added: revive ui bar
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49
Assets/Scripts/Core/Graph Tasks/DrawReviveBar.cs
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49
Assets/Scripts/Core/Graph Tasks/DrawReviveBar.cs
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using Drawing;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Reset.Units;
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using Unity.Mathematics;
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using Unity.Netcode;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset/Temporary")]
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public class DrawReviveBar : ActionTask {
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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// using (Draw.WithColor(Color.forestGreen)){
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// EndAction(true);
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// }
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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agent.GetComponent<Player>().persistDrawingRevive = .5f;
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agent.GetComponent<Player>().DrawReviveBarRpc(elapsedTime);
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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2
Assets/Scripts/Core/Graph Tasks/DrawReviveBar.cs.meta
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2
Assets/Scripts/Core/Graph Tasks/DrawReviveBar.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 3344c25cfd59ce44dbd4e72bddf0fd68
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@@ -150,6 +150,29 @@ namespace Reset.Units{
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}
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}
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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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using (Draw.ingame.WithLineWidth(5f)) {
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using (Draw.InLocalSpace(transform)){
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float width = .9f;
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float widthDone = width * elapsedTime / 5f;
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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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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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}
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}
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lastKnownReviveTime = elapsedTime;
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}
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void LateUpdate(){
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// Clear the pickupTarget every frame
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// NOTE: Will this work online?
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