using System.Collections.Generic;
using SepCore.Components;
using SepCore.Definition;
using GameFramework;
using SepCore.CustomUtility;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.Entity
{
///
/// 武器类。
///
public abstract class WeaponBase : EntityBase
{
protected bool _isAttacking = false;
[SerializeField] protected bool _isEnabled = false;
public WeaponData WeaponData { get; protected set; }
public bool IsAttacking => _isAttacking;
protected ITargetSelector TargetSelector { get; private set; }
protected WeaponStateMachine StateMachine { get; private set; }
protected EntityBase _target;
public EntityBase Target => _target;
public float CurrentCooldown
{
get
{
if (WeaponData == null) return 0f;
float attackSpeed = _ownerAttributeProvider?.GetValue(StatType.AttackSpeed) ?? 0f;
float speedFactor = Mathf.Max(0.2f, 1f + attackSpeed);
return Mathf.Max(0.02f, WeaponData.Cooldown / speedFactor);
}
}
public float CurrentAttackRange
{
get
{
if (WeaponData == null) return 0f;
float rangeBonus = _ownerAttributeProvider?.GetValue(StatType.Range) ?? 0f;
float effectiveBonus = rangeBonus >= 50f ? rangeBonus / 1000f : rangeBonus;
return Mathf.Max(0.5f, WeaponData.AttackRange + effectiveBonus);
}
}
public float SqrRange => CurrentAttackRange * CurrentAttackRange;
private IAttributeProvider _ownerAttributeProvider;
private static float _rotateSpeed => GameEntry.Luban.Global.WeaponRotateSpeed;
protected LayerMask _hitMask;
protected Quaternion _cachedRotation;
#region Lifecycle
protected override void OnInit(object userData)
{
base.OnInit(userData);
TargetSelector = new NearestTargetSelector();
}
protected sealed override void OnShow(object userData)
{
base.OnShow(userData);
WeaponData = (WeaponData)userData;
if (WeaponData == null)
{
Log.Error("WeaponData is Invalid!");
return;
}
StartAttackCooldown(CurrentCooldown);
_cachedRotation = CachedTransform.rotation;
if (WeaponData.OwnerCamp == CampType.Player)
{
gameObject.layer = Constant.Layer.PlayerWeaponLayerId;
_hitMask = Constant.Layer.EnemyLayerMask;
}
else if (WeaponData.OwnerCamp == CampType.Enemy)
{
gameObject.layer = Constant.Layer.EnemyWeaponLayerId;
_hitMask = Constant.Layer.PlayerLayerMask;
}
if (!OnWeaponShow(userData)) return;
EnsureStatesBuilt();
TransitionTo(InitialState);
}
protected sealed override void OnHide(bool isShutdown, object userData)
{
CancelAttackCooldown();
ReleaseAttackStatSubscription();
OnWeaponHide(userData);
base.OnHide(isShutdown, userData);
}
protected sealed override void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
{
base.OnAttachTo(parentEntity, parentTransform, userData);
Name = Utility.Text.Format("Weapon of {0}", parentEntity.Name);
CachedTransform.localPosition = Vector3.zero;
OnWeaponAttach(parentEntity, parentTransform, userData);
}
protected sealed override void OnDetachFrom(EntityLogic parentEntity, object userData)
{
OnWeaponDetach(parentEntity, userData);
base.OnDetachFrom(parentEntity, userData);
}
protected virtual bool OnWeaponShow(object userData) => true;
protected virtual void OnWeaponHide(object userData)
{
}
protected virtual void OnWeaponAttach(EntityLogic parentEntity, Transform parentTransform, object userData)
{
BindAttackStatFromOwner(parentEntity);
}
protected virtual void OnWeaponDetach(EntityLogic parentEntity, object userData)
{
ReleaseAttackStatSubscription();
}
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
if (!_isEnabled || StateMachine == null) return;
StateMachine.Update(elapseSeconds, realElapseSeconds);
}
#endregion
public virtual ImpactData GetImpactData()
{
float baseCrit = GameEntry.Luban != null && GameEntry.Luban.IsReady
? GameEntry.Luban.Global.WeaponBaseCrit
: 0.05f;
float critMult = GameEntry.Luban != null && GameEntry.Luban.IsReady
? GameEntry.Luban.Global.CritMultiplier
: 1.5f;
return new ImpactData(
WeaponData.OwnerCamp,
WeaponData.Attack,
_ownerAttributeProvider,
WeaponData.DamageType,
1.0f,
baseCrit,
critMult);
}
public abstract void Attack();
public void ResetAttackCooldown()
{
ResetAttackCooldown(CurrentCooldown);
}
public virtual void Check()
{
_target = SelectTarget(SqrRange);
}
public virtual void RotateToTarget(float elapseSeconds)
{
if (_target == null || !_target.Available) return;
Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position;
directionToTarget.y = 0f;
if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return;
Quaternion startRotation = CachedTransform.rotation;
Quaternion targetRotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up);
CachedTransform.rotation = Quaternion.Slerp(startRotation, targetRotation, _rotateSpeed * elapseSeconds);
}
public virtual void RotateToOrigin(float elapseSeconds)
{
Quaternion startRotation = CachedTransform.rotation;
CachedTransform.rotation = Quaternion.Slerp(startRotation, _cachedRotation, _rotateSpeed * elapseSeconds);
}
protected void FaceTargetImmediately()
{
if (_target == null || !_target.Available) return;
Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position;
directionToTarget.y = 0f;
if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return;
CachedTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up);
}
protected abstract void BuildStates();
protected WeaponStateType InitialState => WeaponStateType.Idle;
protected void RegisterState(WeaponStateBase state)
{
if (state == null)
{
Log.Error("Weapon state is invalid.");
return;
}
StateMachine.Register(state);
}
protected void EnsureStatesBuilt()
{
if (StateMachine != null) return;
StateMachine = new WeaponStateMachine(this);
BuildStates();
}
public void TransitionTo(WeaponStateType newState)
{
if (!StateMachine.TryTransition(newState))
{
Log.Error("Weapon state not found: {0}", newState);
}
}
public void SetEnabled(bool value)
{
if (value == _isEnabled) return;
_isEnabled = value;
OnEnabledChanged(value);
if (StateMachine == null || !StateMachine.IsBuilt) return;
if (value)
{
TransitionTo(InitialState);
return;
}
if (StateMachine.Contains(WeaponStateType.None))
{
TransitionTo(WeaponStateType.None);
}
}
protected virtual void OnEnabledChanged(bool enabled)
{
}
protected IEnumerable GetCandidates()
{
return GameEntry.EnemyManager.Enemies;
}
protected EntityBase SelectTarget(float maxSqrRange)
{
return TargetSelector.SelectTarget(this, GetCandidates(), maxSqrRange);
}
public bool IsInRange(EntityBase target, float sqrRange)
{
if (target == null) return false;
return AIUtility.GetSqrMagnitudeXZ(this, target) < sqrRange;
}
protected bool TryQueueAreaCollisionQuery(in Vector3 center, float radius, int maxTargets = 16)
{
return GameEntry.SimulationWorld.TryRequestAreaCollision(Id, WeaponData.OwnerId, in center, radius,
maxTargets);
}
protected bool TryQueueSectorCollisionQuery(in Vector3 center, float radius, in Vector3 direction,
float halfAngleDeg, int maxTargets = 16)
{
return GameEntry.SimulationWorld.TryRequestSectorCollision(Id, WeaponData.OwnerId, in center, radius,
in direction, halfAngleDeg, maxTargets);
}
protected bool TryQueueRectangleCollisionQuery(in Vector3 center, float halfWidth, float halfLength,
in Vector3 direction, int maxTargets = 16)
{
return GameEntry.SimulationWorld.TryRequestRectangleCollision(Id, WeaponData.OwnerId, in center,
halfWidth, halfLength, in direction, maxTargets);
}
protected void BindAttackStatFromOwner(EntityLogic parentEntity)
{
ReleaseAttackStatSubscription();
if (parentEntity is not Player player) return;
var statComponent = player.GetComponent();
if (statComponent == null) return;
_ownerAttributeProvider = statComponent.Pipeline;
}
protected void ReleaseAttackStatSubscription()
{
_ownerAttributeProvider = null;
}
}
}