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using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Weapon", menuName = "SimpleSiege/Weapon")]
public class Weapon : ScriptableObject
{
public enum EFacingDirection
{
Uniform,
FaceVictim,
FaceAttacker,
Random
}
public enum EDamageAffectedByBlacksmithUpgrade
{
Null,
MultiplyBy_MeleeDamage,
MultiplyBy_RangedDamage,
DivideBy_MeleeResistance,
DivideBy_RangedResistance
}
[Header("Blacksmith Upgrades")]
public EDamageAffectedByBlacksmithUpgrade blacksmithEffect;
[Header("Aimbot Projectile Settings")]
public EFacingDirection projectileFacingDirection;
public float projectileSpeed;
public float projectileParabulaFactor;
public float projectileParabulaOffset;
public GameObject projectileVisuals;
public GameObject projectileImpactVisuals;
public bool performRaycastWhenHittingEmptyPosition;
public LayerMask emptyPositionRaycastLayerMask;
public float raycastLength = 1f;
public bool performRaycastBeforeShooting;
public LayerMask raycastBeforeShootingLayerMask;
public float maximumChaseRange = 10000f;
public float shootWithoutTargetRange = 20f;
public GameObject spawnOnGroundWhenTargetingGround;
[Header("Melee Attack Setting")]
public GameObject fxSpawnOnAttacker;
public bool parentFxToAttacker;
public GameObject fxSpawnOnVictim;
[Header("Damage")]
public bool isPlayerWeapon;
public List<DamageModifyer> directDamage;
public List<DamageModifyer> splashDamage;
public float slowsFastEnemiesFor;
private PlayerUpgradeManager playerUpgradeManager;
private BlacksmithUpgrades blacksmithUpgrades;
public void Attack(Vector3 _attackOrigin, Hp _target, Vector3 _attackDirection, TaggedObject _attacker, float _finalDamageMultiplyer = 1f)
{
playerUpgradeManager = PlayerUpgradeManager.instance;
Vector3 vector = _attackOrigin + _attackDirection;
if ((bool)_target)
{
vector = ((!(_target.TaggedObj.colliderForBigOjectsToMeasureDistance != null)) ? (_target.transform.position + _target.hitFeedbackHeight * Vector3.up) : _target.TaggedObj.colliderForBigOjectsToMeasureDistance.ClosestPoint(_attackOrigin));
}
if (performRaycastBeforeShooting)
{
Physics.Raycast(_attackOrigin, vector - _attackOrigin, out var hitInfo, (vector - _attackOrigin).magnitude, raycastBeforeShootingLayerMask);
if (hitInfo.collider != null)
{
Hp componentInParent = hitInfo.collider.GetComponentInParent<Hp>();
if (!(componentInParent != null))
{
return;
}
_target = componentInParent;
vector = ((!(_target.TaggedObj.colliderForBigOjectsToMeasureDistance != null)) ? (_target.transform.position + _target.hitFeedbackHeight * Vector3.up) : _target.TaggedObj.colliderForBigOjectsToMeasureDistance.ClosestPoint(_attackOrigin));
}
}
if (projectileSpeed > 0f && projectileVisuals != null)
{
AimbotProjectile component = Object.Instantiate(projectileVisuals, _attackOrigin, Quaternion.identity).GetComponent<AimbotProjectile>();
Vector3 backupTarget = Vector3.zero;
if (_target == null)
{
backupTarget = _attackOrigin + _attackDirection.normalized * shootWithoutTargetRange;
}
component.Fire(this, _target, maximumChaseRange, backupTarget, _attacker, _finalDamageMultiplyer);
return;
}
if (fxSpawnOnAttacker != null)
{
SpawnAttackFx(fxSpawnOnAttacker, _attackOrigin, _attackOrigin, _target, vector, _attacker, _finalDamageMultiplyer, parentFxToAttacker);
}
if (fxSpawnOnVictim != null && _target != null)
{
SpawnAttackFx(fxSpawnOnVictim, vector, _attackOrigin, _target, vector, _attacker, _finalDamageMultiplyer);
}
DealDamage(_target, _finalDamageMultiplyer, _attacker);
}
private void SpawnAttackFx(GameObject _fxPrefab, Vector3 _spawnPosition, Vector3 _attackOrigin, Hp _target, Vector3 _attackPosition, TaggedObject _attacker, float _finalDamageMultiplyer = 1f, bool parentToAttacker = false)
{
Vector3 vector = _attackPosition - _attackOrigin;
vector = new Vector3(vector.x, 0f, vector.z);
Quaternion rotation = Quaternion.LookRotation(vector, Vector3.up);
Transform parent = null;
if (parentToAttacker)
{
parent = _attacker.transform;
}
GameObject fxWithSplashDamageAreas = Object.Instantiate(_fxPrefab, _spawnPosition, rotation, parent);
DealSplashDamage(fxWithSplashDamageAreas, _attacker, _finalDamageMultiplyer);
}
public void DealSplashDamage(GameObject _fxWithSplashDamageAreas, TaggedObject _attacker, float _finalDamageMultiplyer)
{
if (splashDamage.Count <= 0)
{
return;
}
SplashDamageArea[] componentsInChildren = _fxWithSplashDamageAreas.GetComponentsInChildren<SplashDamageArea>();
if (componentsInChildren.Length != 0)
{
List<Hp> list = new List<Hp>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].AddReiveDamageHpScriptsInAreaToList(list);
}
for (int j = 0; j < list.Count; j++)
{
DealDamage(list[j], _finalDamageMultiplyer, _attacker, splashDamage: true);
}
}
}
public void DealDamage(Hp _target, float _finalDamageMultiplyer, TaggedObject _attacker, bool splashDamage = false)
{
if (!_target || !_target.TaggedObj)
{
return;
}
float num = _finalDamageMultiplyer;
if (blacksmithUpgrades == null)
{
blacksmithUpgrades = BlacksmithUpgrades.instance;
}
switch (blacksmithEffect)
{
case EDamageAffectedByBlacksmithUpgrade.MultiplyBy_MeleeDamage:
num *= blacksmithUpgrades.meleeDamage;
break;
case EDamageAffectedByBlacksmithUpgrade.MultiplyBy_RangedDamage:
num *= blacksmithUpgrades.rangedDamage;
break;
case EDamageAffectedByBlacksmithUpgrade.DivideBy_MeleeResistance:
num /= blacksmithUpgrades.meleeResistance;
break;
case EDamageAffectedByBlacksmithUpgrade.DivideBy_RangedResistance:
num /= blacksmithUpgrades.rangedResistance;
break;
}
float hpValue = _target.HpValue;
if (splashDamage)
{
_target.TakeDamage(CalculateSplashDamageOnTarget(_target.TaggedObj, num), _attacker, isPlayerWeapon);
}
else
{
_target.TakeDamage(CalculateDirectDamageOnTarget(_target.TaggedObj, num), _attacker, isPlayerWeapon);
}
if (_target.TaggedObj.Tags.Contains(TagManager.ETag.Player) && playerUpgradeManager.magicArmor)
{
float num2 = hpValue - _target.HpValue;
if (num2 > 0f && (bool)_attacker)
{
_attacker.Hp.TakeDamage(num2 * UpgradeMagicArmor.instance.damageMultiplyer, _target.TaggedObj, causedByPlayer: true);
}
}
if (slowsFastEnemiesFor >= 0f && _target.TaggedObj.Tags.Contains(TagManager.ETag.FastMoving) && (bool)_target.PathfindMovement)
{
if (PerkManager.instance.IceMagicActive)
{
_target.PathfindMovement.Slow(slowsFastEnemiesFor * PerkManager.instance.iceMagic_SlowDurationMulti);
}
else
{
_target.PathfindMovement.Slow(slowsFastEnemiesFor);
}
}
}
public float CalculateDirectDamageOnTarget(TaggedObject _taggedObject, float _finalDamageMultiplyer = 1f)
{
return DamageModifyer.CalculateDamageOnTarget(_taggedObject, directDamage, _finalDamageMultiplyer);
}
public float CalculateSplashDamageOnTarget(TaggedObject _taggedObject, float _finalDamageMultiplyer = 1f)
{
return DamageModifyer.CalculateDamageOnTarget(_taggedObject, splashDamage, _finalDamageMultiplyer);
}
public static float CalculateDamageGeneral(TaggedObject _taggedObject, List<DamageModifyer> directDamage, float _finalDamageMultiplyer = 1f)
{
return DamageModifyer.CalculateDamageOnTarget(_taggedObject, directDamage, _finalDamageMultiplyer);
}
}
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