added: full logic and ability for downing and picking up allies
This commit is contained in:
@@ -1,24 +1,28 @@
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using System;
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using System.Collections;
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using Drawing;
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using Reset;
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using Reset.Core;
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using Reset.Core.Tools;
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using Reset.Units;
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using UnityEngine;
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using Sirenix.OdinInspector;
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using Sirenix.Serialization;
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using UnityEngine;
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using Unity.Netcode;
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namespace Reset.Units{
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public class Player : Unit, IKillable{
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public class Player : Unit, IKillable, IInteractable{
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[HideInInspector] public PlayerControls controls;
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public float maxHealth{ get; set; }
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public float currentHealth{ get; set; }
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float IKillable.maxHealth{ get; set; }
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float IKillable.currentHealth{ get; set; }
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public NetworkVariable<bool> _isDowned;
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public bool IsDowned => _isDowned.Value;
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private float timeDowned;
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public GameObject pickupTarget;
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void Awake(){
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controls = GetComponent<PlayerControls>();
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maxHealth = 20f;
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}
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public void Attach(){
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@@ -47,6 +51,14 @@ namespace Reset.Units{
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public override void UnitUpdate(){
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GetComponent<IKillable>().DrawHealthDebug();
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if (IsDowned) {
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timeDowned += 1f * Time.deltaTime;
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}
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if (timeDowned > 5f) {
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Kill();
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}
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}
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public void TakeDamage(DamageSource[] sources){
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@@ -58,14 +70,107 @@ namespace Reset.Units{
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public void TakeDamage(DamageSource source){
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((IKillable)this).currentHealth -= source.damageDealt;
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if (UnitIsNetworked()) {
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SetNewHealthRpc(currentHealth);
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}
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}
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// TODO: Move somewhere not stupid so there's not an identical method in Enemy.cs
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[Rpc(SendTo.Everyone)]
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public void SetNewHealthRpc(float health){
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currentHealth = health;
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// NOTE: only here for testing. Move out of here into some "post damage" check method
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if (((IKillable)this).currentHealth <= 0) {
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Kill();
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// if (UnitIsNetworked()) {
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Down();
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// } else {
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// Kill();
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// }
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}
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}
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public void Kill(){
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throw new NotImplementedException();
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public override void SetNewPosition(Vector3 position){
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var contr = GetComponent<CharacterController>();
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contr.enabled = false;
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transform.position = position;
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contr.enabled = true;
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}
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public void Down(){
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Graph.SendEvent("Downed");
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}
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public void Kill(){
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Graph.SendEvent("Killed");
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}
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public void Interact(){
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// Check if the other player can be interacted with at all
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if (pickupTarget&& pickupTarget.GetComponent<Player>().CanInteract()) {
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// Tell the local player to start picking up the ally and switch states
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Graph.SendEvent("Picking Up Ally");
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// Tell the target player to start getting picked up.
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pickupTarget.GetComponent<Player>().StartPickupRpc();
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// Wait for the pickup timer to finish
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StartCoroutine(PickupTimer());
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}
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}
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[Rpc(SendTo.Owner)]
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public void StartPickupRpc(){
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// When picked up by another player, move into the pick up state
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// TODO: Turn all these send events into a goddamn task maybe? State stuff should happen in the state machine. Concurrent stuff should happen in code
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Graph.SendEvent("Pick Up Start");
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}
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IEnumerator PickupTimer(){
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// Start a timer and wait for it to complete
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float elapsed = 0f;
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while (elapsed < 7f) {
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elapsed += 1f * Time.deltaTime;
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yield return null;
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}
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Graph.SendEvent("Pick Up Success");
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}
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public bool CanInteract(){
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return IsDowned;
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}
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public void CancelInteract(){
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Graph.SendEvent("Pick Up Failed");
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}
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public void OnObserverDetected(EnvironmentObserver observer){
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// Try and get a Player component from the current hit object
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// The rest of the logic will continue as expected so long as an
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pickupTarget = observer.hit.collider.gameObject;
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DrawInteractStatus();
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}
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void DrawInteractStatus(){
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using (Draw.WithColor(Color.blue)) {
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Draw.ingame.Label2D(transform.position + Vector3.up * 2.5f, "Interactable",
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Color.orchid);
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}
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}
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void LateUpdate(){
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// Clear the pickupTarget every frame
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// NOTE: Will this work online?
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pickupTarget = null;
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}
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}
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}
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