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Diffstat (limited to 'Thronefall_1_57/Thronefall/Thronefall/PlayerBallMovement.cs')
-rw-r--r--Thronefall_1_57/Thronefall/Thronefall/PlayerBallMovement.cs115
1 files changed, 115 insertions, 0 deletions
diff --git a/Thronefall_1_57/Thronefall/Thronefall/PlayerBallMovement.cs b/Thronefall_1_57/Thronefall/Thronefall/PlayerBallMovement.cs
new file mode 100644
index 0000000..033a00f
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+++ b/Thronefall_1_57/Thronefall/Thronefall/PlayerBallMovement.cs
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+using System.Collections.Generic;
+using UnityEngine;
+
+public class PlayerBallMovement : PlayerMovement
+{
+ [SerializeField]
+ private Rigidbody rigidbody;
+
+ [SerializeField]
+ private Transform targetPosition;
+
+ public Hp playerHp;
+
+ [BalancingParameter(BalancingParameter.EType.Default)]
+ public float selfInflictedDamagePerHit = 1f;
+
+ public LayerMask lmRecieveDamage;
+
+ public List<DamageModifyer> damage;
+
+ private Collider[] tempColliders = new Collider[50];
+
+ public float cooldownPerObject = 4f;
+
+ private PlayerMovement playerMovement;
+
+ private PlayerUpgradeManager upgradeManager;
+
+ private BlacksmithUpgrades blacksmithUpgrades;
+
+ private List<TaggedObject> recentlyHit = new List<TaggedObject>();
+
+ private List<float> recentlyHitWhen = new List<float>();
+
+ private float time;
+
+ [SerializeField]
+ private SphereCollider myCollider;
+
+ public float DamageMultiplyer => upgradeManager.PlayerDamageMultiplyer * blacksmithUpgrades.meleeDamage;
+
+ public override void MoveScript(Vector2 inputVector)
+ {
+ inputVector = Vector2.ClampMagnitude(inputVector, 1f);
+ Vector3 normalized = Vector3.ProjectOnPlane(viewTransform.forward, Vector3.up).normalized;
+ Vector3 normalized2 = Vector3.ProjectOnPlane(viewTransform.right, Vector3.up).normalized;
+ Vector3 vector = default(Vector3);
+ vector += normalized * inputVector.x * Time.deltaTime;
+ vector += normalized2 * inputVector.y * Time.deltaTime;
+ if (base.Dead)
+ {
+ slowedFor = -1f;
+ vector *= moveSpeedWhenDead;
+ }
+ else
+ {
+ bool flag = dayNightCycle.CurrentTimestate == DayNightCycle.Timestate.Day;
+ vector *= ((!sprinting) ? (flag ? speedDuringDay : speed) : (flag ? sprintSpeedDuringDay : sprintSpeed));
+ slowedFor -= Time.deltaTime;
+ vector *= ((slowedFor > 0f) ? 0.33f : 1f);
+ if (heavyArmorEquipped && DayNightCycle.Instance.CurrentTimestate == DayNightCycle.Timestate.Night)
+ {
+ vector *= PerkManager.instance.heavyArmor_SpeedMultiplyer;
+ }
+ if (racingHorseEquipped)
+ {
+ vector *= PerkManager.instance.racingHorse_SpeedMultiplyer;
+ }
+ }
+ rigidbody.velocity += vector;
+ rigidbody.velocity += gravity * Time.deltaTime * Vector3.down;
+ Vector3 position = rigidbody.position;
+ float radius = myCollider.radius * myCollider.transform.localScale.x;
+ if (!base.Dead)
+ {
+ int num = Physics.OverlapSphereNonAlloc(position, radius, tempColliders, lmRecieveDamage);
+ for (int i = 0; i < num && !(tempColliders[i] == null); i++)
+ {
+ DealWithColliderHit(tempColliders[i]);
+ }
+ }
+ time += Time.deltaTime;
+ while (recentlyHitWhen.Count > 0 && time - recentlyHitWhen[0] > cooldownPerObject)
+ {
+ recentlyHitWhen.RemoveAt(0);
+ recentlyHit.RemoveAt(0);
+ }
+ }
+
+ private void FixedUpdate()
+ {
+ base.transform.position = targetPosition.position;
+ meshParent.rotation = rigidbody.rotation;
+ }
+
+ public override void Start()
+ {
+ base.Start();
+ playerMovement = GetComponentInParent<PlayerMovement>();
+ upgradeManager = PlayerUpgradeManager.instance;
+ blacksmithUpgrades = BlacksmithUpgrades.instance;
+ }
+
+ private void DealWithColliderHit(Collider other)
+ {
+ TaggedObject componentInParent = other.GetComponentInParent<TaggedObject>();
+ if ((bool)componentInParent && !recentlyHit.Contains(componentInParent) && componentInParent.Tags.Contains(TagManager.ETag.EnemyOwned))
+ {
+ componentInParent.Hp.TakeDamage(Weapon.CalculateDamageGeneral(componentInParent, damage, DamageMultiplyer * rigidbody.velocity.magnitude));
+ playerHp.TakeDamage(selfInflictedDamagePerHit * DamageMultiplyer);
+ recentlyHit.Add(componentInParent);
+ recentlyHitWhen.Add(time);
+ }
+ }
+}