maint: clean-up of some combat related classes and methods for clarity
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@@ -7,25 +7,35 @@ using Unity.Netcode;
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namespace Reset.Units{
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public class Player : Unit, IKillable, IInteractable{
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[HideInInspector] public PlayerControls controls;
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// IKillable
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public float maxHealth{ get; set; }
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public float currentHealth{ get; set; }
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// State management (don't like this being used like this)
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public NetworkVariable<bool> _isDowned;
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public bool IsDowned{
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get{
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if (UnitIsLocal()){
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_isDowned.Value = FSM.currentRootStateName == "Downed";
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}
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return _isDowned.Value;
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}
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}
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public bool IsDowned => _isDowned.Value;
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// References
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public GameObject pickupTarget; // NOTE: Might be removed in a refactor (https://thunderstar.codecks.io/card/15v-refactor-interaction-handler)
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private float timeDowned;
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public GameObject pickupTarget;
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// (TEMP) Revive UI
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// NOTE: When I make the actual UI it's a good idea to have them somehow inherit from a class or something that
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// will make them persist for more than a frame since Rpc calls will make it flash
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public float persistDrawingRevive;
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public float lastKnownReviveTime;
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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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void AttachToGame(){
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if (IsLocalPlayer || !UnitIsNetworked()) { //
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PlayerManager.Player = gameObject;
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@@ -38,7 +48,8 @@ namespace Reset.Units{
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base.UnitStart();
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SetPlayerName();
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Attach();
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AttachToGame();
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((IKillable)this).IKillableInitialize();
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}
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@@ -49,8 +60,14 @@ namespace Reset.Units{
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}
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}
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public override void UnitUpdate(){
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GetComponent<IKillable>().DrawHealthDebug();
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protected override void Update(){
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base.Update();
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// Draw Revive UI for at least .5 seconds to prevent flashing
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if (persistDrawingRevive > 0) {
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persistDrawingRevive -= 1f * Time.deltaTime;
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DrawReviveBarRpc(lastKnownReviveTime);
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}
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}
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public void TakeDamage(DamageSource[] sources){
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@@ -59,32 +76,36 @@ namespace Reset.Units{
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}
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}
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public void TakeDamage(DamageSource source){
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((IKillable)this).currentHealth -= source.damageDealt;
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public void TakeDamage(DamageSource source){
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// Calculate health after damage, locally
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float newHealth = ((IKillable)this).currentHealth - source.damageDealt;
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// Tell every unit to set the new health value
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if (UnitIsNetworked()) {
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SetNewHealthRpc(currentHealth);
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SetHealthRpc(newHealth);
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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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public void SetHealthRpc(float health){
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// Set health to new value, clamped to 0
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health = Mathf.Max(health, 0f);
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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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// 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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// For local players, run things based on health value.
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// This Rpc is global but only the owner checks health
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CheckHealth();
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}
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void CheckHealth(){
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if (UnitIsLocal()){
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if (currentHealth <= 0f) {
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Down();
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}
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}
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}
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public void Down(){
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void Down(){
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Graph.SendEvent("Downed");
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}
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@@ -93,6 +114,7 @@ namespace Reset.Units{
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}
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public void Interact(){
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// Interaction for picking up allies
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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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@@ -109,7 +131,6 @@ namespace Reset.Units{
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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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@@ -120,8 +141,6 @@ namespace Reset.Units{
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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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@@ -152,24 +171,35 @@ namespace Reset.Units{
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[Rpc(SendTo.Everyone)]
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public void DrawReviveBarRpc(float elapsedTime){
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Debug.Log("test is drawn");
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// Draw a (shoddy) UI bar that shows the revie progress
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using (Draw.ingame.WithLineWidth(5f)) {
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using (Draw.InLocalSpace(transform)){
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// Set width of the bar
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float width = .9f;
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float widthDone = width * elapsedTime / 5f;
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float widthDone = width * elapsedTime / 5f; // 5f assumes a 5 second revive time
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// Clamp the red bar showing how much is progresseed to the max of width of the purple bar background (to prevent it going outside)
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widthDone = Mathf.Clamp(widthDone, 0, width);
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Vector3 pos = Vector3.up * 1.8f + Vector3.left * width + Vector3.forward * .01f;
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Draw.ingame.Line(Camera.main.transform.rotation * pos, Camera.main.transform.rotation *
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(pos + Vector3.right * width * 2f), Color.rebeccaPurple);
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// Draw background bar
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Vector3 pos = Vector3.up * 1.8f + Vector3.left * width + Vector3.forward * +.01f;
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Draw.ingame.Line(
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transform.position + Camera.main.transform.rotation * pos,
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transform.position + Camera.main.transform.rotation * (pos + Vector3.right * width * 2f),
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Color.rebeccaPurple
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);
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// Draw foreground bar
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Vector3 donePos = Vector3.up * 1.8f + Vector3.left * widthDone;
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Draw.ingame.Line(Camera.main.transform.rotation * donePos, Camera.main.transform.rotation *
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(donePos + Vector3.right * widthDone * 2f), Color.red);
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Draw.ingame.Line(
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transform.position + Camera.main.transform.rotation * donePos,
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transform.position + Camera.main.transform.rotation * (donePos + Vector3.right * widthDone * 2f),
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Color.red
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);
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}
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}
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// Set last known time so that online players don't have flashing UIs
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lastKnownReviveTime = elapsedTime;
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}
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