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

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"));
}
}
}
}
}