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|
||||
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"}}}'
|
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mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},"testobject":{"_name":"testobject","_id":"1ed67ab7-76d3-45fa-b36b-7e676e69dcea","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.GameObject,
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m_ObjectHideFlags: 0
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@@ -6368,12 +6456,17 @@ PrefabInstance:
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UnityEngine.AnimationModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"},"Combat
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Information":{"_value":{},"_name":"Combat Information","_id":"a15396c3-5ba0-4789-b5c5-39a6cfea1943","$type":"NodeCanvas.Framework.Variable`1[[NodeCanvas.Framework.VariableSeperator,
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mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"}}}'
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mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},"testobject":{"_name":"testobject","_id":"de2c7183-a5c3-4036-b92c-4b952c7a7af0","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.GameObject,
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@@ -6384,6 +6477,11 @@ PrefabInstance:
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value: '{"_name":"modelAnimator","_id":"64fd28ff-2ca7-4b11-89b9-2c0cf8961bf8","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.Animator,
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49
Assets/Scripts/Core/Graph Tasks/DrawReviveBar.cs
Normal file
49
Assets/Scripts/Core/Graph Tasks/DrawReviveBar.cs
Normal file
@@ -0,0 +1,49 @@
|
||||
using Drawing;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using Reset.Units;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
[Category("Reset/Temporary")]
|
||||
public class DrawReviveBar : ActionTask {
|
||||
|
||||
//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(){
|
||||
// using (Draw.WithColor(Color.forestGreen)){
|
||||
|
||||
|
||||
// EndAction(true);
|
||||
// }
|
||||
}
|
||||
|
||||
//Called once per frame while the action is active.
|
||||
protected override void OnUpdate(){
|
||||
agent.GetComponent<Player>().persistDrawingRevive = .5f;
|
||||
agent.GetComponent<Player>().DrawReviveBarRpc(elapsedTime);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Called when the task is disabled.
|
||||
protected override void OnStop() {
|
||||
|
||||
}
|
||||
|
||||
//Called when the task is paused.
|
||||
protected override void OnPause() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Core/Graph Tasks/DrawReviveBar.cs.meta
Normal file
2
Assets/Scripts/Core/Graph Tasks/DrawReviveBar.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3344c25cfd59ce44dbd4e72bddf0fd68
|
||||
49
Assets/Scripts/Core/Graph Tasks/IsInteractable.cs
Normal file
49
Assets/Scripts/Core/Graph Tasks/IsInteractable.cs
Normal file
@@ -0,0 +1,49 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Reset.Core {
|
||||
|
||||
[Category("Reset")]
|
||||
[Description("Checks if the object has IInteractable and if the interactable object is available for use.")]
|
||||
public class IsInteractable : ConditionTask{
|
||||
public BBParameter<GameObject> target;
|
||||
protected override string info{
|
||||
|
||||
|
||||
get{
|
||||
// string agentName = agent == null ? agentType.ToString() : target.ToString();
|
||||
return $"<b>{target.ToString()}</b> is interactable";
|
||||
}
|
||||
}
|
||||
|
||||
//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() {
|
||||
|
||||
}
|
||||
|
||||
//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(){
|
||||
IInteractable interactable = agent.GetComponent<IInteractable>();
|
||||
|
||||
if (interactable == null) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return interactable.CanInteract();
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Core/Graph Tasks/IsInteractable.cs.meta
Normal file
2
Assets/Scripts/Core/Graph Tasks/IsInteractable.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 05ba64cebc9dea24daaf3f204b387610
|
||||
50
Assets/Scripts/Core/Graph Tasks/MoveUnit.cs
Normal file
50
Assets/Scripts/Core/Graph Tasks/MoveUnit.cs
Normal file
@@ -0,0 +1,50 @@
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Reset.Units {
|
||||
[Category("Reset")]
|
||||
[Description("Moves a unit and calls the appropropriate RPC to move the unit on the owner")]
|
||||
public class MoveUnit : ActionTask<Unit>{
|
||||
protected override string info{
|
||||
get => $"Move Unit to <b>{position.value}</b>";
|
||||
}
|
||||
|
||||
public BBParameter<Vector3> position;
|
||||
|
||||
//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.UnitIsLocal()) {
|
||||
agent.SetNewPosition(position.value);
|
||||
} else {
|
||||
agent.SetNewPositionRpc(position.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() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Core/Graph Tasks/MoveUnit.cs.meta
Normal file
2
Assets/Scripts/Core/Graph Tasks/MoveUnit.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 643835ba2f810ea48813c97dc4213947
|
||||
49
Assets/Scripts/Core/Graph Tasks/SendAnimationTrigger.cs
Normal file
49
Assets/Scripts/Core/Graph Tasks/SendAnimationTrigger.cs
Normal file
@@ -0,0 +1,49 @@
|
||||
using System;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using Unity.Netcode;
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Reset.Core {
|
||||
|
||||
[Category("Reset")]
|
||||
[Description("Sends an animation trigger with network sync to networked objects")]
|
||||
public class SendAnimationTrigger : ActionTask<NetworkAnimator>{
|
||||
public BBParameter<string> trigger;
|
||||
|
||||
//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(){
|
||||
try {
|
||||
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);
|
||||
}
|
||||
|
||||
//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() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 02e8360f34e218546b718ebe401dd5b6
|
||||
63
Assets/Scripts/Core/Graph Tasks/SendEventToUnit.cs
Normal file
63
Assets/Scripts/Core/Graph Tasks/SendEventToUnit.cs
Normal file
@@ -0,0 +1,63 @@
|
||||
using System;
|
||||
using NodeCanvas.Framework;
|
||||
using ParadoxNotion.Design;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Reset.Units {
|
||||
[Category("Reset")]
|
||||
[Description("Send a string as an event to another unit. Works online as well")]
|
||||
public class SendEventToUnit : ActionTask<Unit>{
|
||||
public BBParameter<GameObject> target;
|
||||
public string eventToSend;
|
||||
|
||||
protected override string info{
|
||||
get{
|
||||
return $"Send event <b>{eventToSend}</b> to <b>{target}</b>";
|
||||
}
|
||||
}
|
||||
|
||||
//Use for initialization. This is called only once in the lifetime of the task.
|
||||
//Return null if init was successfull. Return an error string otherwise
|
||||
protected override string OnInit() {
|
||||
return null;
|
||||
}
|
||||
|
||||
//This is called once each time the task is enabled.
|
||||
//Call EndAction() to mark the action as finished, either in success or failure.
|
||||
//EndAction can be called from anywhere.
|
||||
protected override void OnExecute(){
|
||||
Unit targetUnit = target.value.GetComponent<Unit>();
|
||||
|
||||
try {
|
||||
if (targetUnit != null) {
|
||||
if (target.value.GetComponent<Unit>().UnitIsNetworked()) {
|
||||
targetUnit.DoGraphEventRpc(eventToSend);
|
||||
} else {
|
||||
targetUnit.GetComponent<GraphOwner>().SendEvent("eventToSend");
|
||||
}
|
||||
}
|
||||
} catch (Exception e) {
|
||||
Debug.LogError($"Failed to send event {eventToSend} to {target}: {e.Message}");
|
||||
}
|
||||
|
||||
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() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Core/Graph Tasks/SendEventToUnit.cs.meta
Normal file
2
Assets/Scripts/Core/Graph Tasks/SendEventToUnit.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8c4b6409f7727e4fa7a6cec09d42751
|
||||
@@ -2,6 +2,8 @@ using UnityEngine;
|
||||
|
||||
public interface IInteractable{
|
||||
public void Interact();
|
||||
public bool CanInteract();
|
||||
public void CancelInteract();
|
||||
public void OnObserverDetected(EnvironmentObserver observer);
|
||||
}
|
||||
|
||||
|
||||
@@ -46,6 +46,10 @@ namespace Reset.Items{
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanInteract(){
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
|
||||
IEnumerator SpawnItems(){
|
||||
for (int i = 0; i < Random.Range(minItemsToSpawn, maxItemsToSpawn); i++) {
|
||||
|
||||
@@ -29,6 +29,10 @@ namespace Reset.Items{
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanInteract(){
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void CancelInteract(){
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
@@ -1,24 +1,28 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Drawing;
|
||||
using Reset;
|
||||
using Reset.Core;
|
||||
using Reset.Core.Tools;
|
||||
using Reset.Units;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
||||
using Sirenix.Serialization;
|
||||
using UnityEngine;
|
||||
using Unity.Netcode;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class Player : Unit, IKillable{
|
||||
public class Player : Unit, IKillable, IInteractable{
|
||||
[HideInInspector] public PlayerControls controls;
|
||||
|
||||
float IKillable.maxHealth{ get; set; }
|
||||
float IKillable.currentHealth{ get; set; }
|
||||
public float maxHealth{ get; set; }
|
||||
public float currentHealth{ get; set; }
|
||||
|
||||
public NetworkVariable<bool> _isDowned;
|
||||
|
||||
public bool IsDowned => _isDowned.Value;
|
||||
|
||||
private float timeDowned;
|
||||
|
||||
public GameObject pickupTarget;
|
||||
|
||||
void Awake(){
|
||||
controls = GetComponent<PlayerControls>();
|
||||
maxHealth = 20f;
|
||||
}
|
||||
|
||||
public void Attach(){
|
||||
@@ -58,14 +62,121 @@ namespace Reset.Units{
|
||||
public void TakeDamage(DamageSource source){
|
||||
((IKillable)this).currentHealth -= source.damageDealt;
|
||||
|
||||
if (UnitIsNetworked()) {
|
||||
SetNewHealthRpc(currentHealth);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// TODO: Move somewhere not stupid so there's not an identical method in Enemy.cs
|
||||
[Rpc(SendTo.Everyone)]
|
||||
public void SetNewHealthRpc(float health){
|
||||
currentHealth = health;
|
||||
|
||||
// NOTE: only here for testing. Move out of here into some "post damage" check method
|
||||
if (((IKillable)this).currentHealth <= 0) {
|
||||
Kill();
|
||||
// if (UnitIsNetworked()) {
|
||||
Down();
|
||||
// } else {
|
||||
// Kill();
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
public void Kill(){
|
||||
throw new NotImplementedException();
|
||||
public void Down(){
|
||||
Graph.SendEvent("Downed");
|
||||
}
|
||||
|
||||
public void Kill(){
|
||||
Graph.SendEvent("Killed");
|
||||
}
|
||||
|
||||
public void Interact(){
|
||||
// Check if the other player can be interacted with at all
|
||||
if (pickupTarget&& pickupTarget.GetComponent<Player>().CanInteract()) {
|
||||
// Tell the local player to start picking up the ally and switch states
|
||||
Graph.SendEvent("Picking Up Ally");
|
||||
|
||||
// Tell the target player to start getting picked up.
|
||||
pickupTarget.GetComponent<Player>().StartPickupRpc();
|
||||
|
||||
// Wait for the pickup timer to finish
|
||||
StartCoroutine(PickupTimer());
|
||||
}
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Owner)]
|
||||
public void StartPickupRpc(){
|
||||
// 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");
|
||||
}
|
||||
|
||||
IEnumerator PickupTimer(){
|
||||
// Start a timer and wait for it to complete
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < 7f) {
|
||||
elapsed += 1f * Time.deltaTime;
|
||||
|
||||
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Graph.SendEvent("Pick Up Success");
|
||||
}
|
||||
|
||||
public bool CanInteract(){
|
||||
return IsDowned;
|
||||
}
|
||||
|
||||
public void CancelInteract(){
|
||||
Graph.SendEvent("Pick Up Failed");
|
||||
}
|
||||
|
||||
public void OnObserverDetected(EnvironmentObserver observer){
|
||||
// Try and get a Player component from the current hit object
|
||||
// The rest of the logic will continue as expected so long as an
|
||||
pickupTarget = observer.hit.collider.gameObject;
|
||||
DrawInteractStatus();
|
||||
}
|
||||
|
||||
void DrawInteractStatus(){
|
||||
using (Draw.WithColor(Color.blue)) {
|
||||
Draw.ingame.Label2D(transform.position + Vector3.up * 2.5f, "Interactable",
|
||||
Color.orchid);
|
||||
}
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Everyone)]
|
||||
public void DrawReviveBarRpc(float elapsedTime){
|
||||
Debug.Log("test is drawn");
|
||||
using (Draw.ingame.WithLineWidth(5f)) {
|
||||
using (Draw.InLocalSpace(transform)){
|
||||
float width = .9f;
|
||||
float widthDone = width * elapsedTime / 5f;
|
||||
|
||||
widthDone = Mathf.Clamp(widthDone, 0, width);
|
||||
|
||||
Vector3 pos = Vector3.up * 1.8f + Vector3.left * width + Vector3.forward * .01f;
|
||||
Draw.ingame.Line(Camera.main.transform.rotation * pos, Camera.main.transform.rotation *
|
||||
(pos + Vector3.right * width * 2f), Color.rebeccaPurple);
|
||||
|
||||
Vector3 donePos = Vector3.up * 1.8f + Vector3.left * widthDone;
|
||||
Draw.ingame.Line(Camera.main.transform.rotation * donePos, Camera.main.transform.rotation *
|
||||
(donePos + Vector3.right * widthDone * 2f), Color.red);
|
||||
}
|
||||
}
|
||||
|
||||
lastKnownReviveTime = elapsedTime;
|
||||
}
|
||||
|
||||
void LateUpdate(){
|
||||
// Clear the pickupTarget every frame
|
||||
// NOTE: Will this work online?
|
||||
pickupTarget = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -157,7 +157,8 @@ public class EnvironmentObserver{
|
||||
}
|
||||
|
||||
if (hit.transform != null) {
|
||||
if (hit.transform.GetComponent<IInteractable>() != null) {
|
||||
IInteractable interactable = hit.transform.GetComponent<IInteractable>();
|
||||
if (interactable != null && interactable.CanInteract()) {
|
||||
hit.transform.GetComponent<IInteractable>().OnObserverDetected(this);
|
||||
}
|
||||
return true;
|
||||
|
||||
@@ -2,17 +2,55 @@
|
||||
using System.Collections;
|
||||
using System.Threading.Tasks;
|
||||
using Drawing;
|
||||
using NodeCanvas.BehaviourTrees;
|
||||
using NodeCanvas.Framework;
|
||||
using NodeCanvas.StateMachines;
|
||||
using Reset;
|
||||
using Reset.Units;
|
||||
using Unity.Collections;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class Unit : NetworkBehaviour{
|
||||
public class Unit : NetworkBehaviour, INetworkSerializeByMemcpy{
|
||||
|
||||
public string state;
|
||||
|
||||
public NetworkVariable<FixedString64Bytes> testSTate;
|
||||
|
||||
private FSMOwner fsm;
|
||||
|
||||
private UnitMovementHandler _movement;
|
||||
internal UnitMovementHandler Movement{
|
||||
get{
|
||||
if (!_movement) {
|
||||
_movement = GetComponent<UnitMovementHandler>();
|
||||
}
|
||||
|
||||
return _movement;
|
||||
}
|
||||
}
|
||||
|
||||
private GraphOwner _graph;
|
||||
internal GraphOwner Graph{
|
||||
get{
|
||||
if (!_graph) {
|
||||
_graph = GetComponent<GraphOwner>();
|
||||
}
|
||||
|
||||
return _graph;
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake(){
|
||||
fsm = GetComponent<FSMOwner>();
|
||||
}
|
||||
|
||||
public virtual void Start(){
|
||||
UnitStart();
|
||||
}
|
||||
|
||||
|
||||
public virtual void UnitStart(){ }
|
||||
|
||||
public bool UnitIsNetworked(){
|
||||
@@ -40,6 +78,11 @@ namespace Reset.Units{
|
||||
public virtual void UnitUpdate(){ }
|
||||
|
||||
void UpdateGizmos(){
|
||||
DrawOnlineStatusGizmo();
|
||||
DrawStateGizmo();
|
||||
}
|
||||
|
||||
private void DrawOnlineStatusGizmo(){
|
||||
string onlineStatus = "Not Online";
|
||||
Color onlineColor = Color.gray;
|
||||
|
||||
@@ -56,9 +99,60 @@ namespace Reset.Units{
|
||||
Draw.ingame.Label2D(transform.position + Vector3.up * 2.5f, onlineStatus, onlineColor);
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Owner)]
|
||||
public void SetNewPositionRpc(Vector3 position){
|
||||
SetNewPosition(position);
|
||||
}
|
||||
|
||||
|
||||
public void SetNewPosition(Vector3 position){
|
||||
var contr = GetComponent<CharacterController>();
|
||||
|
||||
if (contr)
|
||||
contr.enabled = false;
|
||||
|
||||
transform.position = position;
|
||||
|
||||
if (contr)
|
||||
contr.enabled = true;
|
||||
}
|
||||
|
||||
private void DrawStateGizmo(){
|
||||
if (fsm && UnitIsLocal()) {
|
||||
testSTate.Value = fsm.currentRootStateName;
|
||||
// if (UnitIsNetworked()) {
|
||||
// // state = fsm.currentRootStateName;
|
||||
// SendStateInformationRpc(fsm.currentRootStateName);
|
||||
// } else {
|
||||
// state = fsm.currentRootStateName;
|
||||
// }
|
||||
} else {
|
||||
fsm = GetComponent<FSMOwner>();
|
||||
}
|
||||
|
||||
// state = state.ToString().ToUpper();
|
||||
|
||||
try {
|
||||
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, testSTate.Value.ToString(), Color.red);
|
||||
} catch (Exception e) {
|
||||
Debug.LogError(e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Everyone)]
|
||||
public void SendStateInformationRpc(string newState){
|
||||
Debug.Log($"newstate! {newState}");
|
||||
state = newState;
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Owner)]
|
||||
public void TakeOwnershipRpc(ulong clientID){
|
||||
GetComponent<NetworkObject>().ChangeOwnership(clientID);
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Owner)]
|
||||
public void DoGraphEventRpc(string eventToSend){
|
||||
Debug.Log(eventToSend);
|
||||
GetComponent<FSMOwner>().SendEvent(eventToSend); }
|
||||
}
|
||||
}
|
||||
44
Assets/Scripts/Units/UnitAnimation.cs
Normal file
44
Assets/Scripts/Units/UnitAnimation.cs
Normal file
@@ -0,0 +1,44 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public class UnitAnimation : UnitComponent{
|
||||
public Animator modelAnimator;
|
||||
|
||||
// Temporary
|
||||
private float inputMagnitude;
|
||||
|
||||
void Start(){
|
||||
|
||||
}
|
||||
|
||||
void Update(){
|
||||
try {
|
||||
// Temporary
|
||||
inputMagnitude = Mathf.MoveTowards(inputMagnitude, GetComponent<PlayerControls>().rawMoveInput.magnitude * 2f, 6f * Time.deltaTime);
|
||||
|
||||
modelAnimator.SetFloat("Move Direction X", Unit.Movement.GetResolvedDirectionLocal().x * inputMagnitude);
|
||||
modelAnimator.SetFloat("Move Direction Y", Unit.Movement.GetResolvedDirectionLocal().y * inputMagnitude);
|
||||
} catch (Exception e) {
|
||||
Debug.LogError($"Failed in setting X and Y move direction floats: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
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}");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
2
Assets/Scripts/Units/UnitAnimation.cs.meta
Normal file
2
Assets/Scripts/Units/UnitAnimation.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a481e07cce98ed54ea4f1e9622c7df8b
|
||||
@@ -335,6 +335,9 @@ namespace Reset.Units{
|
||||
return resolvedMovement.moveDirection.World;
|
||||
}
|
||||
|
||||
public Vector2 GetResolvedDirectionLocal(){
|
||||
return resolvedMovement.moveDirection.Local;
|
||||
}
|
||||
public Vector3 GetResolvedDirectionVector3(){
|
||||
return resolvedMovement.moveDirection.World.ToVector3();
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.unity.ai.navigation": "2.0.8",
|
||||
"com.unity.burst": "1.8.25",
|
||||
"com.unity.cinemachine": "3.1.2",
|
||||
"com.unity.collab-proxy": "2.8.2",
|
||||
"com.unity.ide.rider": "3.0.36",
|
||||
|
||||
@@ -33,8 +33,8 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.burst": {
|
||||
"version": "1.8.24",
|
||||
"depth": 1,
|
||||
"version": "1.8.25",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.mathematics": "1.2.1",
|
||||
|
||||
Reference in New Issue
Block a user