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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_category: _category:
_comments: _comments:
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View File

@@ -61,7 +61,7 @@
"initialStateCheck": false "initialStateCheck": false
}, },
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@@ -280,7 +280,7 @@
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"processors": "", "processors": "",
"groups": ";Controller", "groups": ";Controller",
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View File

@@ -34,25 +34,31 @@ ModelImporter:
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will be discarded.\n\t'arm.R' has translation animation that will be discarded.\n\nClip will be discarded.\n\t'arm.R' has translation animation that will be discarded.\n\nClip
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Activate translation DOF on avatar to improve retargeting quality.\n\t'shoulder.R' Activate translation DOF on avatar to improve retargeting quality.\n\t'shoulder.L'
has translation animation that will be discarded.\n\t'arm.R' has translation has translation animation that will be discarded.\n\t'shoulder.R' has 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'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'
has translation animation that will be discarded.\n\t'arm.R' has translation has translation animation that will be discarded.\n\t'arm.R' has translation
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import animation warnings that might lower retargeting quality:\nNote: Activate import animation warnings that might lower retargeting quality:\nNote: Activate
translation DOF on avatar to improve retargeting quality.\n\t'shoulder.R' has translation DOF on avatar to improve retargeting quality.\n\t'shoulder.L' has
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animation that will be discarded.\n\nClip 'PlayerArmature|ShurikenAttack1' has translation animation that will be discarded.\n\nClip 'PlayerArmature|ShurikenAttack1'
has import animation warnings that might lower retargeting quality:\nNote: has import animation warnings that might lower retargeting quality:\nNote:
Activate translation DOF on avatar to improve retargeting quality.\n\t'shoulder.R' Activate translation DOF on avatar to improve retargeting quality.\n\t'shoulder.R'
has translation animation that will be discarded.\n\nClip 'PlayerArmature|ShurikenRun' has translation animation that will be discarded.\n\nClip 'PlayerArmature|ShurikenRun'
@@ -346,7 +352,21 @@ ModelImporter:
mirror: 0 mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: [] curves: []
events: [] events:
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functionName: CallAttack
data:
objectReferenceParameter: {instanceID: 0}
floatParameter: 0
intParameter: 0
messageOptions: 0
- time: 0.15166813
functionName: CallAttack
data:
objectReferenceParameter: {instanceID: 0}
floatParameter: 0
intParameter: 0
messageOptions: 0
transformMask: [] transformMask: []
maskType: 3 maskType: 3
maskSource: {instanceID: 0} maskSource: {instanceID: 0}
@@ -404,7 +424,21 @@ ModelImporter:
mirror: 0 mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000 bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: [] curves: []
events: [] events:
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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: [] transformMask: []
maskType: 3 maskType: 3
maskSource: {instanceID: 0} maskSource: {instanceID: 0}
@@ -612,6 +646,64 @@ ModelImporter:
maskType: 3 maskType: 3
maskSource: {instanceID: 0} maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0 additiveReferencePoseFrame: 0
- serializedVersion: 16
name: TPose (1)
takeName: TPose
internalID: -6019907512202015147
firstFrame: 0
lastFrame: 1
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}
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}
additiveReferencePoseFrame: 0
isReadable: 0 isReadable: 0
meshes: meshes:
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File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 424097f58f508d4409464dcfc9afa6ff
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 7400000
userData:
assetBundleName:
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View File

@@ -17,7 +17,7 @@ BlendTree:
m_DirectBlendParameter: Move Direction X m_DirectBlendParameter: Move Direction X
m_Mirror: 0 m_Mirror: 0
- serializedVersion: 2 - serializedVersion: 2
m_Motion: {fileID: 199366884485362299, guid: a4609a80d9c9c72489c602cc90e3f76a, type: 3} m_Motion: {fileID: -9063138054437102302, guid: a4609a80d9c9c72489c602cc90e3f76a, type: 3}
m_Threshold: 0.5155598 m_Threshold: 0.5155598
m_Position: {x: 0, y: 0} m_Position: {x: 0, y: 0}
m_TimeScale: 0.5 m_TimeScale: 0.5
@@ -25,7 +25,7 @@ BlendTree:
m_DirectBlendParameter: Move Direction X m_DirectBlendParameter: Move Direction X
m_Mirror: 0 m_Mirror: 0
- serializedVersion: 2 - serializedVersion: 2
m_Motion: {fileID: 199366884485362299, guid: a4609a80d9c9c72489c602cc90e3f76a, type: 3} m_Motion: {fileID: -9063138054437102302, guid: a4609a80d9c9c72489c602cc90e3f76a, type: 3}
m_Threshold: 1 m_Threshold: 1
m_Position: {x: 0, y: 0} m_Position: {x: 0, y: 0}
m_TimeScale: 1.8 m_TimeScale: 1.8
@@ -64,6 +64,31 @@ AnimatorStateTransition:
m_InterruptionSource: 1 m_InterruptionSource: 1
m_OrderedInterruption: 1 m_OrderedInterruption: 1
m_CanTransitionToSelf: 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 --- !u!1107 &-7831893988088785558
AnimatorStateMachine: AnimatorStateMachine:
serializedVersion: 6 serializedVersion: 6
@@ -117,7 +142,7 @@ AnimatorState:
m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: m_Transitions:
- {fileID: 1464555850770191113} - {fileID: 1464555850770191113}
- {fileID: 1003839303391055649} - {fileID: 6922667274086674103}
m_StateMachineBehaviours: [] m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0} m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0 m_IKOnFeet: 0
@@ -133,6 +158,31 @@ AnimatorState:
m_MirrorParameter: m_MirrorParameter:
m_CycleOffsetParameter: m_CycleOffsetParameter:
m_TimeParameter: 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 --- !u!1102 &-5807180696605908168
AnimatorState: AnimatorState:
serializedVersion: 6 serializedVersion: 6
@@ -150,7 +200,7 @@ AnimatorState:
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m_StateMachineBehaviours: [] m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0} m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0 m_IKOnFeet: 1
m_WriteDefaultValues: 1 m_WriteDefaultValues: 1
m_Mirror: 0 m_Mirror: 0
m_SpeedParameterActive: 0 m_SpeedParameterActive: 0
@@ -163,6 +213,31 @@ AnimatorState:
m_MirrorParameter: m_MirrorParameter:
m_CycleOffsetParameter: m_CycleOffsetParameter:
m_TimeParameter: m_TimeParameter:
--- !u!1101 &-5609994953046462806
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
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m_TransitionOffset: 1.08
m_ExitTime: 0.87394965
m_HasExitTime: 0
m_HasFixedDuration: 0
m_InterruptionSource: 1
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &-5380831712939141202 --- !u!1101 &-5380831712939141202
AnimatorStateTransition: AnimatorStateTransition:
m_ObjectHideFlags: 1 m_ObjectHideFlags: 1
@@ -191,6 +266,28 @@ AnimatorStateTransition:
m_InterruptionSource: 0 m_InterruptionSource: 0
m_OrderedInterruption: 1 m_OrderedInterruption: 1
m_CanTransitionToSelf: 1 m_CanTransitionToSelf: 1
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AnimatorStateTransition:
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propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
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objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.y propertyPath: m_LocalPosition.y
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propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
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propertyPath: m_LocalRotation.w propertyPath: m_LocalRotation.w
@@ -19692,7 +19736,7 @@ PrefabInstance:
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propertyPath: m_LocalRotation.y propertyPath: m_LocalRotation.y
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propertyPath: m_LocalRotation.z propertyPath: m_LocalRotation.z
@@ -19723,6 +19767,11 @@ PrefabInstance:
m_AddedGameObjects: [] m_AddedGameObjects: []
m_AddedComponents: [] m_AddedComponents: []
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Transform:
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m_PrefabAsset: {fileID: 0}
--- !u!43 &1748470146 --- !u!43 &1748470146
Mesh: Mesh:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -20461,18 +20510,14 @@ PrefabInstance:
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m_TransformParent: {fileID: 0} m_TransformParent: {fileID: 0}
m_Modifications: m_Modifications:
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propertyPath: currentCombatType
value: 1
objectReference: {fileID: 0}
- target: {fileID: 1984557078135320917, guid: e68a5c4ff9ba2a94aadaeff2dfd56cee, type: 3}
propertyPath: meleeWeapon
value:
objectReference: {fileID: 11400000, guid: 18020bf6266740d4dab9dbcae8073424, type: 2}
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propertyPath: m_Name propertyPath: m_Name
value: Player value: Player
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_IsActive
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
value: -5.499994 value: -5.499994
@@ -20519,9 +20564,17 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_RemovedGameObjects: [] m_RemovedGameObjects: []
m_AddedGameObjects: [] m_AddedGameObjects:
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insertIndex: -1
addedObject: {fileID: 1729521886}
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m_PrefabAsset: {fileID: 0}
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m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -24449,4 +24502,4 @@ SceneRoots:
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View File

@@ -1,14 +1,13 @@
using System; using System;
using NodeCanvas.Framework; using NodeCanvas.Framework;
using ParadoxNotion.Design; using ParadoxNotion.Design;
using Unity.Netcode; using Reset.Units;
using Unity.Netcode.Components;
using UnityEngine; using UnityEngine;
namespace Reset.Core { namespace Reset.Core {
[Category("Reset")] [Category("Reset")]
[Description("Sends an animation trigger with network sync to networked objects")] [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; public BBParameter<string> trigger;
//Use for initialization. This is called only once in the lifetime of the task. //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. //Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere. //EndAction can be called from anywhere.
protected override void OnExecute(){ protected override void OnExecute(){
try { agent.SendAnimationTrigger(trigger.value);
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}");
}
EndAction(true); EndAction(true);
} }

View File

@@ -270,7 +270,7 @@ namespace Reset.Units{
// Catch exception from nothing being found // Catch exception from nothing being found
if (!closestTarget) { 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; return;
} }

View File

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

View File

@@ -1,8 +1,11 @@
using System; using System;
using Drawing; using Drawing;
using NodeCanvas.StateMachines; using NodeCanvas.Framework;
using Reset.Core; using Reset.Core;
using Reset.Units; using Reset.Units;
using Sirenix.OdinInspector;
using Sirenix.Serialization;
using Unity.Netcode;
using UnityEngine; using UnityEngine;
namespace Reset.Items{ namespace Reset.Items{
@@ -18,6 +21,8 @@ namespace Reset.Items{
public string actorScriptName; public string actorScriptName;
[OdinSerialize, ShowInInspector] public Type actorScript;
public void AddActorScript(){ public void AddActorScript(){
// Type actorScript = Type.GetType("ShurikenActor"); // Type actorScript = Type.GetType("ShurikenActor");
// //
@@ -26,10 +31,17 @@ namespace Reset.Items{
// return; // return;
// } // }
WeaponActor weaponActor = PlayerManager.Player.AddComponent<ShurikenActor>() as WeaponActor; try {
if (actorScript != null) {
weaponActor.relatedObject = PlayerManager.Player.GetComponent<PlayerInventory>().GetCurrentWeaponItem(); WeaponActor weaponActor = PlayerManager.Player.AddComponent(actorScript) as WeaponActor;
weaponActor.relatedWeapon = this;
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){ public override void DrawItemInfo(Vector3 position){
@@ -37,9 +49,10 @@ namespace Reset.Items{
Draw.ingame.Label2D(position + Vector3.up * 1.35f, "Speed goes here"); 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;
using System.Collections.Generic; using System.Collections.Generic;
using NodeCanvas.Framework;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
namespace Reset.Items{ namespace Reset.Items{
public abstract class WeaponActor : MonoBehaviour{ public abstract class WeaponActor : MonoBehaviour{
public Dictionary<string, Action> weaponEvents = new Dictionary<string, Action>(); public Dictionary<string, Action> weaponEvents = new Dictionary<string, Action>();
public Dictionary<string, object> weaponVariables = new Dictionary<string, object>();
public Weapon relatedWeapon; public Weapon relatedWeapon;
public GraphOwner relatedGraph;
public GameObject relatedObject; 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){ public void RegisterWeaponEvent(string calledName, Action action){
weaponEvents.Add(calledName, 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){ public void DoWeaponEvent(string eventName){
if (weaponEvents.ContainsKey(eventName)) { if (weaponEvents.ContainsKey(eventName)) {
weaponEvents[eventName].Invoke(); 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 UnityEngine;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
namespace Reset.Items{ namespace Reset.Items{
public class ShurikenActor : WeaponActor{ public class ShurikenActor : WeaponActor{
public GameObject bladeRing; public GameObject bladeRing;
void Start(){ public Transform target;
Debug.Log(GetType()); private Vector3 targetPosition;
bladeRing = relatedObject.transform.GetChild(0).gameObject;
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(){ 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 System;
using Reset.Units;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using Unity.Cinemachine; using Unity.Cinemachine;
using Unity.Services.Matchmaker.Models;
// This class receives input from a PlayerInput component and disptaches it // This class receives input from a PlayerInput component and disptaches it
// to the appropriate Cinemachine InputAxis. The playerInput component should // 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 // We process user input on the Update clock
void Update() void Update()
{ {
if (Application.isPlaying){ if (Application.isPlaying && PlayerManager.Player){
UpdateControllers(); UpdateControllers();
Controllers[0].Input.ProcessInput(PlayerInput); Controllers[0].Input.ProcessInput(PlayerInput);
Controllers[1].Input.ProcessInput(PlayerInput); Controllers[1].Input.ProcessInput(PlayerInput);

View File

@@ -26,6 +26,11 @@ public class EnvironmentObserver{
BoxCast, BoxCast,
SphereCast SphereCast
} }
public enum CastOrigin{
Owner,
Location
}
[PropertySpace(0, 5), LabelWidth(60)] [PropertySpace(0, 5), LabelWidth(60)]
public string label; public string label;
@@ -40,6 +45,8 @@ public class EnvironmentObserver{
[HideInInspector] [HideInInspector]
public bool active; public bool active;
public CastOrigin castOrigin;
// Parameters for Cast cast types // Parameters for Cast cast types
[FoldoutGroup("Settings")] [HideIf("@castType == CastType.BoxOverlap || castType == CastType.SphereOverlap")] [FoldoutGroup("Settings")] [HideIf("@castType == CastType.BoxOverlap || castType == CastType.SphereOverlap")]
public float length; 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.Core;
using Reset.Items;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Profiling;
namespace Reset.Units{ namespace Reset.Units{
public class PlayerCombat : UnitCombat{ public class PlayerCombat : UnitCombat{
public CombatType currentCombatType; 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 System.Collections.Generic;
using NodeCanvas.Tasks.Actions;
using Reset.Items; using Reset.Items;
using UnityEngine; using UnityEngine;
namespace Reset.Units{ namespace Reset.Units{
public class PlayerInventory : UnitComponent, IInventory { public class PlayerInventory : UnitComponent, IInventory{
public Weapon rangedWeapon; public Weapon rangedWeapon;
public Weapon meleeWeapon; public Weapon meleeWeapon;
@@ -14,49 +13,7 @@ namespace Reset.Units{
public Ability toolAbility1; public Ability toolAbility1;
public Ability toolAbility2; public Ability toolAbility2;
public List<Item> storedItems { get; set; } 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 void EquipToCharacter(Item item){ public void EquipToCharacter(Item item){
if (item is not IEquipable) { 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; private UnitAnimation _animation;
internal UnitAnimation Animation{ internal UnitAnimation Animation{
get { get {
if (_animation == null) { _animation = GetComponent<UnitAnimation>(); } if (_animation == null) { _animation = GetComponent<UnitAnimation>(); }
return _animation; return _animation;
} }
} }
private IInventory _inventory;
internal IInventory Inventory{
get {
if (_inventory == null) { _inventory = GetComponent<IInventory>(); }
return _inventory;
}
}
// Debug and Gizmos // Debug and Gizmos
public NetworkVariable<FixedString64Bytes> graphStateAsString; public NetworkVariable<FixedString64Bytes> graphStateAsString;

View File

@@ -1,4 +1,5 @@
using System; using System;
using Unity.Netcode.Components;
using UnityEngine; using UnityEngine;
using UnityEngine.Rendering; using UnityEngine.Rendering;
@@ -18,6 +19,8 @@ namespace Reset.Units{
// Temporary // Temporary
private float inputMagnitude; private float inputMagnitude;
private NetworkAnimator netAnimator;
void Update(){ void Update(){
// Temporary // Temporary
@@ -34,8 +37,19 @@ namespace Reset.Units{
modelAnimator.SetFloat("Gravity", Unit.Movement.resolvedMovement.gravity); modelAnimator.SetFloat("Gravity", Unit.Movement.resolvedMovement.gravity);
modelAnimator.SetBool("Grounded", Physics.Raycast(transform.position, Vector3.down, .2f)); 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(){ private void LateUpdate(){

View File

@@ -54,7 +54,9 @@ namespace Reset.Units{
DoMovement(resolvedMovement.moveDirection.World, resolvedMovement.gravity, resolvedMovement.moveSpeed, data.gravityScale.Value); DoMovement(resolvedMovement.moveDirection.World, resolvedMovement.gravity, resolvedMovement.moveSpeed, data.gravityScale.Value);
// Apply movespeed to the Animator // 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 (Local)", resolvedMovement.moveDirection.Local);
DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World); DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World);