using System.Collections.Generic;
using UnityEngine;
namespace Arena.Combat
{
///
/// Sphere that damages every IDamageable inside it, less and less towards its edge.
/// Continuous: hits every tick while a target stays inside (contact damage, toxic area).
/// Instant: hits everything in the radius once, when Explode is called (explosion).
///
[RequireComponent(typeof(SphereCollider), typeof(Rigidbody))]
public class DamageZone : MonoBehaviour
{
public enum Mode
{
Continuous,
Instant
}
[System.Serializable]
private class Settings
{
[Tooltip("Continuous: damage every tick while a target stays inside. Instant: one hit on everything in the radius, when Explode is called.")]
public Mode Mode;
[Tooltip("Damage at the center of the sphere.")]
[Min(0)] public int Damage = 10;
public DamageType DamageType;
[Tooltip("Team hurt by the zone: Allied for an enemy attack, Enemy for a player attack, All for everyone.")]
public Team Target = Team.All;
[Tooltip("Damage multiplier by distance to the center. 0: center, 1: edge of the sphere.")]
public AnimationCurve Falloff = AnimationCurve.Linear(0f, 1f, 1f, 0f);
[Tooltip("Continuous mode: time between two hits on the same target, in seconds.")]
[Min(0.05f)] public float TickInterval = 0.5f;
[Tooltip("Instant mode: explode as soon as the object is enabled, for an explosion prefab.")]
public bool ExplodeOnEnable = true;
}
[System.Serializable]
private struct References
{
public SphereCollider Zone;
[Tooltip("Never hurt by the zone and given as damage source, usually the object that carries it.")]
public GameObject Owner;
}
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
private readonly Dictionary _nextHitTimes = new Dictionary();
private readonly HashSet _explosionTargets = new HashSet();
#endregion
#region UNITY LIFECYCLES
void Reset()
{
// Called when the component is added: a trigger sphere that physics can detect
_references.Zone = GetComponent();
_references.Zone.isTrigger = true;
GetComponent().isKinematic = true;
}
void OnEnable()
{
if (_settings.Mode == Mode.Instant && _settings.ExplodeOnEnable)
Explode();
}
void OnDisable()
{
_nextHitTimes.Clear();
}
void OnTriggerStay(Collider other)
{
if (_settings.Mode != Mode.Continuous || !TryGetTarget(other, out IDamageable target))
return;
if (_nextHitTimes.TryGetValue(target, out float nextHitTime) && Time.time < nextHitTime)
return;
_nextHitTimes[target] = Time.time + _settings.TickInterval;
Hit(target, other.transform.position);
}
void OnTriggerExit(Collider other)
{
if (TryGetTarget(other, out IDamageable target))
_nextHitTimes.Remove(target);
}
void OnDrawGizmosSelected()
{
if (!_references.Zone)
return;
Gizmos.color = new Color(1f, 0.45f, 0.35f, 0.8f);
Gizmos.DrawWireSphere(GetCenter(), GetRadius());
}
#endregion
#region PUBLIC METHODS
///
/// Hits once every IDamageable in the radius. Can be linked to a UnityEvent.
///
public void Explode()
{
_explosionTargets.Clear();
Collider[] colliders = Physics.OverlapSphere(GetCenter(), GetRadius(), ~0, QueryTriggerInteraction.Ignore);
foreach (Collider other in colliders)
{
// A target with several colliders is hit only once
if (TryGetTarget(other, out IDamageable target) && _explosionTargets.Add(target))
Hit(target, other.transform.position);
}
}
#endregion
#region PRIVATE METHODS
private bool TryGetTarget(Collider other, out IDamageable target)
{
target = other.GetComponentInParent();
if (target == null || !CanHit(target))
return false;
// The owner never hurts itself
return !_references.Owner || ((Component)target).gameObject != _references.Owner;
}
private void Hit(IDamageable target, Vector3 targetPosition)
{
float distance = Vector3.Distance(GetCenter(), targetPosition);
float falloff = _settings.Falloff.Evaluate(Mathf.Clamp01(distance / GetRadius()));
int amount = Mathf.RoundToInt(_settings.Damage * falloff);
if (amount <= 0)
return;
GameObject source = _references.Owner ? _references.Owner : gameObject;
target.TakeDamage(new DamageInfo(amount, _settings.DamageType, source, _settings.Target));
}
private bool CanHit(IDamageable target)
{
return DamageInfo.CanHit(_settings.Target, target.Team);
}
private Vector3 GetCenter()
{
return transform.TransformPoint(_references.Zone.center);
}
private float GetRadius()
{
// The sphere radius follows the largest scale axis
Vector3 scale = transform.lossyScale;
float maxScale = Mathf.Max(Mathf.Abs(scale.x), Mathf.Abs(scale.y), Mathf.Abs(scale.z));
return Mathf.Max(_references.Zone.radius * maxScale, 0.01f);
}
#endregion
}
}