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using System.Collections;
using UnityEngine;
public class KeyframedBoss : MonoBehaviour
{
[SerializeField]
private HealthbarMulti hpBarMulti;
[SerializeField]
private Hp hp;
[SerializeField]
private Transform stratKeyframe;
[SerializeField]
private Transform cutsceneKeyframe;
[SerializeField]
private float cutsceneHoldPosition = 4f;
[SerializeField]
private Transform[] mainKeyframes;
[SerializeField]
private Transform[] transitionalKeyframes;
[SerializeField]
private float animationDuration;
[SerializeField]
private float cutsceneAnimationDuration;
[SerializeField]
private DestroyOrDisableOnEnable disablerComponent;
private int bossStage;
private bool coroutineRunning;
[SerializeField]
private WigglerAnimationState wigglerAnimationState;
[SerializeField]
private float spawnWarningTime = 2f;
[SerializeField]
private Wave waveToSpawn;
[SerializeField]
private float waveToSpawnInterval;
[SerializeField]
private float waveToSpawnIntervalIncrease = 2f;
private float waveToSpawnIntervalCurrent;
private float cooldownToEnemySpawn;
private bool waveRunning;
private bool cutSceneAnimation;
[SerializeField]
private AudioSource audioSourceSpawnsAndScream;
private ThronefallAudioManager audioManager;
private AudioSet audioSet;
[SerializeField]
private float takeDamageDuringEnemySpawn = 100f;
private void Start()
{
audioManager = ThronefallAudioManager.Instance;
audioSet = audioManager.audioContent;
waveToSpawnIntervalCurrent = waveToSpawnInterval;
base.transform.localPosition = stratKeyframe.localPosition;
base.transform.localRotation = stratKeyframe.localRotation;
StopAllCoroutines();
StartCoroutine(StartAnimation());
}
private IEnumerator StartAnimation()
{
hp.invulnerable = true;
coroutineRunning = true;
yield return TransitionTo(cutsceneKeyframe, cutsceneAnimationDuration);
hp.invulnerable = true;
coroutineRunning = true;
cutSceneAnimation = true;
disablerComponent.enabled = true;
yield return new WaitForSeconds(cutsceneHoldPosition);
cutSceneAnimation = false;
yield return TransitionTo(mainKeyframes[0], animationDuration / 2f);
coroutineRunning = false;
hp.invulnerable = false;
}
private void Update()
{
if (hp.HpPercentage <= (float)(mainKeyframes.Length - (bossStage + 1)) / (float)mainKeyframes.Length)
{
waveToSpawnIntervalCurrent = waveToSpawnInterval;
bossStage++;
StopAllCoroutines();
StartCoroutine(TransitionOverTo(transitionalKeyframes[bossStage], mainKeyframes[bossStage], animationDuration));
}
cooldownToEnemySpawn -= Time.deltaTime;
if (cooldownToEnemySpawn <= 0f && !coroutineRunning && !waveRunning)
{
cooldownToEnemySpawn = waveToSpawnIntervalCurrent;
waveToSpawnIntervalCurrent += waveToSpawnIntervalIncrease;
waveToSpawn.Reset();
waveRunning = true;
}
if (waveRunning)
{
hp.TakeDamage(Time.deltaTime * takeDamageDuringEnemySpawn, null, causedByPlayer: false, invokeFeedbackEvents: false);
waveToSpawn.Update();
if (waveToSpawn.HasFinished())
{
waveRunning = false;
}
}
if (waveRunning || (cooldownToEnemySpawn <= spawnWarningTime && !coroutineRunning))
{
if (wigglerAnimationState.animationState != 1)
{
audioSourceSpawnsAndScream.PlayOneShot(audioSet.EismolochSpawnUnits.clips[Random.Range(0, audioSet.EismolochSpawnUnits.clips.Length)]);
if (Random.value <= 0.33f)
{
audioSourceSpawnsAndScream.PlayOneShot(audioSet.EismolochScream.clips[Random.Range(0, audioSet.EismolochScream.clips.Length)]);
}
}
wigglerAnimationState.animationState = 1;
}
else if (cutSceneAnimation)
{
wigglerAnimationState.animationState = 1;
}
else
{
wigglerAnimationState.animationState = 0;
}
}
private IEnumerator TransitionOverTo(Transform _transitionOver, Transform _transitionTo, float _animationDuration = 5f)
{
coroutineRunning = true;
yield return TransitionTo(_transitionOver, _animationDuration / 2f);
coroutineRunning = true;
yield return TransitionTo(_transitionTo, _animationDuration / 2f);
coroutineRunning = false;
}
private IEnumerator TransitionTo(Transform _transitionTo, float _animationDuration = 5f)
{
hp.invulnerable = true;
hpBarMulti.UpdateDisplay();
coroutineRunning = true;
Vector3 startPosition = base.transform.localPosition;
Quaternion startRotation = base.transform.localRotation;
for (float animProgress = 0f; animProgress < _animationDuration; animProgress += Time.deltaTime)
{
float f = animProgress / _animationDuration;
f = 3f * Mathf.Pow(f, 2f) - 2f * Mathf.Pow(f, 3f);
base.transform.localPosition = Vector3.Lerp(startPosition, _transitionTo.localPosition, f);
base.transform.localRotation = Quaternion.Lerp(startRotation, _transitionTo.localRotation, f);
yield return null;
}
base.transform.localPosition = _transitionTo.localPosition;
base.transform.localRotation = _transitionTo.localRotation;
coroutineRunning = false;
hp.invulnerable = false;
hpBarMulti.UpdateDisplay();
}
}
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