Attack animation, colliders, triggering
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Code.OfficeGame.BattleMode.HitBoxes
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{
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public class EntityHitBoxes : MonoBehaviour
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{
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[Serializable]
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public struct HitBoxPartCollider
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{
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public HitBoxPartType PartType;
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public BoxCollider Collider;
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}
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[SerializeField] private HitBoxPartCollider[] bodyParts;
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private LayerMask _hitBoxLayerMask;
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private readonly Dictionary<HitBoxPartType, BoxCollider> _colliderMap = new();
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private readonly Collider[] _hitResults = new Collider[8];
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// Список уже поражённых целей за один взмах, чтобы один удар не наносил урон 8 раз за 8 активных кадров
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private readonly HashSet<GameObject> _alreadyHitTargets = new();
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private HitBoxPartType? _activePart;
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private void Awake()
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{
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foreach (var part in bodyParts)
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{
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part.Collider.enabled = false;
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_colliderMap[part.PartType] = part.Collider;
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}
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_hitBoxLayerMask = LayerMask.GetMask("HitBox");
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}
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public void EnableHitbox(HitBoxPartType part)
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{
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if (_activePart == part) return;
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_alreadyHitTargets.Clear();
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_activePart = part;
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if (_colliderMap.TryGetValue(part, out var col))
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{
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col.enabled = true;
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}
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}
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public void DisableAllHitboxes()
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{
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if (_activePart.HasValue && _colliderMap.TryGetValue(_activePart.Value, out var col))
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{
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col.enabled = false;
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}
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_activePart = null;
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_alreadyHitTargets.Clear();
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}
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public void CheckHitsForCurrentFrame(Action<Collider> onNewTargetHit)
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{
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if (!_activePart.HasValue) return;
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BoxCollider box = _colliderMap[_activePart.Value];
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Transform boxTransform = box.transform;
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// Вычисляем точный мировой центр и размер коллайдера на кости в текущем кадре анимации
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Vector3 worldCenter = boxTransform.TransformPoint(box.center);
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Vector3 worldHalfExtents = Vector3.Scale(box.size * 0.5f, boxTransform.lossyScale);
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int hitsCount = Physics.OverlapBoxNonAlloc(
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worldCenter,
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worldHalfExtents,
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_hitResults,
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boxTransform.rotation,
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_hitBoxLayerMask,
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QueryTriggerInteraction.Collide);
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for (int i = 0; i < hitsCount; i++)
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{
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Collider hitCol = _hitResults[i];
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// Игнорируем самого себя
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if (hitCol.transform.root == transform.root) continue;
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// Если за этот взмах мы ещё не били этого врага — засчитываем попадание!
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if (_alreadyHitTargets.Add(hitCol.gameObject))
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{
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onNewTargetHit?.Invoke(hitCol);
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}
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}
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}
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}
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public enum HitBoxPartType
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{
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Head,
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Chest,
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Arm,
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Leg
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}
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}
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