maint: clean-up of some combat related classes and methods for clarity
This commit is contained in:
@@ -100,18 +100,18 @@ MonoBehaviour:
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@@ -143,16 +143,16 @@ MonoBehaviour:
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- target: {fileID: 6546916578030478377, guid: 091cfac8be4c5a144a0b8997a9f1ff28, type: 3}
|
||||||
@@ -6479,7 +6479,7 @@ PrefabInstance:
|
|||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 6546916578030478377, guid: 091cfac8be4c5a144a0b8997a9f1ff28, type: 3}
|
- target: {fileID: 6546916578030478377, guid: 091cfac8be4c5a144a0b8997a9f1ff28, type: 3}
|
||||||
propertyPath: _serializedVariables.Array.data[11]._json
|
propertyPath: _serializedVariables.Array.data[11]._json
|
||||||
value: '{"_name":"testobject","_id":"de2c7183-a5c3-4036-b92c-4b952c7a7af0","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.GameObject,
|
value: '{"_name":"pickupTarget","_id":"de2c7183-a5c3-4036-b92c-4b952c7a7af0","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.GameObject,
|
||||||
UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"}'
|
UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"}'
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 6546916578030478377, guid: 091cfac8be4c5a144a0b8997a9f1ff28, type: 3}
|
- target: {fileID: 6546916578030478377, guid: 091cfac8be4c5a144a0b8997a9f1ff28, type: 3}
|
||||||
@@ -8550,7 +8550,7 @@ PrefabInstance:
|
|||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 9098724353270996650, guid: 7dca717b905799e4cb7f64180d31be25, type: 3}
|
- target: {fileID: 9098724353270996650, guid: 7dca717b905799e4cb7f64180d31be25, type: 3}
|
||||||
propertyPath: m_IsActive
|
propertyPath: m_IsActive
|
||||||
value: 1
|
value: 0
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
m_RemovedComponents: []
|
m_RemovedComponents: []
|
||||||
m_RemovedGameObjects: []
|
m_RemovedGameObjects: []
|
||||||
|
|||||||
@@ -21,21 +21,15 @@ namespace NodeCanvas.Tasks.Actions {
|
|||||||
//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(){
|
||||||
// using (Draw.WithColor(Color.forestGreen)){
|
|
||||||
|
|
||||||
|
|
||||||
// EndAction(true);
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//Called once per frame while the action is active.
|
//Called once per frame while the action is active.
|
||||||
protected override void OnUpdate(){
|
protected override void OnUpdate(){
|
||||||
agent.GetComponent<Player>().persistDrawingRevive = .5f;
|
agent.GetComponent<Player>().persistDrawingRevive = 1f;
|
||||||
agent.GetComponent<Player>().DrawReviveBarRpc(elapsedTime);
|
agent.GetComponent<Player>().DrawReviveBarRpc(elapsedTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//Called when the task is disabled.
|
//Called when the task is disabled.
|
||||||
protected override void OnStop() {
|
protected override void OnStop() {
|
||||||
|
|
||||||
|
|||||||
@@ -10,8 +10,6 @@ namespace Reset.Core {
|
|||||||
public class IsInteractable : ConditionTask{
|
public class IsInteractable : ConditionTask{
|
||||||
public BBParameter<GameObject> target;
|
public BBParameter<GameObject> target;
|
||||||
protected override string info{
|
protected override string info{
|
||||||
|
|
||||||
|
|
||||||
get{
|
get{
|
||||||
// string agentName = agent == null ? agentType.ToString() : target.ToString();
|
// string agentName = agent == null ? agentType.ToString() : target.ToString();
|
||||||
return $"<b>{target.ToString()}</b> is interactable";
|
return $"<b>{target.ToString()}</b> is interactable";
|
||||||
@@ -37,7 +35,7 @@ namespace Reset.Core {
|
|||||||
//Called once per frame while the condition is active.
|
//Called once per frame while the condition is active.
|
||||||
//Return whether the condition is success or failure.
|
//Return whether the condition is success or failure.
|
||||||
protected override bool OnCheck(){
|
protected override bool OnCheck(){
|
||||||
IInteractable interactable = agent.GetComponent<IInteractable>();
|
IInteractable interactable = target.value.GetComponent<IInteractable>();
|
||||||
|
|
||||||
if (interactable == null) {
|
if (interactable == null) {
|
||||||
return false;
|
return false;
|
||||||
|
|||||||
@@ -5,9 +5,7 @@ using Unity.Netcode;
|
|||||||
using Unity.Netcode.Components;
|
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<NetworkAnimator>{
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ using UnityEngine;
|
|||||||
|
|
||||||
namespace Reset.Units {
|
namespace Reset.Units {
|
||||||
[Category("Reset")]
|
[Category("Reset")]
|
||||||
[Description("Send a string as an event to another unit. Works online as well")]
|
[Description("Send a graph event to another unit. Works online as well")]
|
||||||
public class SendEventToUnit : ActionTask<Unit>{
|
public class SendEventToUnit : ActionTask<Unit>{
|
||||||
public BBParameter<GameObject> target;
|
public BBParameter<GameObject> target;
|
||||||
public string eventToSend;
|
public string eventToSend;
|
||||||
|
|||||||
@@ -1,9 +1,6 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Reset.Core{
|
namespace Reset.Core{
|
||||||
public interface IDamageable{
|
public interface IDamageable{
|
||||||
public void TakeDamage(DamageSource source);
|
public void TakeDamage(DamageSource source);
|
||||||
public void TakeDamage(DamageSource[] sources);
|
public void TakeDamage(DamageSource[] sources);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -6,14 +6,17 @@ using UnityEngine;
|
|||||||
|
|
||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
public class Enemy : Unit, ILockOnTarget, IKillable {
|
public class Enemy : Unit, ILockOnTarget, IKillable {
|
||||||
|
// Lock-On
|
||||||
public float lockonTargetRadius{ get; set; } = 10f;
|
public float lockonTargetRadius{ get; set; } = 10f;
|
||||||
[ShowInInspector]
|
[ShowInInspector]
|
||||||
public bool lockonDebug{ get; set; } = true;
|
public bool lockonDebug{ get; set; } = true;
|
||||||
public float lockonRaycastVerticalOffset{ get; set; } = 1f;
|
public float lockonRaycastVerticalOffset{ get; set; } = 1f;
|
||||||
|
|
||||||
|
// IKillable
|
||||||
public float maxHealth{ get; set; }
|
public float maxHealth{ get; set; }
|
||||||
public float currentHealth{ get; set; }
|
public float currentHealth{ get; set; }
|
||||||
|
|
||||||
|
// Object References
|
||||||
public Animator testModelAnimator;
|
public Animator testModelAnimator;
|
||||||
|
|
||||||
public override void UnitStart(){
|
public override void UnitStart(){
|
||||||
@@ -54,7 +57,7 @@ namespace Reset.Units{
|
|||||||
}
|
}
|
||||||
|
|
||||||
[Rpc(SendTo.Everyone)]
|
[Rpc(SendTo.Everyone)]
|
||||||
void SetHealthRpc(float newHealth){
|
public void SetHealthRpc(float newHealth){
|
||||||
currentHealth = newHealth;
|
currentHealth = newHealth;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using Drawing;
|
using Drawing;
|
||||||
using Reset.Core;
|
using Reset.Core;
|
||||||
|
using Unity.Netcode;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
@@ -22,6 +23,9 @@ namespace Reset.Units{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Everyone)]
|
||||||
|
void SetHealthRpc(float health);
|
||||||
|
|
||||||
internal void DrawHealthDebug(){
|
internal void DrawHealthDebug(){
|
||||||
using (Draw.WithColor(Color.blue)) {
|
using (Draw.WithColor(Color.blue)) {
|
||||||
Draw.ingame.Label2D(((MonoBehaviour)this).transform.position + Vector3.up * 2.2f, ((IKillable)this).currentHealth.ToString(),
|
Draw.ingame.Label2D(((MonoBehaviour)this).transform.position + Vector3.up * 2.2f, ((IKillable)this).currentHealth.ToString(),
|
||||||
|
|||||||
@@ -7,25 +7,35 @@ using Unity.Netcode;
|
|||||||
|
|
||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
public class Player : Unit, IKillable, IInteractable{
|
public class Player : Unit, IKillable, IInteractable{
|
||||||
[HideInInspector] public PlayerControls controls;
|
// IKillable
|
||||||
|
|
||||||
public float maxHealth{ get; set; }
|
public float maxHealth{ get; set; }
|
||||||
public float currentHealth{ get; set; }
|
public float currentHealth{ get; set; }
|
||||||
|
|
||||||
|
// State management (don't like this being used like this)
|
||||||
public NetworkVariable<bool> _isDowned;
|
public NetworkVariable<bool> _isDowned;
|
||||||
|
public bool IsDowned{
|
||||||
|
get{
|
||||||
|
if (UnitIsLocal()){
|
||||||
|
_isDowned.Value = FSM.currentRootStateName == "Downed";
|
||||||
|
}
|
||||||
|
return _isDowned.Value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public bool IsDowned => _isDowned.Value;
|
// References
|
||||||
|
public GameObject pickupTarget; // NOTE: Might be removed in a refactor (https://thunderstar.codecks.io/card/15v-refactor-interaction-handler)
|
||||||
|
|
||||||
private float timeDowned;
|
// (TEMP) Revive UI
|
||||||
|
// NOTE: When I make the actual UI it's a good idea to have them somehow inherit from a class or something that
|
||||||
public GameObject pickupTarget;
|
// will make them persist for more than a frame since Rpc calls will make it flash
|
||||||
|
public float persistDrawingRevive;
|
||||||
|
public float lastKnownReviveTime;
|
||||||
|
|
||||||
void Awake(){
|
void Awake(){
|
||||||
controls = GetComponent<PlayerControls>();
|
|
||||||
maxHealth = 20f;
|
maxHealth = 20f;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Attach(){
|
void AttachToGame(){
|
||||||
if (IsLocalPlayer || !UnitIsNetworked()) { //
|
if (IsLocalPlayer || !UnitIsNetworked()) { //
|
||||||
PlayerManager.Player = gameObject;
|
PlayerManager.Player = gameObject;
|
||||||
|
|
||||||
@@ -38,7 +48,8 @@ namespace Reset.Units{
|
|||||||
base.UnitStart();
|
base.UnitStart();
|
||||||
|
|
||||||
SetPlayerName();
|
SetPlayerName();
|
||||||
Attach();
|
AttachToGame();
|
||||||
|
|
||||||
((IKillable)this).IKillableInitialize();
|
((IKillable)this).IKillableInitialize();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -49,8 +60,14 @@ namespace Reset.Units{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void UnitUpdate(){
|
protected override void Update(){
|
||||||
GetComponent<IKillable>().DrawHealthDebug();
|
base.Update();
|
||||||
|
|
||||||
|
// Draw Revive UI for at least .5 seconds to prevent flashing
|
||||||
|
if (persistDrawingRevive > 0) {
|
||||||
|
persistDrawingRevive -= 1f * Time.deltaTime;
|
||||||
|
DrawReviveBarRpc(lastKnownReviveTime);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TakeDamage(DamageSource[] sources){
|
public void TakeDamage(DamageSource[] sources){
|
||||||
@@ -60,31 +77,35 @@ namespace Reset.Units{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void TakeDamage(DamageSource source){
|
public void TakeDamage(DamageSource source){
|
||||||
((IKillable)this).currentHealth -= source.damageDealt;
|
// Calculate health after damage, locally
|
||||||
|
float newHealth = ((IKillable)this).currentHealth - source.damageDealt;
|
||||||
|
|
||||||
|
// Tell every unit to set the new health value
|
||||||
if (UnitIsNetworked()) {
|
if (UnitIsNetworked()) {
|
||||||
SetNewHealthRpc(currentHealth);
|
SetHealthRpc(newHealth);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO: Move somewhere not stupid so there's not an identical method in Enemy.cs
|
|
||||||
[Rpc(SendTo.Everyone)]
|
[Rpc(SendTo.Everyone)]
|
||||||
public void SetNewHealthRpc(float health){
|
public void SetHealthRpc(float health){
|
||||||
|
// Set health to new value, clamped to 0
|
||||||
|
health = Mathf.Max(health, 0f);
|
||||||
currentHealth = health;
|
currentHealth = health;
|
||||||
|
|
||||||
// NOTE: only here for testing. Move out of here into some "post damage" check method
|
// For local players, run things based on health value.
|
||||||
if (((IKillable)this).currentHealth <= 0) {
|
// This Rpc is global but only the owner checks health
|
||||||
// if (UnitIsNetworked()) {
|
CheckHealth();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CheckHealth(){
|
||||||
|
if (UnitIsLocal()){
|
||||||
|
if (currentHealth <= 0f) {
|
||||||
Down();
|
Down();
|
||||||
// } else {
|
}
|
||||||
// Kill();
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Down(){
|
void Down(){
|
||||||
Graph.SendEvent("Downed");
|
Graph.SendEvent("Downed");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -93,6 +114,7 @@ namespace Reset.Units{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void Interact(){
|
public void Interact(){
|
||||||
|
// Interaction for picking up allies
|
||||||
// Check if the other player can be interacted with at all
|
// Check if the other player can be interacted with at all
|
||||||
if (pickupTarget&& pickupTarget.GetComponent<Player>().CanInteract()) {
|
if (pickupTarget&& pickupTarget.GetComponent<Player>().CanInteract()) {
|
||||||
// Tell the local player to start picking up the ally and switch states
|
// Tell the local player to start picking up the ally and switch states
|
||||||
@@ -109,7 +131,6 @@ namespace Reset.Units{
|
|||||||
[Rpc(SendTo.Owner)]
|
[Rpc(SendTo.Owner)]
|
||||||
public void StartPickupRpc(){
|
public void StartPickupRpc(){
|
||||||
// When picked up by another player, move into the pick up state
|
// When picked up by another player, move into the pick up state
|
||||||
// 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
|
|
||||||
Graph.SendEvent("Pick Up Start");
|
Graph.SendEvent("Pick Up Start");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -120,8 +141,6 @@ namespace Reset.Units{
|
|||||||
while (elapsed < 7f) {
|
while (elapsed < 7f) {
|
||||||
elapsed += 1f * Time.deltaTime;
|
elapsed += 1f * Time.deltaTime;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -152,24 +171,35 @@ namespace Reset.Units{
|
|||||||
|
|
||||||
[Rpc(SendTo.Everyone)]
|
[Rpc(SendTo.Everyone)]
|
||||||
public void DrawReviveBarRpc(float elapsedTime){
|
public void DrawReviveBarRpc(float elapsedTime){
|
||||||
Debug.Log("test is drawn");
|
// Draw a (shoddy) UI bar that shows the revie progress
|
||||||
using (Draw.ingame.WithLineWidth(5f)) {
|
using (Draw.ingame.WithLineWidth(5f)) {
|
||||||
using (Draw.InLocalSpace(transform)){
|
using (Draw.InLocalSpace(transform)){
|
||||||
|
// Set width of the bar
|
||||||
float width = .9f;
|
float width = .9f;
|
||||||
float widthDone = width * elapsedTime / 5f;
|
float widthDone = width * elapsedTime / 5f; // 5f assumes a 5 second revive time
|
||||||
|
|
||||||
|
// Clamp the red bar showing how much is progresseed to the max of width of the purple bar background (to prevent it going outside)
|
||||||
widthDone = Mathf.Clamp(widthDone, 0, width);
|
widthDone = Mathf.Clamp(widthDone, 0, width);
|
||||||
|
|
||||||
Vector3 pos = Vector3.up * 1.8f + Vector3.left * width + Vector3.forward * .01f;
|
// Draw background bar
|
||||||
Draw.ingame.Line(Camera.main.transform.rotation * pos, Camera.main.transform.rotation *
|
Vector3 pos = Vector3.up * 1.8f + Vector3.left * width + Vector3.forward * +.01f;
|
||||||
(pos + Vector3.right * width * 2f), Color.rebeccaPurple);
|
Draw.ingame.Line(
|
||||||
|
transform.position + Camera.main.transform.rotation * pos,
|
||||||
|
transform.position + Camera.main.transform.rotation * (pos + Vector3.right * width * 2f),
|
||||||
|
Color.rebeccaPurple
|
||||||
|
);
|
||||||
|
|
||||||
|
// Draw foreground bar
|
||||||
Vector3 donePos = Vector3.up * 1.8f + Vector3.left * widthDone;
|
Vector3 donePos = Vector3.up * 1.8f + Vector3.left * widthDone;
|
||||||
Draw.ingame.Line(Camera.main.transform.rotation * donePos, Camera.main.transform.rotation *
|
Draw.ingame.Line(
|
||||||
(donePos + Vector3.right * widthDone * 2f), Color.red);
|
transform.position + Camera.main.transform.rotation * donePos,
|
||||||
|
transform.position + Camera.main.transform.rotation * (donePos + Vector3.right * widthDone * 2f),
|
||||||
|
Color.red
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Set last known time so that online players don't have flashing UIs
|
||||||
lastKnownReviveTime = elapsedTime;
|
lastKnownReviveTime = elapsedTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,50 +1,31 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
using Drawing;
|
using Drawing;
|
||||||
using NodeCanvas.BehaviourTrees;
|
|
||||||
using NodeCanvas.Framework;
|
using NodeCanvas.Framework;
|
||||||
using NodeCanvas.StateMachines;
|
using NodeCanvas.StateMachines;
|
||||||
using Reset;
|
|
||||||
using Reset.Units;
|
|
||||||
using Unity.Collections;
|
using Unity.Collections;
|
||||||
using Unity.Netcode;
|
using Unity.Netcode;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
public class Unit : NetworkBehaviour, INetworkSerializeByMemcpy{
|
public class Unit : NetworkBehaviour, INetworkSerializeByMemcpy{
|
||||||
|
// References
|
||||||
public string state;
|
private FSMOwner _fsm;
|
||||||
|
internal FSMOwner FSM{
|
||||||
public NetworkVariable<FixedString64Bytes> testSTate;
|
get{ if (!_fsm) { _fsm = GetComponent<FSMOwner>(); } return _fsm; }
|
||||||
|
}
|
||||||
private FSMOwner fsm;
|
|
||||||
|
|
||||||
private UnitMovementHandler _movement;
|
private UnitMovementHandler _movement;
|
||||||
internal UnitMovementHandler Movement{
|
internal UnitMovementHandler Movement{
|
||||||
get{
|
get{ if (!_movement) { _movement = GetComponent<UnitMovementHandler>(); } return _movement; }
|
||||||
if (!_movement) {
|
|
||||||
_movement = GetComponent<UnitMovementHandler>();
|
|
||||||
}
|
|
||||||
|
|
||||||
return _movement;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private GraphOwner _graph;
|
private GraphOwner _graph;
|
||||||
internal GraphOwner Graph{
|
internal GraphOwner Graph{
|
||||||
get{
|
get{ if (!_graph) { _graph = GetComponent<GraphOwner>(); } return _graph; }
|
||||||
if (!_graph) {
|
|
||||||
_graph = GetComponent<GraphOwner>();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return _graph;
|
// Debug and Gizmos
|
||||||
}
|
public NetworkVariable<FixedString64Bytes> graphStateAsString;
|
||||||
}
|
|
||||||
|
|
||||||
private void Awake(){
|
|
||||||
fsm = GetComponent<FSMOwner>();
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void Start(){
|
public virtual void Start(){
|
||||||
UnitStart();
|
UnitStart();
|
||||||
@@ -67,17 +48,14 @@ namespace Reset.Units{
|
|||||||
|
|
||||||
protected virtual void Update(){
|
protected virtual void Update(){
|
||||||
UpdateGizmos();
|
UpdateGizmos();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw Gizmos
|
||||||
|
void UpdateGizmos(){
|
||||||
if (GetComponent<IKillable>() != null) {
|
if (GetComponent<IKillable>() != null) {
|
||||||
GetComponent<IKillable>().DrawHealthDebug();
|
GetComponent<IKillable>().DrawHealthDebug();
|
||||||
}
|
}
|
||||||
|
|
||||||
UnitUpdate();
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void UnitUpdate(){ }
|
|
||||||
|
|
||||||
void UpdateGizmos(){
|
|
||||||
DrawOnlineStatusGizmo();
|
DrawOnlineStatusGizmo();
|
||||||
DrawStateGizmo();
|
DrawStateGizmo();
|
||||||
}
|
}
|
||||||
@@ -104,50 +82,34 @@ namespace Reset.Units{
|
|||||||
SetNewPosition(position);
|
SetNewPosition(position);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void SetNewPosition(Vector3 position){
|
public void SetNewPosition(Vector3 position){
|
||||||
|
// Set position, disabling the character controller if one is available
|
||||||
var contr = GetComponent<CharacterController>();
|
var contr = GetComponent<CharacterController>();
|
||||||
|
if (contr) contr.enabled = false;
|
||||||
if (contr)
|
|
||||||
contr.enabled = false;
|
|
||||||
|
|
||||||
transform.position = position;
|
transform.position = position;
|
||||||
|
|
||||||
if (contr)
|
if (contr) contr.enabled = true;
|
||||||
contr.enabled = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void DrawStateGizmo(){
|
private void DrawStateGizmo(){
|
||||||
if (fsm && UnitIsLocal()) {
|
// Get state from FSM
|
||||||
testSTate.Value = fsm.currentRootStateName;
|
if (UnitIsLocal()) {
|
||||||
// if (UnitIsNetworked()) {
|
graphStateAsString.Value = FSM.currentRootStateName;
|
||||||
// // state = fsm.currentRootStateName;
|
|
||||||
// SendStateInformationRpc(fsm.currentRootStateName);
|
|
||||||
// } else {
|
|
||||||
// state = fsm.currentRootStateName;
|
|
||||||
// }
|
|
||||||
} else {
|
|
||||||
fsm = GetComponent<FSMOwner>();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// state = state.ToString().ToUpper();
|
// Draw state gizmo, regardless of if local or not
|
||||||
|
|
||||||
try {
|
try {
|
||||||
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, testSTate.Value.ToString(), Color.red);
|
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, graphStateAsString.Value.ToString(),
|
||||||
|
Color.red);
|
||||||
} catch (Exception e) {
|
} catch (Exception e) {
|
||||||
Debug.LogError(e.Message);
|
Debug.LogError(e.Message);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[Rpc(SendTo.Everyone)]
|
|
||||||
public void SendStateInformationRpc(string newState){
|
|
||||||
Debug.Log($"newstate! {newState}");
|
|
||||||
state = newState;
|
|
||||||
}
|
|
||||||
|
|
||||||
[Rpc(SendTo.Owner)]
|
[Rpc(SendTo.Owner)]
|
||||||
public void TakeOwnershipRpc(ulong clientID){
|
public void TakeOwnershipRpc(ulong newOwnerID){
|
||||||
GetComponent<NetworkObject>().ChangeOwnership(clientID);
|
GetComponent<NetworkObject>().ChangeOwnership(newOwnerID);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Rpc(SendTo.Owner)]
|
[Rpc(SendTo.Owner)]
|
||||||
|
|||||||
@@ -8,13 +8,9 @@ namespace Reset.Units{
|
|||||||
// Temporary
|
// Temporary
|
||||||
private float inputMagnitude;
|
private float inputMagnitude;
|
||||||
|
|
||||||
void Start(){
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update(){
|
void Update(){
|
||||||
try {
|
|
||||||
// Temporary
|
// Temporary
|
||||||
|
try {
|
||||||
inputMagnitude = Mathf.MoveTowards(inputMagnitude, GetComponent<PlayerControls>().rawMoveInput.magnitude * 2f, 6f * Time.deltaTime);
|
inputMagnitude = Mathf.MoveTowards(inputMagnitude, GetComponent<PlayerControls>().rawMoveInput.magnitude * 2f, 6f * Time.deltaTime);
|
||||||
|
|
||||||
modelAnimator.SetFloat("Move Direction X", Unit.Movement.GetResolvedDirectionLocal().x * inputMagnitude);
|
modelAnimator.SetFloat("Move Direction X", Unit.Movement.GetResolvedDirectionLocal().x * inputMagnitude);
|
||||||
@@ -24,21 +20,6 @@ namespace Reset.Units{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SendTriggerToAnimator(string trigger){
|
|
||||||
if (!modelAnimator) {
|
|
||||||
Debug.LogError($"There is no animator set to recieve the trigger '{trigger}' on unit {name}.", gameObject);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
try {
|
|
||||||
modelAnimator.SetTrigger(trigger);
|
|
||||||
}
|
|
||||||
catch (Exception e)
|
|
||||||
{
|
|
||||||
Debug.LogError($"Failed to send trigger to Animator: {e.Message}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user