Files
Gnome-s-Bounty/Assets/Scripts/Combat/Hammer.cs
T
2026-06-22 17:04:35 +03:00

139 lines
3.9 KiB
C#

using System.Collections;
using UnityEngine;
public class Hammer : MonoBehaviour
{
[SerializeField] private float _impactNoiseRadius = 10f;
[SerializeField] private bool _emitNoiseOnImpact = true;
private bool _hasCollided = false;
private Rigidbody2D _rigidbody;
private Collider2D _collider;
private bool _canHit = false;
private Coroutine _disableHitCoroutine;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody2D>();
_collider = GetComponent<Collider2D>();
}
private void OnCollisionEnter2D(Collision2D collision)
{
Debug.Log($"Hammer collided with {collision.gameObject.name} via OnCollisionEnter2D");
if (_hasCollided)
return;
_hasCollided = true;
ProcessHit(collision.collider, collision.relativeVelocity, collision.GetContact(0).point);
}
private void OnTriggerEnter2D(Collider2D collider)
{
Debug.Log($"Hammer collided with {collider.gameObject.name} via OnTriggerEnter2D");
if (_hasCollided)
return;
_hasCollided = true;
ProcessHit(collider, Vector2.zero, collider.transform.position);
}
private void FixedUpdate()
{
if (_hasCollided || _rigidbody == null || _collider == null)
return;
var hits = Physics2D.OverlapBoxAll(_collider.bounds.center, _collider.bounds.size, 0f);
foreach (var hit in hits)
{
if (hit == _collider)
continue;
var wall = hit.GetComponent<BreakableWall>();
if (wall != null)
{
Debug.Log($"Hammer overlapped with {hit.gameObject.name} in FixedUpdate");
_hasCollided = true;
ProcessHit(hit, Vector2.zero, hit.bounds.center);
break;
}
}
}
private void ProcessHit(Collider2D collider, Vector2 impactVelocity, Vector2 contactPoint)
{
// Only process hits when the hammer is allowed to hit (activated by input)
if (!_canHit)
return;
StartCoroutine(ResetCollisionCoroutine());
// Check for enemy collision (stun)
var enemy = collider.gameObject.GetComponent<Character>();
if (enemy != null)
{
HandleEnemyCollision(enemy, impactVelocity);
EmitImpactNoise(contactPoint);
return;
}
// Check for breakable wall collision
var mapElement = collider.GetComponent<MapElement>();
if (mapElement != null && mapElement is BreakableWall)
{
mapElement.Hit();
EmitImpactNoise(contactPoint);
return;
}
// Fallback: hit something else
EmitImpactNoise(contactPoint);
}
public void ActivateHit(float duration)
{
_canHit = true;
if (_disableHitCoroutine != null)
StopCoroutine(_disableHitCoroutine);
_disableHitCoroutine = StartCoroutine(DisableHitAfter(duration));
}
private IEnumerator DisableHitAfter(float duration)
{
yield return new WaitForSeconds(duration);
_canHit = false;
_disableHitCoroutine = null;
}
private void HandleEnemyCollision(Character enemy, Vector2 impactVelocity)
{
// Apply stun to enemy
var enemyAI = enemy as EnemyAI;
if (enemyAI != null)
{
// enemyAI.OnHitByHammer(_stunDuration);
}
}
private void EmitImpactNoise(Vector2 position)
{
if (!_emitNoiseOnImpact)
return;
// Check if NoiseSystem exists and emit noise
var noiseSystem = NoiseSystem.Instance;
if (noiseSystem != null)
{
noiseSystem.Emit(position, _impactNoiseRadius);
}
}
private IEnumerator ResetCollisionCoroutine()
{
yield return new WaitForSeconds(0.25f);
_hasCollided = false;
}
}