Better action system
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@@ -1,151 +1,147 @@
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using System.Linq;
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using System.Threading;
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using Code.Infrastructure.Input;
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using Code.Infrastructure.Utils;
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using Code.OfficeGame.BattleMode.Actions.HoloCopy;
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using Code.OfficeGame.BattleMode.HitBoxes;
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using Cysharp.Threading.Tasks;
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using Reflex.Attributes;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Serialization;
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namespace Code.OfficeGame.BattleMode.Actions.Attacks
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{
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public class BattleActionPlayerAttackMMA : BattleAction
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{
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[SerializeField] private HoloCop holoCop;
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[SerializeField] private Animator animator;
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private EntityHitBoxes _entityHitBoxes;
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private AttackActionConfig _attackData;
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public int EntryStateHash => Animator.StringToHash("WalkBlend");
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private int _currentFrame;
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private IInputService _inputService;
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private CancellationTokenSource _waitForEnterTokenSource;
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private BattleActionDecisionResultCode _decisionResultCode;
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[Inject]
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public void Construct(MultipleConfig<BattleActionParameters> attackData, IInputService inputService)
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{
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_inputService = inputService;
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_entityHitBoxes = GetComponent<EntityHitBoxes>();
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_attackData = (AttackActionConfig) attackData.Configs.SingleOrDefault(x=>x.ActionType == ActionType);
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}
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public override async UniTask<BattleActionDecisionResult> DecideAction()
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{
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_currentFrame = 0;
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Finished = false;
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_waitForEnterTokenSource = new CancellationTokenSource();
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_decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
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_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
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ConfirmAttack);
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_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
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CancelAttack);
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holoCop.Simulate(TickHoloCopy, _waitForEnterTokenSource.Token).Forget();
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await UniTask.WaitUntilCanceled(_waitForEnterTokenSource.Token).SuppressCancellationThrow();
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_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
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ConfirmAttack);
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_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
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CancelAttack);
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_currentFrame = 0;
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return new() { ResultCode = _decisionResultCode, FrameDuration = _attackData.TotalFrames};
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}
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private void CancelAttack(InputAction.CallbackContext obj)
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{
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_decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
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_waitForEnterTokenSource?.Cancel();
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}
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private void ConfirmAttack(InputAction.CallbackContext obj)
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{
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_decisionResultCode = BattleActionDecisionResultCode.Decided;
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_waitForEnterTokenSource?.Cancel();
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}
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public override BattleActionType ActionType => BattleActionType.PlayerAttackMMA;
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public override void Tick(float tickDelta)
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{
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if (Finished) return;
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if (_currentFrame == 0)
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{
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// TODO Root Motion не должен быть использован в нормальных анимациях
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animator.applyRootMotion = true;
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animator.Play(_attackData.StateHash, 0, 0f);
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}
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_currentFrame++;
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if (_currentFrame >= _attackData.HitboxStartFrame && _currentFrame <= _attackData.HitboxEndFrame)
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{
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_entityHitBoxes.EnableHitbox(_attackData.AttackingBodyPart);
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_entityHitBoxes.CheckHitsForCurrentFrame(OnEnemyHit);
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}
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else
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{
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_entityHitBoxes.DisableAllHitboxes();
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}
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if (_currentFrame >= _attackData.TotalFrames)
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{
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CompleteOrInterruptAction();
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}
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}
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private void OnEnemyHit(Collider enemyCollider)
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{
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Debug.Log($"Попадание в {enemyCollider.name} на {_currentFrame}-м кадре! Урон: {_attackData.Damage}");
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var entityActor = enemyCollider.GetComponentInParent<EntityTimelineActor>();
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entityActor.ForceDecideAction(BattleActionType.Stugger);
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}
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public void CompleteOrInterruptAction()
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{
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animator.Play(EntryStateHash, 0, 0f); // Создать None State и кинуть эту штуку туда
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animator.Update(0f);
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_entityHitBoxes.DisableAllHitboxes();
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// TODO С нормальными анимациями не нужен будет рут моушен√
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animator.applyRootMotion = false;
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animator.transform.localPosition = Vector3.zero;
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animator.transform.localRotation = Quaternion.identity;
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Finished = true;
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}
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// HoloCopy
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private bool TickHoloCopy(HoloCop holoCop, float tickDelta)
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{
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if (_currentFrame == 0)
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{
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holoCop.Animator.applyRootMotion = true;
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holoCop.Animator.Play(_attackData.StateHash, 0, 0f);
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}
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_currentFrame++;
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if(_currentFrame >= _attackData.TotalFrames)
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{
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_currentFrame = 0;
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holoCop.Animator.applyRootMotion = false;
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return true;
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}
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return false;
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}
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}
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}
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// using System.Linq;
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// using System.Threading;
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// using Code.Infrastructure.Input;
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// using Code.Infrastructure.Utils;
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// using Code.OfficeGame.BattleMode.Actions.Deciders;
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// using Code.OfficeGame.BattleMode.Actions.HoloCopy;
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// using Code.OfficeGame.BattleMode.HitBoxes;
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// using Cysharp.Threading.Tasks;
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// using Reflex.Attributes;
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// using UnityEngine;
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// using UnityEngine.InputSystem;
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//
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// namespace Code.OfficeGame.BattleMode.Actions.Attacks
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// {
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// public class BattleActionPlayerAttackMMA : BattleAction
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// {
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// [SerializeField] private HoloCop holoCop;
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// [SerializeField] private Animator animator;
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// private EntityHitBoxes _entityHitBoxes;
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// private AttackActionConfig _attackData;
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// public int EntryStateHash => Animator.StringToHash("WalkBlend");
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//
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// private int _currentFrame;
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// private IInputService _inputService;
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// private CancellationTokenSource _waitForEnterTokenSource;
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// private BattleActionDecisionResultCode _decisionResultCode;
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//
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// [Inject]
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// public void Construct(MultipleConfig<BattleActionParameters> attackData, IInputService inputService)
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// {
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// _inputService = inputService;
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//
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// _entityHitBoxes = GetComponent<EntityHitBoxes>();
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//
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// _attackData = (AttackActionConfig) attackData.Configs.SingleOrDefault(x=>x.ActionType == ActionType);
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// }
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//
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// public override async UniTask<BattleActionDecisionResult> DecideAction()
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// {
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// _currentFrame = 0;
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// Finished = false;
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//
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// _waitForEnterTokenSource = new CancellationTokenSource();
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// _decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
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//
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// _inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
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// ConfirmAttack);
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// _inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
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// CancelAttack);
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//
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// holoCop.Simulate(TickHoloCopy, _waitForEnterTokenSource.Token).Forget();
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//
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// await UniTask.WaitUntilCanceled(_waitForEnterTokenSource.Token).SuppressCancellationThrow();
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//
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// _inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
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// ConfirmAttack);
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// _inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
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// CancelAttack);
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//
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// _currentFrame = 0;
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//
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// return new() { ResultCode = _decisionResultCode, FrameDuration = _attackData.TotalFrames};
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// }
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//
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// private void CancelAttack(InputAction.CallbackContext obj)
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// {
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// _decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
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// _waitForEnterTokenSource?.Cancel();
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// }
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//
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// private void ConfirmAttack(InputAction.CallbackContext obj)
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// {
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// _decisionResultCode = BattleActionDecisionResultCode.Decided;
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// _waitForEnterTokenSource?.Cancel();
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// }
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//
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// public override BattleActionType ActionType => BattleActionType.PlayerAttackMMA;
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//
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// public override bool Tick(float tickDelta, EntityProperties entity)
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// {
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// if (Finished) return;
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//
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// if (_currentFrame == 0)
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// {
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// // TODO Root Motion не должен быть использован в нормальных анимациях
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// animator.applyRootMotion = true;
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// animator.Play(_attackData.StateHash, 0, 0f);
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// }
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//
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// _currentFrame++;
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//
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// if (_currentFrame >= _attackData.HitboxStartFrame && _currentFrame <= _attackData.HitboxEndFrame)
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// {
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// _entityHitBoxes.CheckHitsForCurrentFrame(OnEnemyHit, HitBoxPartType.LArm);
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// }
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//
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// if (_currentFrame >= _attackData.TotalFrames)
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// {
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// CompleteOrInterruptAction();
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// }
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// }
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//
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// public override DeciderType DeciderType => DeciderType.Position;
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//
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// private void OnEnemyHit(Collider enemyCollider)
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// {
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// Debug.Log($"Попадание в {enemyCollider.name} на {_currentFrame}-м кадре! Урон: {_attackData.Damage}");
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// var entityActor = enemyCollider.GetComponentInParent<EntityTimelineActor>();
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// entityActor.ForceDecideAction(BattleActionType.Stugger);
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// }
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//
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// public void CompleteOrInterruptAction()
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// {
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// animator.Play(EntryStateHash, 0, 0f); // Создать None State и кинуть эту штуку туда
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// animator.Update(0f);
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//
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// // TODO С нормальными анимациями не нужен будет рут моушен√
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// animator.applyRootMotion = false;
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// animator.transform.localPosition = Vector3.zero;
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// animator.transform.localRotation = Quaternion.identity;
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//
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// Finished = true;
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// }
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//
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// // HoloCopy
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//
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// private bool TickHoloCopy(HoloCop holoCop, float tickDelta)
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// {
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// if (_currentFrame == 0)
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// {
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// holoCop.Animator.applyRootMotion = true;
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// holoCop.Animator.Play(_attackData.StateHash, 0, 0f);
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// }
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//
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// _currentFrame++;
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//
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// if(_currentFrame >= _attackData.TotalFrames)
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// {
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// _currentFrame = 0;
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// holoCop.Animator.applyRootMotion = false;
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// return true;
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// }
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//
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// return false;
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// }
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// }
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// }
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