2023-04-18 06:29:51 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SkinlessMonsterAnimator : MonoBehaviour
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{
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[SerializeField] private Animator animator;
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2023-06-01 17:03:48 +02:00
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[SerializeField] [Tooltip("This is the object with the skin dissolve material")]
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private GameObject modelObject;
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[SerializeField] private List<GameObject> objectsThatFallOnDeath = new();
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[SerializeField] private float deathSpeed = 5f;
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[SerializeField] private float fastDeathduration = 1f;
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[SerializeField] private float deathDuration = 5f;
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private float curDeathSpeed = 5f;
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private Material dissolveMaterial;
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private bool isAlive = true;
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private float speed;
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public bool IsRunning { get; private set; }
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// Start is called before the first frame update
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private void Start()
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{
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dissolveMaterial = modelObject.GetComponent<SkinnedMeshRenderer>().materials[0];
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curDeathSpeed = deathSpeed;
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}
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// Update is called once per frame
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private void Update()
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{
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if (isAlive)
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{
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animator.SetFloat("Speed", speed);
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}
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else
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{
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var quantity = dissolveMaterial.GetFloat("_DissolveQuantity");
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quantity = Mathf.Lerp(quantity, -2, Time.deltaTime * curDeathSpeed);
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dissolveMaterial.SetFloat("_DissolveQuantity", quantity);
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}
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}
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public void StartMoving()
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{
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if (isAlive)
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{
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IsRunning = true;
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speed = 1;
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}
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}
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public void StopMoving()
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{
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if (isAlive)
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{
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speed = 0;
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IsRunning = false;
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}
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}
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public void Attack()
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{
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if (isAlive) animator.SetTrigger("Attack");
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}
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/// <summary>
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/// 0,1,2,3
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/// </summary>
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/// <param name="attackType"></param>
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public void SetAttackType(int attackType)
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{
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animator.SetInteger("AttackIndex", attackType);
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}
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public void InLight()
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{
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if (isAlive)
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animator.SetBool("InLight", true);
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}
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public void NotInLight()
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{
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if (isAlive)
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animator.SetBool("InLight", false);
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}
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public void AttackScream()
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{
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if (isAlive)
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animator.SetTrigger("AttackScream");
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}
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public void Kill(bool fast = false)
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{
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//animator.speed = 0;
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InLight();
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isAlive = false;
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foreach (var obj in objectsThatFallOnDeath)
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{
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obj.AddComponent<Rigidbody>();
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if (obj.GetComponent<Collider>() != null) obj.GetComponent<Collider>().enabled = false;
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}
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var dur = deathDuration;
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if (fast)
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{
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dur = fastDeathduration;
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curDeathSpeed = deathSpeed * (deathDuration / fastDeathduration);
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}
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StartCoroutine(destroyAfterSeconds(dur));
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}
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private IEnumerator destroyAfterSeconds(float duration)
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{
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yield return new WaitForSeconds(duration);
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Destroy(gameObject);
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}
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}
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