using Definition.DataStruct; using Definition.Enum; using Entity.EntityData; using CustomUtility; using UnityEngine; using UnityGameFramework.Runtime; namespace Entity.Weapon { public partial class WeaponHandgun : WeaponBase { #region Property private WeaponHandgunData _weaponData; private Quaternion _cachedRotation; [SerializeField] private float _rotateSpeed = 6f; [SerializeField] private LayerMask _hitMask = ~0; [SerializeField] private Vector3 _fireOriginOffset = Vector3.zero; [SerializeField] private float _hitMarkerSize = 0.2f; [SerializeField] private float _hitMarkerYOffset = 1.2f; [SerializeField] private float _hitMarkerDuration = 0.15f; [SerializeField] private Color _hitMarkerColor = new(1f, 0f, 0f, 0.95f); private IWeaponAttackEffect _attackEffect; #endregion public override ImpactData GetImpactData() { return new ImpactData(_weaponData.OwnerCamp, _weaponData.Attack, AttackStat); } protected override void BuildStates() { RegisterState(new IdleState()); RegisterState(new CheckOutRangeState()); RegisterState(new CheckInRangeState()); RegisterState(new AttackState()); } protected override void Attack() { FaceTargetImmediately(); Vector3 fireOrigin = CachedTransform.TransformPoint(_fireOriginOffset); Vector3 fireDirection = CachedTransform.forward; float maxDistance = Mathf.Max(0.1f, _weaponData.AttackRange); if (Physics.Raycast(fireOrigin, fireDirection, out RaycastHit hit, maxDistance, _hitMask, QueryTriggerInteraction.Collide)) { TargetableObject targetable = hit.collider.GetComponentInParent(); if (targetable != null && targetable.Available && !targetable.IsDead) { _attackEffect?.Play(this, hit.point, targetable, 0f); _isAttacking = true; AIUtility.PerformCollision(targetable, this); _isAttacking = false; } } } protected override void Check() { _target = SelectTarget(_sqrRange); } private void RotateToTarget(float elapseSeconds) { if (_target == null || !_target.Available) return; Vector3 directionToTarget = (_target.CachedTransform.position - CachedTransform.position).normalized; Quaternion targetRotation = Quaternion.LookRotation(directionToTarget, Vector3.up); CachedTransform.rotation = Quaternion.Slerp(CachedTransform.rotation, targetRotation, _rotateSpeed * elapseSeconds); } private void RotateToOrigin(float elapseSeconds) { CachedTransform.rotation = Quaternion.Slerp(CachedTransform.rotation, _cachedRotation, _rotateSpeed * elapseSeconds); } private void FaceTargetImmediately() { if (_target == null || !_target.Available) return; Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position; if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return; CachedTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up); } #region Lifecycle protected override bool OnWeaponShow(object userData) { _weaponData = RequireWeaponData(userData); if (_weaponData == null) return false; WeaponData = _weaponData; _currAttackTimer = 0f; _sqrRange = _weaponData.AttackRange * _weaponData.AttackRange; _cachedRotation = CachedTransform.rotation; _attackEffect = new HandgunHitMarkerAttackEffect(_hitMarkerSize, _hitMarkerYOffset, _hitMarkerDuration, _hitMarkerColor); if (_weaponData.OwnerCamp == CampType.Player) { gameObject.layer = LayerMask.NameToLayer("PlayerWeapon"); _hitMask = LayerMask.GetMask("Enemy"); } else if (_weaponData.OwnerCamp == CampType.Enemy) { gameObject.layer = LayerMask.NameToLayer("EnemyWeapon"); _hitMask = LayerMask.GetMask("Player"); } return true; } protected override void OnWeaponHide(object userData) { _attackEffect = null; } protected override void OnWeaponAttach(EntityLogic parentEntity, Transform parentTransform, object userData) { BindAttackStatFromOwner(parentEntity); } protected override void OnWeaponDetach(EntityLogic parentEntity, object userData) { ReleaseAttackStatSubscription(); } #endregion } }