public SoliderEnemy(IInteractiveGameObject parent, SoliderEnemyDefinition SoliderEnemyDefinition) { var mainCamera = Camera.main; parent.CreateLogicCollider(SoliderEnemyDefinition.InteractiveObjectBoxLogicColliderDefinition); parent.CreateAgent(SoliderEnemyDefinition.AIAgentDefinition); this.interactiveObjectTag = new InteractiveObjectTag() { IsTakingDamage = true }; BaseInit(parent); this.InteractiveObjectActionPlayerSystem = new InteractiveObjectActionPlayerSystem(this); this.HealthSystem = new HealthSystem(this, SoliderEnemyDefinition.HealthSystemDefinition, this.OnHealthChanged); this._stunningDamageDealerReceiverSystem = new StunningDamageDealerReceiverSystem(SoliderEnemyDefinition.stunningDamageDealerReceiverSystemDefinition, this.HealthSystem, this.OnStunningDamageDealingStarted, this.OnStunningDamageDealingEnded); this.WeaponHandlingSystem = new WeaponHandlingSystem(this, new WeaponHandlingSystemInitializationData(this, SoliderEnemyDefinition.WeaponHandlingSystemDefinition.WeaponHandlingFirePointOriginLocalDefinition, SoliderEnemyDefinition.WeaponHandlingSystemDefinition.WeaponDefinition)); this.FiringTargetPositionSystem = new FiringTargetPositionSystem(SoliderEnemyDefinition.FiringTargetPositionSystemDefinition); this.ObjectMovementSpeedSystem = new ObjectMovementSpeedSystem(this, SoliderEnemyDefinition.AITransformMoveManagerComponentV3, new UnConstrainedObjectSpeedAttenuationValueSystem(AIMovementSpeedAttenuationFactor.RUN), ObjectSpeedCalculationType.AGENT); this.AIMoveToDestinationSystem = new AIMoveToDestinationSystem(this, SoliderEnemyDefinition.AITransformMoveManagerComponentV3, this.OnAIDestinationReached); this.SoliderEnemyAnimationStateManager = new SoliderEnemyAnimationStateManager(this.AnimationController, SoliderEnemyDefinition.LocomotionAnimation, SoliderEnemyDefinition.SoldierAnimationSystemDefinition); this._soldierStateBehavior = new SoldierStateBehavior(); this.SightObjectSystem = new SightObjectSystem(this, SoliderEnemyDefinition.SightObjectSystemDefinition, tag => tag.IsPlayer || tag.IsGivingHealth, this._soldierStateBehavior.OnInteractiveObjectJustOnSight, null, this._soldierStateBehavior.OnInteractiveObjectJustOutOfSight); Profiler.BeginSample("SoliderEnemy : Memory test"); this.SightVisualFeedbackSystemPtr = SightVisualFeedbackSystemPointer.Allocate(); this.SightVisualFeedbackSystemPtr.Ref()->Initialize(SoliderEnemyDefinition.SightVisualFeedbackSystemDefinition, this, mainCamera); this.SightVisualFeedbackStateBehavior = new SightVisualFeedbackStateBehavior(this.SightVisualFeedbackSystemPtr); Profiler.EndSample(); this._soldierStateBehavior.Init(this, SoliderEnemyDefinition.SoldierAIBehaviorDefinition, new SoldierAIBehaviorExternalCallbacksV2() { SetAIAgentDestinationAction = this.SetDestination, SetAIAgentDestinationAction_NoReturn = (IAgentMovementCalculationStrategy => this.SetDestination(IAgentMovementCalculationStrategy)), SetAIAgentSpeedAttenuationAction = this.SetAISpeedAttenuationFactor, ClearAIAgentPathAction = this.AIMoveToDestinationSystem.ClearPath, AskToFireAFiredprojectile_WithWorldDirection_Action = this.FireProjectileAction_Start, GetWeaponFirePointOriginLocalDefinitionAction = () => SoliderEnemyDefinition.WeaponHandlingSystemDefinition.WeaponHandlingFirePointOriginLocalDefinition, OnShootingAtPlayerStartAction = this.OnShootingAtPlayerStart, OnShootingAtPlayerEndAction = this.OnShootingAtPlayerEnd, GetIWeaponHandlingSystem_DataRetrievalAction = this.WeaponHandlingSystem, OnMoveTowardsPlayerStartedAction = (CoreInteractiveObject MovingTowardsObject) => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.DANGER), OnMoveTowardsPlayerEndedAction = () => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.NONE), OnMoveAroundPlayerStartedAction = (Vector3 LockedWorldPosition) => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.WARNING), OnMoveAroundPlayerEndedAction = () => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.NONE), OnMoveToLastSeenPlayerPositionStartedAction = (Vector3 LockedWorldPosition) => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.WARNING), OnMoveToLastSeenPlayerPositionEndedAction = () => this.SightVisualFeedbackStateBehavior.SetSightVisualFeedbackState(SightVisualFeedbackState.NONE) }); }
public PlayerInteractiveObject(IInteractiveGameObject interactiveGameObject, PlayerInteractiveObjectDefinition PlayerInteractiveObjectDefinition) { this.PlayerInteractiveObjectDefinition = PlayerInteractiveObjectDefinition; base.BaseInit(interactiveGameObject, false); interactiveGameObject.GenerateVisibilityProbes(PlayerInteractiveObjectDefinition.VisibilityProbeDefinition, interactiveGameObject.GetLogicColliderAsBox()); Debug.Log(interactiveGameObject.VisibilityProbe.LocalPoints.Length); this.InteractiveObjectActionPlayerSystem = new InteractiveObjectActionPlayerSystem(this); this.WeaponHandlingSystem = new WeaponHandlingSystem( this, new WeaponHandlingSystemInitializationData(this, PlayerInteractiveObjectDefinition.WeaponHandlingSystemDefinition.WeaponHandlingFirePointOriginLocalDefinition, PlayerInteractiveObjectDefinition.WeaponHandlingSystemDefinition.WeaponDefinition)); this.FiringTargetPositionSystem = new FiringTargetPositionSystem(PlayerInteractiveObjectDefinition.FiringTargetPositionSystemDefinition); this.HealthSystem = new HealthSystem(this, PlayerInteractiveObjectDefinition.HealthSystemDefinition, OnHealthValueChangedAction: this.OnHealthValueChanged); this.StunningDamageDealerReceiverSystem = new StunningDamageDealerReceiverSystem(PlayerInteractiveObjectDefinition.StunningDamageDealerReceiverSystemDefinition, this.HealthSystem); this.lowHealthPlayerSystem = new LowHealthPlayerSystem(this.HealthSystem, PlayerInteractiveObjectDefinition.LowHealthPlayerSystemDefinition); this.PlayerVisualEffectSystem = new PlayerVisualEffectSystem(this, PlayerInteractiveObjectDefinition.PlayerVisualEffectSystemDefinition); this.SkillSystem = new SkillSystem(this, this.InteractiveObjectActionPlayerSystem); this.SkillSystem.SetPlayerActionToMainWeaponSkill(this.WeaponHandlingSystem.GetCurrentWeaponProjectileFireActionDefinition()); this.SkillSystem.SetPlayerActionToSubSkill(PlayerInteractiveObjectDefinition.DeflectingProjectileInteractiveObjectActionInherentData, 0); this.SkillSystem.SetPlayerActionToSubSkill(PlayerInteractiveObjectDefinition.PlayerDashTeleportationActionDefinition, 1); this.PlayerObjectInteractiveObjectActionStateManager = new PlayerObjectInteractiveObjectActionStateManager(this.GameInputManager, this.InteractiveObjectActionPlayerSystem, this.SkillSystem, PlayerInteractiveObjectDefinition.firingInteractiveObjectActionInherentData, PlayerInteractiveObjectDefinition.projectileDeflectionTrackingInteractiveObjectActionInherentData, PlayerInteractiveObjectDefinition.PlayerDashActionStateBehaviorInputDataSystemDefinition, new PlayerObjectInteractiveObjectActionStateManagerCallbacks( onPlayerDashDirectionActionStarted: this.OnPlayerDashDirectionActionStarted, onPlayerDashDirectionActionEnded: this.OnPlayerDashDirectionActionEnded )); /// To display the associated HealthSystem value to UI. HealthUIManager.Get().InitEvents(this.HealthSystem); this.FiringPartialDefinitionInitialize(); this.lowHealthPlayerSystem.RegisterPlayerLowHealthStartedEvent(this.OnLowHealthStarted); this.lowHealthPlayerSystem.RegisterPlayerLowHealthEndedEvent(this.OnLowHealthEnded); PlayerInteractiveObjectCreatedEvent.Get().OnPlayerInteractiveObjectCreated(this); }