feat: more combat tweaks

shuriken can now be thrown
jumping animtions
jumping animations timing
state machine changes
start of online integration
This commit is contained in:
Chris
2026-01-15 14:42:25 -05:00
parent a06784f7b6
commit 25b7fae339
45 changed files with 28662 additions and 250 deletions

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@@ -61,7 +61,7 @@
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@@ -34,25 +34,31 @@ ModelImporter:
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has import animation warnings that might lower retargeting quality:\nNote:
Activate translation DOF on avatar to improve retargeting quality.\n\t'arm.R'
has translation animation that will be discarded.\n\nClip 'PlayerArmature|JumpLand'
has import animation warnings that might lower retargeting quality:\nNote:
Activate translation DOF on avatar to improve retargeting quality.\n\t'shoulder.R'
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warnings that might lower retargeting quality:\nNote: Activate translation
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has import animation warnings that might lower retargeting quality:\nNote:
Activate translation DOF on avatar to improve retargeting quality.\n\t'shoulder.R'
has translation animation that will be discarded.\n\nClip 'PlayerArmature|ShurikenRun'
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curves: []
events: []
events:
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functionName: CallAttack
data:
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floatParameter: 0
intParameter: 0
messageOptions: 0
- time: 0.15166813
functionName: CallAttack
data:
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floatParameter: 0
intParameter: 0
messageOptions: 0
transformMask: []
maskType: 3
maskSource: {instanceID: 0}
@@ -404,7 +424,21 @@ ModelImporter:
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events: []
events:
- time: 0.16943319
functionName: WeaponRelease
data:
objectReferenceParameter: {instanceID: 0}
floatParameter: 0
intParameter: 0
messageOptions: 0
- time: 0.41526407
functionName: WeaponCatch
data:
objectReferenceParameter: {instanceID: 0}
floatParameter: 0
intParameter: 0
messageOptions: 0
transformMask: []
maskType: 3
maskSource: {instanceID: 0}
@@ -612,6 +646,64 @@ ModelImporter:
maskType: 3
maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0
- serializedVersion: 16
name: TPose (1)
takeName: TPose
internalID: -6019907512202015147
firstFrame: 0
lastFrame: 1
wrapMode: 0
orientationOffsetY: 0
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cycleOffset: 0
loop: 0
hasAdditiveReferencePose: 0
loopTime: 0
loopBlend: 0
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loopBlendPositionY: 0
loopBlendPositionXZ: 0
keepOriginalOrientation: 0
keepOriginalPositionY: 1
keepOriginalPositionXZ: 0
heightFromFeet: 0
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events: []
transformMask: []
maskType: 3
maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0
- serializedVersion: 16
name: JumpDoubleJump
takeName: JumpDoubleJump
internalID: -228057056772693152
firstFrame: 0
lastFrame: 82
wrapMode: 0
orientationOffsetY: 0
level: 0
cycleOffset: 0
loop: 0
hasAdditiveReferencePose: 0
loopTime: 0
loopBlend: 0
loopBlendOrientation: 0
loopBlendPositionY: 0
loopBlendPositionXZ: 0
keepOriginalOrientation: 0
keepOriginalPositionY: 1
keepOriginalPositionXZ: 0
heightFromFeet: 0
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events: []
transformMask: []
maskType: 3
maskSource: {instanceID: 0}
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isReadable: 0
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
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externalObjects: {}
mainObjectFileID: 7400000
userData:
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@@ -17,7 +17,7 @@ BlendTree:
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m_Mirror: 0
- serializedVersion: 2
m_Motion: {fileID: 199366884485362299, guid: a4609a80d9c9c72489c602cc90e3f76a, type: 3}
m_Motion: {fileID: -9063138054437102302, guid: a4609a80d9c9c72489c602cc90e3f76a, type: 3}
m_Threshold: 0.5155598
m_Position: {x: 0, y: 0}
m_TimeScale: 0.5
@@ -25,7 +25,7 @@ BlendTree:
m_DirectBlendParameter: Move Direction X
m_Mirror: 0
- serializedVersion: 2
m_Motion: {fileID: 199366884485362299, guid: a4609a80d9c9c72489c602cc90e3f76a, type: 3}
m_Motion: {fileID: -9063138054437102302, guid: a4609a80d9c9c72489c602cc90e3f76a, type: 3}
m_Threshold: 1
m_Position: {x: 0, y: 0}
m_TimeScale: 1.8
@@ -64,6 +64,31 @@ AnimatorStateTransition:
m_InterruptionSource: 1
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &-8578720785926311839
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
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m_ConditionEvent: Grounded
m_EventTreshold: 0.01
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: -3303347849624952746}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.0786407
m_TransitionOffset: 1.08
m_ExitTime: 0.87394965
m_HasExitTime: 0
m_HasFixedDuration: 0
m_InterruptionSource: 1
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1107 &-7831893988088785558
AnimatorStateMachine:
serializedVersion: 6
@@ -117,7 +142,7 @@ AnimatorState:
m_CycleOffset: 0
m_Transitions:
- {fileID: 1464555850770191113}
- {fileID: 1003839303391055649}
- {fileID: 6922667274086674103}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -133,6 +158,31 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1101 &-7285723131094683967
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
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m_ConditionEvent: Jump
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: -1341390560438426007}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.04172797
m_TransitionOffset: 0
m_ExitTime: 0.08297222
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 3
m_OrderedInterruption: 0
m_CanTransitionToSelf: 1
--- !u!1102 &-5807180696605908168
AnimatorState:
serializedVersion: 6
@@ -150,7 +200,7 @@ AnimatorState:
- {fileID: -9011342763023408979}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
m_IKOnFeet: 1
m_WriteDefaultValues: 1
m_Mirror: 0
m_SpeedParameterActive: 0
@@ -163,6 +213,31 @@ AnimatorState:
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--- !u!1101 &-5609994953046462806
AnimatorStateTransition:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
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m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: -3303347849624952746}
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m_TransitionDuration: 0.0786407
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m_ExitTime: 0.87394965
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m_InterruptionSource: 1
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &-5380831712939141202
AnimatorStateTransition:
m_ObjectHideFlags: 1
@@ -191,6 +266,28 @@ AnimatorStateTransition:
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m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &-5335171594713968129
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_DstState: {fileID: -3231053178844433393}
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m_InterruptionSource: 1
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m_CanTransitionToSelf: 1
--- !u!1102 &-5118064861454726822
AnimatorState:
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@@ -266,7 +363,7 @@ AnimatorStateTransition:
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m_HasExitTime: 1
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -296,28 +393,35 @@ AnimatorStateTransition:
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m_CanTransitionToSelf: 1
--- !u!1101 &-3578693359707166933
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m_ExitTime: 0.91549295
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m_InterruptionSource: 0
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m_Speed: 1.5
m_CycleOffset: 0
m_Transitions:
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- {fileID: 5907325166013281409}
- {fileID: -7285723131094683967}
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@@ -357,6 +461,7 @@ AnimatorState:
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- {fileID: -2973852975355548571}
m_StateMachineBehaviours: []
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@@ -386,7 +491,7 @@ AnimatorStateTransition:
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@@ -397,6 +502,31 @@ AnimatorStateTransition:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
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--- !u!1101 &-2924008851715793263
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@@ -445,7 +575,7 @@ AnimatorStateTransition:
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@@ -494,6 +624,35 @@ AnimatorStateMachine:
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--- !u!1101 &-568376608702641341
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@@ -621,37 +780,12 @@ AnimatorStateTransition:
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--- !u!1101 &1464555850770191113
@@ -661,21 +795,74 @@ AnimatorStateTransition:
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m_AnyStateTransitions: []
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m_StateMachineBehaviours: []
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m_EntryPosition: {x: 610, y: 210, z: 0}
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@@ -750,21 +943,46 @@ AnimatorStateTransition:
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m_TransitionOffset: 0.06
m_ExitTime: 0
m_HasExitTime: 1
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 2
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &5907325166013281409
AnimatorStateTransition:
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m_TransitionOffset: 0.57
m_ExitTime: 0.81707317
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 1
m_OrderedInterruption: 0
m_CanTransitionToSelf: 1
--- !u!1101 &5964194081600354834
AnimatorStateTransition:
m_ObjectHideFlags: 1
@@ -799,6 +1017,7 @@ AnimatorState:
m_CycleOffset: 0
m_Transitions:
- {fileID: -4127415286275366694}
- {fileID: 2734374599067492937}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -814,6 +1033,31 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1101 &6922667274086674103
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
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m_ConditionEvent: Jump
m_EventTreshold: 0
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m_DstState: {fileID: -3404979395967366747}
m_Solo: 0
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serializedVersion: 3
m_TransitionDuration: 0.04172797
m_TransitionOffset: 0
m_ExitTime: 0.08297222
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!206 &7068036982611019673
BlendTree:
m_ObjectHideFlags: 1
@@ -864,7 +1108,7 @@ AnimatorState:
m_Speed: 1
m_CycleOffset: 0
m_Transitions:
- {fileID: -3578693359707166933}
- {fileID: 8811136920541626623}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -903,6 +1147,28 @@ AnimatorStateTransition:
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.64705884
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
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--- !u!1101 &8811136920541626623
AnimatorStateTransition:
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m_TransitionOffset: 0
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m_HasExitTime: 1
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View File

@@ -869,7 +869,7 @@ MonoBehaviour:
m_EditorClassIdentifier: Core::Reset.Units.Inventory
ShowTopMostFoldoutHeaderGroup: 1
rangedWeapon: {fileID: 0}
meleeWeapon: {fileID: 11400000, guid: 18020bf6266740d4dab9dbcae8073424, type: 2}
meleeWeapon: {fileID: 11400000, guid: f04acfb543d2d634781b55c9081fcffa, type: 2}
spellAbility1: {fileID: 0}
spellAbility2: {fileID: 0}
toolAbility1: {fileID: 0}
@@ -959,7 +959,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::Reset.Units.PlayerCombat
ShowTopMostFoldoutHeaderGroup: 1
currentCombatType: 0
currentCombatType: 1
--- !u!4 &3240225853279553900 stripped
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View File

@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 1549551891, guid: 74721b9f0af448f5ae2e91102a1a5edd, type: 3}
m_Name: GlobalSerializationConfig
m_EditorClassIdentifier:
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HideSerializationCautionaryMessage: 1
HidePrefabCautionaryMessage: 0
HideOdinSerializeAttributeWarningMessages: 0
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@@ -2590,7 +2590,7 @@ MonoBehaviour:
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version: 1073741824
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file_cachedStartup: {fileID: 0}
cacheStartup: 0
showNavGraphs: 1
@@ -7887,6 +7887,50 @@ RectTransform:
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value: Player
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View File

@@ -1,14 +1,13 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Unity.Netcode;
using Unity.Netcode.Components;
using Reset.Units;
using UnityEngine;
namespace Reset.Core {
[Category("Reset")]
[Description("Sends an animation trigger with network sync to networked objects")]
public class SendAnimationTrigger : ActionTask<NetworkAnimator>{
public class SendAnimationTrigger : ActionTask<UnitAnimation>{
public BBParameter<string> trigger;
//Use for initialization. This is called only once in the lifetime of the task.
@@ -21,11 +20,8 @@ namespace Reset.Core {
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
try {
agent.SetTrigger(trigger.value);
} catch (Exception e) {
Debug.LogError($"Did not set Network Animator trigger <i>{trigger.name}</i> on <b>{(agent == null ? null : agent.name)}</b>: {e.Message}");
}
agent.SendAnimationTrigger(trigger.value);
EndAction(true);
}

View File

@@ -270,7 +270,7 @@ namespace Reset.Units{
// Catch exception from nothing being found
if (!closestTarget) {
Debug.LogWarning("Lock-on attempted, but no lock on target was found viable.");
Debug.LogWarning($"Lock-on attempted, but no lock on target was found viable. Searched {acceptedTargets.Count} targets.");
return;
}

View File

@@ -1,9 +1,10 @@
using System.Collections.Generic;
using Sirenix.OdinInspector;
using Unity.Netcode;
using UnityEngine;
namespace Reset.Items{
public abstract class Item : ScriptableObject{
public abstract class Item : SerializedScriptableObject{
public string itemName;
public float permanency;

View File

@@ -1,8 +1,11 @@
using System;
using Drawing;
using NodeCanvas.StateMachines;
using NodeCanvas.Framework;
using Reset.Core;
using Reset.Units;
using Sirenix.OdinInspector;
using Sirenix.Serialization;
using Unity.Netcode;
using UnityEngine;
namespace Reset.Items{
@@ -18,6 +21,8 @@ namespace Reset.Items{
public string actorScriptName;
[OdinSerialize, ShowInInspector] public Type actorScript;
public void AddActorScript(){
// Type actorScript = Type.GetType("ShurikenActor");
//
@@ -26,10 +31,17 @@ namespace Reset.Items{
// return;
// }
WeaponActor weaponActor = PlayerManager.Player.AddComponent<ShurikenActor>() as WeaponActor;
weaponActor.relatedObject = PlayerManager.Player.GetComponent<PlayerInventory>().GetCurrentWeaponItem();
weaponActor.relatedWeapon = this;
try {
if (actorScript != null) {
WeaponActor weaponActor = PlayerManager.Player.AddComponent(actorScript) as WeaponActor;
weaponActor.relatedObject = PlayerManager.Player.GetComponent<PlayerCombat>().GetCurrentWeaponItem();
weaponActor.relatedWeapon = this;
weaponActor.relatedGraph = PlayerManager.Player.GetComponent<GraphOwner>();
}
} catch (Exception e) {
Debug.LogException(e);
}
}
public override void DrawItemInfo(Vector3 position){
@@ -37,9 +49,10 @@ namespace Reset.Items{
Draw.ingame.Label2D(position + Vector3.up * 1.35f, "Speed goes here");
}
public GameObject PlaceInHand(){
return GameObject.Instantiate(weaponModel);
public GameObject InstantiateItemObject(){
return GameObject.Instantiate(weaponModel);
}
}
}

View File

@@ -1,18 +1,44 @@
using System;
using System.Collections.Generic;
using NodeCanvas.Framework;
using UnityEngine;
using UnityEngine.UI;
namespace Reset.Items{
public abstract class WeaponActor : MonoBehaviour{
public Dictionary<string, Action> weaponEvents = new Dictionary<string, Action>();
public Dictionary<string, object> weaponVariables = new Dictionary<string, object>();
public Weapon relatedWeapon;
public GraphOwner relatedGraph;
public GameObject relatedObject;
// Recieve Weapon Catch signal from Animation
public void WeaponCatch(){
relatedGraph.SendEvent("Weapon Catch");
}
// Recieve Weapon Release signal from Animation
public void WeaponRelease(){
relatedGraph.SendEvent("Weapon Release");
}
public void RegisterWeaponEvent(string calledName, Action action){
weaponEvents.Add(calledName, action);
}
public void RegisterWeaponVariable(string variable, object value){
if (weaponVariables.ContainsKey(variable)) {
weaponVariables[variable] = value;
} else {
weaponVariables.Add(variable, value);
}
}
public object ReadWeaponVariable<T>(string variable) where T : class{
return (T)weaponVariables[variable];
}
public void DoWeaponEvent(string eventName){
if (weaponEvents.ContainsKey(eventName)) {
weaponEvents[eventName].Invoke();

View File

@@ -1,17 +1,115 @@

using System;
using System.Collections.Generic;
using System.Numerics;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Services.Relay.Models;
using UnityEngine;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
namespace Reset.Items{
public class ShurikenActor : WeaponActor{
public GameObject bladeRing;
void Start(){
Debug.Log(GetType());
bladeRing = relatedObject.transform.GetChild(0).gameObject;
public Transform target;
private Vector3 targetPosition;
private Transform originalParent;
private Quaternion originalRotation;
private Vector3 originalPosition;
private Vector3 originalWorldPosition;
private float rotateSpeed;
private float rotateSpeedTarget;
private float rotationAcceleration;
void Awake(){
// Register Weapon Events
weaponEvents.Add("Set Target", SetTarget);
weaponEvents.Add("Fly To Target", FlyToTarget);
weaponEvents.Add("Fly To Hand", FlyToHand);
weaponEvents.Add("Return To Hand", ReturnToHand);
}
void SetTarget(){
Debug.Log($"{weaponVariables["target"]}, {weaponVariables["target"] as GameObject}");
target = (Transform)weaponVariables["target"];
}
void FlyToTarget(){
rotateSpeedTarget = 1200f;
rotationAcceleration = 200f;
RegisterWeaponVariable("state", "Flying To Target");
originalParent = relatedObject.transform.parent;
originalPosition = relatedObject.transform.localPosition;
originalRotation = relatedObject.transform.localRotation;
originalWorldPosition = relatedObject.transform.position;
relatedObject.transform.SetParent(null, true);
}
void FlyToHand(){
rotateSpeed = 3000f;
rotateSpeedTarget = 50f;
rotationAcceleration = 2f;
RegisterWeaponVariable("state", new string("Flying To Hand"));
}
void ReturnToHand(){
rotateSpeedTarget = 250f;
rotationAcceleration = 1f;
RegisterWeaponVariable("state", new string("Back In Hand"));
relatedObject.transform.SetParent(originalParent);
relatedObject.transform.localPosition = originalPosition;
relatedObject.transform.localRotation = originalRotation;
}
void Start(){
// Save refernce to the blade outer ring
bladeRing = relatedObject.transform.GetChild(0).gameObject;
}
void Update(){
bladeRing.transform.Rotate(Vector3.up * (180f * Time.deltaTime));
if (target) {
targetPosition = target.transform.position;
} else {
targetPosition = Vector3.forward * 5f;
}
RegisterWeaponVariable("position", transform.position);
rotateSpeed = Mathf.Lerp(rotateSpeed, rotateSpeedTarget, rotationAcceleration * Time.deltaTime);
bladeRing.transform.Rotate(Vector3.up * (rotateSpeed * Time.deltaTime));
Debug.Log((string)ReadWeaponVariable<string>("state"));
// Fly to the target
if ((string)ReadWeaponVariable<string>("state") == "Flying To Target") {
relatedObject.transform.position = Vector3.Lerp(relatedObject.transform.position, targetPosition, 5f * Time.deltaTime);
// When there, set next stage
if (Vector3.Distance(relatedObject.transform.position, targetPosition) < .5f) {
rotationAcceleration = 50f;
rotateSpeedTarget = 1200f;
RegisterWeaponVariable("state", new string("At Target"));
}
}
// Fly to the hand
if ((string)ReadWeaponVariable<string>("state") as string == "Flying To Hand") {
relatedObject.transform.position = Vector3.Lerp(relatedObject.transform.position, originalParent.transform.position, 5f * Time.deltaTime);
// When there, set as finished
if (Vector3.Distance(relatedObject.transform.position, originalParent.transform.position) < .5f) {
RegisterWeaponVariable("state", new string("At Hand"));
}
}
}
}
}

View File

@@ -1,7 +1,9 @@
using System;
using Reset.Units;
using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Cinemachine;
using Unity.Services.Matchmaker.Models;
// This class receives input from a PlayerInput component and disptaches it
// to the appropriate Cinemachine InputAxis. The playerInput component should
@@ -32,7 +34,7 @@ class CustomInputHandler : InputAxisControllerBase<CustomInputHandler.Reader>
// We process user input on the Update clock
void Update()
{
if (Application.isPlaying){
if (Application.isPlaying && PlayerManager.Player){
UpdateControllers();
Controllers[0].Input.ProcessInput(PlayerInput);
Controllers[1].Input.ProcessInput(PlayerInput);

View File

@@ -26,6 +26,11 @@ public class EnvironmentObserver{
BoxCast,
SphereCast
}
public enum CastOrigin{
Owner,
Location
}
[PropertySpace(0, 5), LabelWidth(60)]
public string label;
@@ -40,6 +45,8 @@ public class EnvironmentObserver{
[HideInInspector]
public bool active;
public CastOrigin castOrigin;
// Parameters for Cast cast types
[FoldoutGroup("Settings")] [HideIf("@castType == CastType.BoxOverlap || castType == CastType.SphereOverlap")]
public float length;

View File

@@ -0,0 +1,60 @@
using System.Runtime.InteropServices.WindowsRuntime;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Items{
[Category("Reset/Combat")]
[Description("Check if the provided value matches the weapon actor's variable")]
public class CheckWeaponActorVariable<T> : ConditionTask<Transform> where T : class{
public BBParameter<string> variable;
public BBParameter<T> value;
WeaponActor actor;
protected override string info{
get{ return $"weapon actor variable <b>{variable.value}</b> is <b><i>{value.value}</b></i>"; }
}
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit(){
return null;
}
//Called whenever the condition gets enabled.
protected override void OnEnable(){
actor = agent.GetComponent<WeaponActor>();
}
//Called whenever the condition gets disabled.
protected override void OnDisable(){
}
//Called once per frame while the condition is active.
//Return whether the condition is success or failure.
protected override bool OnCheck(){
if (!actor) {
Debug.LogError(
$"No weapon actor variable found on this player. Cannot check for value of {variable.value}.",
agent);
return false;
}
if (actor.weaponVariables.ContainsKey(variable.value)) {
T valueAsType = value.value;
Debug.Log((T)actor.weaponVariables[variable.value]);
Debug.Log(valueAsType);
return ((T)actor.weaponVariables[variable.value]).Equals(valueAsType);
} else {
Debug.LogError($"No variable found by name {variable.value} on the weapon actor", agent);
return false;
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 33a915cdda8127941aa56ed4e845d813

View File

@@ -0,0 +1,57 @@
using System;
using System.Runtime.CompilerServices;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Units {
[Category("Reset")]
[Description("Get the current target and save it to a graph variable")]
public class GetCurrentTarget : ActionTask<LockOnManager>{
public BBParameter<Transform> target;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
if (agent.mainTarget == null) {
Debug.LogWarning("There is no LockOnTarget to save as current target");
EndAction(true);
return;
}
try {
target.value = agent.mainTarget.gameObject.transform;
} catch (Exception e) {
Debug.LogError($"Failed to save the current LockOnTarget target: {e.Message}");
EndAction(false);
return;
}
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 13713276d513eea4186f28ea39cbf302

View File

@@ -0,0 +1,50 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Items {
[Category("Reset/Combat")]
[Description("Retrieve the valule of a weapon actor variable")]
public class GetWeaponActorVariable<T> : ActionTask<Transform>{
public BBParameter<string> variable;
public BBParameter<T> saveValueTo;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
WeaponActor actor = agent.GetComponent<WeaponActor>();
if (!actor) {
Debug.LogError($"No weapon actor variable found on this player. Cannot check for value of {variable.value}.", agent);
EndAction(false);
}
saveValueTo.value = (T)actor.weaponVariables[variable.value];
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f379bc09216af524290d9b72067031d5

View File

@@ -0,0 +1,56 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Reset.Items;
using UnityEngine;
namespace Reset.Items {
[Category("Reset/Combat")]
[Description("Sends a named event as a string to the current weapon's WeaponActor.")]
public class SendWeaponActorEvent : ActionTask<Transform>{
public BBParameter<string> weaponEvent;
protected override string info{
get{ return $"Send weapon event <b>{weaponEvent.value}</b>"; }
}
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
WeaponActor actor = agent.GetComponent<WeaponActor>();
if (actor == null) {
Debug.LogError("No WeaponActor was found on this player.");
EndAction(false);
}
actor.DoWeaponEvent(weaponEvent.value);
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 567e649f23e3ba44ea1339e928d17b83

View File

@@ -0,0 +1,61 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Items {
[Category("Reset/Combat")]
[Description("Set an existing or new weapon actor variable to the defined value.")]
public class SetWeaponActorVariable : ActionTask<Transform>{
public BBParameter<string> variable;
public BBParameter<object> value;
protected override string info{
get{ return $"Set weapon variable <b>{variable.value}</b> == <i>{value.name}</i>"; }
}
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
WeaponActor actor = agent.GetComponent<WeaponActor>();
if (actor == null) {
Debug.LogError("No WeaponActor was found on this player.");
EndAction(false);
}
try {
actor.RegisterWeaponVariable(variable.value, value.value);
} catch (Exception e) {
Debug.LogError($"Failed to set weapon variable '{variable.value}': {e.Message} ");
EndAction(false);
}
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ff6862d725648584c89631637986f89c

View File

@@ -1,7 +1,75 @@
using Reset.Core;
using Reset.Items;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Profiling;
namespace Reset.Units{
public class PlayerCombat : UnitCombat{
public CombatType currentCombatType;
private IEquipable currentWeapon;
private GameObject currentWeaponItem;
public void OnDrawWeapon(){
if (Unit.UnitIsNetworked()) {
CreatePlayerWeaponRpc();
} else {
CreatePlayerWeapon();
}
}
[Rpc(SendTo.Everyone)]
public void CreatePlayerWeaponRpc(){
CreatePlayerWeapon();
}
public void CreatePlayerWeapon(){
// Remove a current weapon
DisposeCurrentWeapon();
// Reference inventory and inventory
PlayerInventory playerInventory = Unit.Inventory as PlayerInventory;
PlayerAnimation playerAnimation = Unit.Animation as PlayerAnimation;
// Add weapon to status and hand
currentWeapon = playerInventory.meleeWeapon;
currentWeaponItem = playerInventory.meleeWeapon.InstantiateItemObject();
// Move item to hand
currentWeaponItem.transform.SetParent(playerAnimation.rightHand);
currentWeaponItem.transform.localPosition = playerInventory.meleeWeapon.handPositionOffset;
currentWeaponItem.transform.rotation = playerAnimation.rightHand.rotation * Quaternion.Euler(playerInventory.meleeWeapon.handRotationOffset);
// Add related weapon's actor script
(currentWeapon as Weapon).AddActorScript();
}
public GameObject GetCurrentWeaponItem(){
return currentWeaponItem;
}
public void OnHolsterWeapon(){
DisposeCurrentWeapon();
}
public void DisposeCurrentWeapon(){
// Return if no weapon active
if (currentWeapon == null) {
return;
}
// Destroy physical mesh
Destroy(currentWeaponItem);
// Destroy weapon actor
if ((GetComponent<WeaponActor>()) != null) {
Destroy(GetComponent<WeaponActor>());
}
// Remove references
currentWeaponItem = null;
currentWeapon = null;
}
}
}

View File

@@ -1,10 +1,9 @@
using System.Collections.Generic;
using NodeCanvas.Tasks.Actions;
using Reset.Items;
using UnityEngine;
namespace Reset.Units{
public class PlayerInventory : UnitComponent, IInventory {
public class PlayerInventory : UnitComponent, IInventory{
public Weapon rangedWeapon;
public Weapon meleeWeapon;
@@ -14,49 +13,7 @@ namespace Reset.Units{
public Ability toolAbility1;
public Ability toolAbility2;
public List<Item> storedItems { get; set; }
private IEquipable currentWeapon;
private GameObject currentWeaponItem;
public void OnDrawWeapon(){
// Remove a current weapon
if (currentWeapon != null) {
Destroy(currentWeaponItem);
currentWeaponItem = null;
}
// Add weapon to status and hand
currentWeapon = meleeWeapon;
currentWeaponItem = meleeWeapon.PlaceInHand();
// Move item to hand
currentWeaponItem.transform.SetParent((Unit.Animation as PlayerAnimation).rightHand);
currentWeaponItem.transform.localPosition = meleeWeapon.handPositionOffset;
currentWeaponItem.transform.rotation = (Unit.Animation as PlayerAnimation).rightHand.rotation * Quaternion.Euler(meleeWeapon.handRotationOffset);
Debug.Log(currentWeapon);
//
(currentWeapon as Weapon).AddActorScript();
//
// Unit.Graph.SendEvent("Draw Weapon");
}
public GameObject GetCurrentWeaponItem(){
return currentWeaponItem;
}
public void OnHolsterWeapon(){
Destroy(currentWeaponItem);
currentWeaponItem = null;
currentWeapon = null;
Debug.Log(currentWeapon);
//
// Unit.Graph.SendEvent("Holster Weapon");
}
public List<Item> storedItems{ get; set; }
public void EquipToCharacter(Item item){
if (item is not IEquipable) {
@@ -73,11 +30,5 @@ namespace Reset.Units{
}
}
// Update is called once per frame
void Update(){
}
}
}

View File

@@ -33,13 +33,20 @@ namespace Reset.Units{
}
private UnitAnimation _animation;
internal UnitAnimation Animation{
get {
if (_animation == null) { _animation = GetComponent<UnitAnimation>(); }
return _animation;
}
}
private IInventory _inventory;
internal IInventory Inventory{
get {
if (_inventory == null) { _inventory = GetComponent<IInventory>(); }
return _inventory;
}
}
// Debug and Gizmos
public NetworkVariable<FixedString64Bytes> graphStateAsString;

View File

@@ -1,4 +1,5 @@
using System;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.Rendering;
@@ -18,6 +19,8 @@ namespace Reset.Units{
// Temporary
private float inputMagnitude;
private NetworkAnimator netAnimator;
void Update(){
// Temporary
@@ -34,8 +37,19 @@ namespace Reset.Units{
modelAnimator.SetFloat("Gravity", Unit.Movement.resolvedMovement.gravity);
modelAnimator.SetBool("Grounded", Physics.Raycast(transform.position, Vector3.down, .2f));
Debug.Log(Unit.Movement.GetGrounded());
}
public void SendAnimationTrigger(string trigger){
if (Unit.UnitIsNetworked()) {
try {
netAnimator.SetTrigger(trigger);
} catch (Exception e){
Debug.LogError($"Failed to send network animation trigger: {e.Message}");
}
} else {
modelAnimator.SetTrigger(trigger);
}
}
private void LateUpdate(){

View File

@@ -54,7 +54,9 @@ namespace Reset.Units{
DoMovement(resolvedMovement.moveDirection.World, resolvedMovement.gravity, resolvedMovement.moveSpeed, data.gravityScale.Value);
// Apply movespeed to the Animator
Unit.Animation.moveSpeed = resolvedMovement.moveSpeed * resolvedMovement.moveDirection.Local.magnitude / data.moveSpeed.currentValue;
if (transform.gameObject == PlayerManager.Player){ // temp
Unit.Animation.moveSpeed = resolvedMovement.moveSpeed * resolvedMovement.moveDirection.Local.magnitude / data.moveSpeed.currentValue;
}
DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (Local)", resolvedMovement.moveDirection.Local);
DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World);