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35 Commits
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6659b6ee7c
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Assets/Enemies.meta
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Assets/Enemies/Models.meta
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Assets/Enemies/Models/TestMonster.meta
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Assets/Enemies/Models/TestMonster/TestMonsterModel.fbx
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Assets/Enemies/Models/TestMonster/TestMonsterModel.fbx.meta
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Assets/Enemies/Models/TestMonster/TestMonsterModel.fbx.meta
Normal file
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--- !u!1102 &-762329493899166440
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--- !u!91 &9100000
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--- !u!1101 &1884416669882918329
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--- !u!1102 &2674828334277978819
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--- !u!1102 &2846885752072739483
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--- !u!1102 &3379675004845603719
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--- !u!1101 &3599139659759127232
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--- !u!1101 &4299374430097347064
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AnimatorStateTransition:
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--- !u!1101 &6289592108717075239
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AnimatorStateTransition:
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--- !u!206 &9024195164895604365
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m_Childs:
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m_Motion: {fileID: -3100369314251171874, guid: 64c95eab532c57d4eb98569c66e7455a, type: 3}
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,43 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
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|
--- !u!1107 &-6638317236673258601
|
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|
AnimatorStateMachine:
|
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|
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m_ObjectHideFlags: 1
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m_PrefabAsset: {fileID: 0}
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m_Name: Base Layer
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m_ChildStates: []
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m_ChildStateMachines: []
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m_AnyStateTransitions: []
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m_EntryTransitions: []
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m_StateMachineTransitions: {}
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m_StateMachineBehaviours: []
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m_AnyStatePosition: {x: 50, y: 20, z: 0}
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m_EntryPosition: {x: 50, y: 120, z: 0}
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m_ExitPosition: {x: 800, y: 120, z: 0}
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m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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m_DefaultState: {fileID: 0}
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--- !u!91 &9100000
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|
AnimatorController:
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|
m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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|
m_Name: TestMonsterObjectAnimController 1
|
||||||
|
serializedVersion: 5
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File diff suppressed because it is too large
Load Diff
6
Assets/Scripts/Core/Editor/OdinNetworkEditorBehaviour.cs
Normal file
6
Assets/Scripts/Core/Editor/OdinNetworkEditorBehaviour.cs
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
using Sirenix.OdinInspector.Editor;
|
||||||
|
using Unity.Netcode;
|
||||||
|
using UnityEditor;
|
||||||
|
|
||||||
|
[CustomEditor(typeof(NetworkBehaviour), true)]
|
||||||
|
public class OdinNetworkBehaviourEditor : OdinEditor{}
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@@ -0,0 +1,2 @@
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|
fileFormatVersion: 2
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||||||
|
guid: c7aea7e983220b44ebb6af6e4cd9f46d
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|||||||
using NodeCanvas.Editor;
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
using NodeCanvas.Editor;
|
||||||
using ParadoxNotion.Design;
|
using ParadoxNotion.Design;
|
||||||
using Reset.Core;
|
using Reset.Core;
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
@@ -477,4 +481,6 @@ public static class ValueGroupEditorUtilities{
|
|||||||
textColor = Color.white
|
textColor = Color.white
|
||||||
}
|
}
|
||||||
};
|
};
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||||||
}
|
}
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||||||
|
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||||||
|
#endif
|
||||||
@@ -1,14 +1,18 @@
|
|||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
|
namespace Reset.Units{
|
||||||
public float lockonTargetRadius{ get; set; } = 1f;
|
public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
|
||||||
|
public float lockonTargetRadius{ get; set; } = 1f;
|
||||||
public void OnTargetDelete(){
|
public bool lockonDebug{ get; set; } = false;
|
||||||
GetComponent<ILockOnTarget>().SafelyDeleteTarget();
|
public float lockonRaycastVerticalOffset{ get; set; }
|
||||||
}
|
|
||||||
|
|
||||||
void OnDestroy(){
|
public void OnTargetDelete(){
|
||||||
OnTargetDelete();
|
GetComponent<ILockOnTarget>().SafelyDeleteTarget();
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDestroy(){
|
||||||
|
OnTargetDelete();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -118,7 +118,6 @@ namespace Reset {
|
|||||||
if (check && isSingleTargetHit && !outputHit.isNoneOrNull) {
|
if (check && isSingleTargetHit && !outputHit.isNoneOrNull) {
|
||||||
outputHit.value = observer.hit;
|
outputHit.value = observer.hit;
|
||||||
} else if (check && !isSingleTargetHit && !outputHitArray.isNoneOrNull) {
|
} else if (check && !isSingleTargetHit && !outputHitArray.isNoneOrNull) {
|
||||||
Debug.Log(observer.overlapHits.Length);
|
|
||||||
outputHitArray.value.AddRange(observer.overlapHits);
|
outputHitArray.value.AddRange(observer.overlapHits);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -63,11 +63,8 @@ namespace NodeCanvas.Tasks.Conditions {
|
|||||||
// Take the input arguments as objects and convert them to InputAction & Phases
|
// Take the input arguments as objects and convert them to InputAction & Phases
|
||||||
InputAction thisAction = (InputAction)args[0];
|
InputAction thisAction = (InputAction)args[0];
|
||||||
InputActionPhase thisActionPhase = (InputActionPhase)args[1];
|
InputActionPhase thisActionPhase = (InputActionPhase)args[1];
|
||||||
|
|
||||||
// Debug.Log(thisActionPhase);
|
|
||||||
|
|
||||||
if (actionName.value == thisAction.name && actionPhase.value == thisActionPhase && !blocked) {
|
if (actionName.value == thisAction.name && actionPhase.value == thisActionPhase && !blocked) {
|
||||||
Debug.Log($"Recieved an unblocked {thisAction} @ {Time.time}.");
|
|
||||||
YieldReturn(true);
|
YieldReturn(true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ namespace Reset.Core {
|
|||||||
if (damageSource.value.source != null) {
|
if (damageSource.value.source != null) {
|
||||||
Debug.LogError($"Target {target.name} cannot be dealt damage as it does not implement the IDamageable interface. It was attempted an attack by {damageSource.value.source}");
|
Debug.LogError($"Target {target.name} cannot be dealt damage as it does not implement the IDamageable interface. It was attempted an attack by {damageSource.value.source}");
|
||||||
} else {
|
} else {
|
||||||
Debug.LogError($"Target {target.name} cannot be dealt damage as it does not implement the IDamageable interface. This attack has no source.");
|
Debug.LogError($"Target {target.name} cannot be dealt damage as it does not implement the IDamageable interface.");
|
||||||
}
|
}
|
||||||
|
|
||||||
continue;
|
continue;
|
||||||
|
|||||||
43
Assets/Scripts/Core/Graph Tasks/DrawReviveBar.cs
Normal file
43
Assets/Scripts/Core/Graph Tasks/DrawReviveBar.cs
Normal file
@@ -0,0 +1,43 @@
|
|||||||
|
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(){
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
//Called once per frame while the action is active.
|
||||||
|
protected override void OnUpdate(){
|
||||||
|
agent.GetComponent<Player>().persistDrawingRevive = 1f;
|
||||||
|
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
|
||||||
47
Assets/Scripts/Core/Graph Tasks/IsInteractable.cs
Normal file
47
Assets/Scripts/Core/Graph Tasks/IsInteractable.cs
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
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 = target.value.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
|
||||||
47
Assets/Scripts/Core/Graph Tasks/SendAnimationTrigger.cs
Normal file
47
Assets/Scripts/Core/Graph Tasks/SendAnimationTrigger.cs
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
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 graph 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
|
||||||
@@ -4,7 +4,7 @@ using ParadoxNotion.Serialization.FullSerializer;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Logger = ParadoxNotion.Services.Logger;
|
using Logger = ParadoxNotion.Services.Logger;
|
||||||
|
|
||||||
namespace NodeCanvas.Tasks.Actions {
|
namespace Reset.Units {
|
||||||
[Category("Reset")]
|
[Category("Reset")]
|
||||||
public class UpdateObjectCameraTracking : ActionTask<LockOnManager> {
|
public class UpdateObjectCameraTracking : ActionTask<LockOnManager> {
|
||||||
|
|
||||||
|
|||||||
@@ -4,32 +4,33 @@ using UnityEngine;
|
|||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
using UnityEngine.UIElements;
|
using UnityEngine.UIElements;
|
||||||
|
|
||||||
public class InputFinder : MonoBehaviour{
|
namespace Reset.Units{
|
||||||
public InputActionMap actionMap;
|
public class InputFinder : MonoBehaviour{
|
||||||
|
public InputActionMap actionMap;
|
||||||
void Start(){
|
|
||||||
actionMap.actions[0].performed += ctx => { InputPressed(ctx); };
|
|
||||||
|
|
||||||
GetComponent<UIDocument>().enabled = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AwaitNewInput(){
|
void Start(){
|
||||||
GameManager.ClearCurrentController();
|
actionMap.actions[0].performed += ctx => { InputPressed(ctx); };
|
||||||
|
|
||||||
GetComponent<UIDocument>().enabled = true;
|
|
||||||
actionMap.Enable();
|
|
||||||
}
|
|
||||||
|
|
||||||
void InputPressed(InputAction.CallbackContext context){
|
GetComponent<UIDocument>().enabled = false;
|
||||||
try {
|
|
||||||
GameManager.AttachControllerToPlayer(context.control.device);
|
|
||||||
Debug.Log(context.control.device);
|
|
||||||
} catch (Exception e) {
|
|
||||||
Debug.LogError($"Failed to set the new device to the player: {e.Message}");
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GetComponent<UIDocument>().enabled = false;
|
public void AwaitNewInput(){
|
||||||
actionMap.Disable();
|
PlayerManager.ClearCurrentController();
|
||||||
|
|
||||||
|
GetComponent<UIDocument>().enabled = true;
|
||||||
|
actionMap.Enable();
|
||||||
|
}
|
||||||
|
|
||||||
|
void InputPressed(InputAction.CallbackContext context){
|
||||||
|
try {
|
||||||
|
PlayerManager.AttachControllerToPlayer(context.control.device);
|
||||||
|
} catch (Exception e) {
|
||||||
|
Debug.LogError($"Failed to set the new device to the player: {e.Message}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
GetComponent<UIDocument>().enabled = false;
|
||||||
|
actionMap.Disable();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,6 +2,8 @@ using UnityEngine;
|
|||||||
|
|
||||||
public interface IInteractable{
|
public interface IInteractable{
|
||||||
public void Interact();
|
public void Interact();
|
||||||
|
public bool CanInteract();
|
||||||
public void CancelInteract();
|
public void CancelInteract();
|
||||||
public void OnObserverDetected(EnvironmentObserver observer);
|
public void OnObserverDetected(EnvironmentObserver observer);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -2,7 +2,9 @@ using System;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Numerics;
|
using System.Numerics;
|
||||||
|
using System.Runtime.CompilerServices;
|
||||||
using Reset;
|
using Reset;
|
||||||
|
using Reset.Core;
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
using Unity.Cinemachine;
|
using Unity.Cinemachine;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
@@ -12,267 +14,301 @@ using UnityEngine.UIElements;
|
|||||||
using Vector2 = UnityEngine.Vector2;
|
using Vector2 = UnityEngine.Vector2;
|
||||||
using Vector3 = UnityEngine.Vector3;
|
using Vector3 = UnityEngine.Vector3;
|
||||||
|
|
||||||
public class LockOnManager : MonoBehaviour{
|
namespace Reset.Units{
|
||||||
public class ActiveLockOnTarget{
|
public class LockOnManager : MonoBehaviour{
|
||||||
public GameObject gameObject;
|
public class ActiveLockOnTarget{
|
||||||
public float targetWeight;
|
public GameObject gameObject;
|
||||||
public float refVelocity;
|
public float targetWeight;
|
||||||
public CinemachineTargetGroup.Target cinemachineTarget;
|
public float refVelocity;
|
||||||
}
|
public CinemachineTargetGroup.Target cinemachineTarget;
|
||||||
|
|
||||||
public static LockOnManager Instance;
|
|
||||||
|
|
||||||
// Lock On settings
|
|
||||||
[Space(5)] public float lockOnRange = 40f;
|
|
||||||
public float lockOnMaxAngle = 70f;
|
|
||||||
[Range(0,1)] public float mainTargetWeight = .15f;
|
|
||||||
[FormerlySerializedAs("smoothing")] public float smoothTime = 1f;
|
|
||||||
|
|
||||||
// Lock On Tracking
|
|
||||||
[Space(10)]
|
|
||||||
|
|
||||||
public ActiveLockOnTarget mainTarget;
|
|
||||||
|
|
||||||
public List<ActiveLockOnTarget> activeTargets = new List<ActiveLockOnTarget>();
|
|
||||||
|
|
||||||
[ReadOnly] public CinemachineTargetGroup.Target lockonTarget;
|
|
||||||
public CinemachineTargetGroup targetGroup;
|
|
||||||
|
|
||||||
private List<GameObject> acceptedTargets = new List<GameObject>();
|
|
||||||
|
|
||||||
// UI
|
|
||||||
[ShowInInspector] public UIDocument lockOnDocument;
|
|
||||||
private Label elementLabelName;
|
|
||||||
private VisualElement elementRoot;
|
|
||||||
|
|
||||||
private void Awake(){
|
|
||||||
// Register as singleton
|
|
||||||
if (Instance == null) {
|
|
||||||
Instance = this;
|
|
||||||
} else {
|
|
||||||
this.enabled = false;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// References from camera
|
|
||||||
targetGroup = GameManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
|
|
||||||
lockOnDocument = GameManager.UI.transform.Find("Lock On").GetComponent<UIDocument>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
|
||||||
void Start(){
|
|
||||||
// Quick check for things in lock-on target that aren't lock-onable
|
|
||||||
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
|
|
||||||
mainTarget.gameObject.AddComponent<GenericLockOnTarget>();
|
|
||||||
Debug.LogWarning($"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup");
|
public static LockOnManager Instance;
|
||||||
elementLabelName = lockOnDocument.rootVisualElement.Query<Label>("LockOnName").First();
|
|
||||||
|
|
||||||
// Add all nearby game objects to lock-on eligible list
|
// Lock On settings
|
||||||
GameObject[] allGameObjects = GameObject.FindObjectsByType<GameObject>(0, 0);
|
[Space(5)] public float lockOnRange = 40f;
|
||||||
|
public float lockOnMaxAngle = 70f;
|
||||||
|
[Range(0, 1)] public float mainTargetWeight = .15f;
|
||||||
|
[FormerlySerializedAs("smoothing")] public float smoothTime = 1f;
|
||||||
|
|
||||||
foreach (GameObject thisObject in allGameObjects) {
|
// Lock On Tracking
|
||||||
if (thisObject.GetComponent<ILockOnTarget>() != null) {
|
[Space(10)] public ActiveLockOnTarget mainTarget;
|
||||||
acceptedTargets.Add(thisObject);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AttachCamera(GameObject target){
|
public List<ActiveLockOnTarget> activeTargets = new List<ActiveLockOnTarget>();
|
||||||
targetGroup = GameManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
|
|
||||||
Debug.Log($"{GameManager.Camera}");
|
|
||||||
|
|
||||||
// Set the camera's target as the player
|
[ReadOnly] public CinemachineTargetGroup.Target lockonTarget;
|
||||||
targetGroup.Targets.Add(new CinemachineTargetGroup.Target{Object = target.transform, Radius = 3.5f, Weight = 1f});
|
public CinemachineTargetGroup targetGroup;
|
||||||
GameManager.Camera.transform.Find("Cinemachine").GetComponent<CinemachineCamera>().Target.TrackingTarget = target.transform;
|
|
||||||
GameManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().PlayerInput =
|
|
||||||
GetComponent<PlayerInput>();
|
|
||||||
GameManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().AddEvents();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update(){
|
public List<GameObject> acceptedTargets = new List<GameObject>();
|
||||||
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
|
|
||||||
mainTarget.gameObject.AddComponent<GenericLockOnTarget>();
|
// UI
|
||||||
Debug.LogWarning($"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
|
[ShowInInspector] public UIDocument lockOnDocument;
|
||||||
|
private Label elementLabelName;
|
||||||
|
private VisualElement elementRoot;
|
||||||
|
|
||||||
|
private void Awake(){
|
||||||
|
// // Register as singleton
|
||||||
|
// if (Instance == null) {
|
||||||
|
// Instance = this;
|
||||||
|
// } else {
|
||||||
|
// this.enabled = false;
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// References from camera
|
||||||
|
targetGroup = PlayerManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
|
||||||
|
lockOnDocument = UIManager.UI.transform.Find("Lock On").GetComponent<UIDocument>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Iterate through targets, pushing their Target Group weight towards their goal weight, or removing them if they get too low.
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
for (int i = 0; i < activeTargets.Count; i++) {
|
void Start(){
|
||||||
if (activeTargets[i].gameObject == this.gameObject) {
|
// Quick check for things in lock-on target that aren't lock-onable
|
||||||
continue;
|
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
|
||||||
|
mainTarget.gameObject.AddComponent<GenericLockOnTarget>();
|
||||||
|
Debug.LogWarning(
|
||||||
|
$"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
|
||||||
}
|
}
|
||||||
|
|
||||||
activeTargets[i].cinemachineTarget.Weight =
|
elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup");
|
||||||
Mathf.SmoothDamp(
|
elementLabelName = lockOnDocument.rootVisualElement.Query<Label>("LockOnName").First();
|
||||||
activeTargets[i].cinemachineTarget.Weight,
|
|
||||||
activeTargets[i].targetWeight,
|
|
||||||
ref activeTargets[i].refVelocity,
|
|
||||||
smoothTime * Time.deltaTime);
|
|
||||||
|
|
||||||
if (activeTargets[i].cinemachineTarget.Weight < 0.0001f) {
|
|
||||||
StartCoroutine(RemoveFromTargetAtFrameEnd(activeTargets[i]));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator RemoveFromTargetAtFrameEnd(ActiveLockOnTarget target){
|
// Add all nearby game objects to lock-on eligible list
|
||||||
yield return new WaitForEndOfFrame();
|
GameObject[] allGameObjects = FindObjectsByType<GameObject>(0, 0);
|
||||||
|
|
||||||
activeTargets.Remove(target);
|
foreach (GameObject thisObject in allGameObjects) {
|
||||||
targetGroup.Targets.Remove(target.cinemachineTarget);
|
if (thisObject.GetComponent<ILockOnTarget>() != null) {
|
||||||
}
|
acceptedTargets.Add(thisObject);
|
||||||
|
|
||||||
public void AddNewTarget(GameObject targetObject, float targetWeight, bool isMain = false){
|
|
||||||
// Check that the target doesn't already exist- if it does, just change it's weight/make it main
|
|
||||||
foreach (ActiveLockOnTarget target in activeTargets) {
|
|
||||||
if (target.gameObject == targetObject) {
|
|
||||||
target.targetWeight = targetWeight;
|
|
||||||
|
|
||||||
if (isMain) {
|
|
||||||
mainTarget = target;
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AttachCamera(GameObject target){
|
||||||
|
targetGroup = PlayerManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
|
||||||
|
Debug.Log($"{PlayerManager.Camera}");
|
||||||
|
|
||||||
|
// Set the camera's target as the player
|
||||||
|
targetGroup.Targets.Add(new CinemachineTargetGroup.Target
|
||||||
|
{ Object = target.transform, Radius = 3.5f, Weight = 1f });
|
||||||
|
PlayerManager.Camera.transform.Find("Cinemachine").GetComponent<CinemachineCamera>().Target.TrackingTarget =
|
||||||
|
target.transform;
|
||||||
|
PlayerManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().PlayerInput =
|
||||||
|
GetComponent<PlayerInput>();
|
||||||
|
PlayerManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().AddEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update(){
|
||||||
|
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
|
||||||
|
mainTarget.gameObject.AddComponent<GenericLockOnTarget>();
|
||||||
|
Debug.LogWarning(
|
||||||
|
$"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Iterate through targets, pushing their Target Group weight towards their goal weight, or removing them if they get too low.
|
||||||
|
for (int i = 0; i < activeTargets.Count; i++) {
|
||||||
|
if (activeTargets[i].gameObject == this.gameObject) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
activeTargets[i].cinemachineTarget.Weight =
|
||||||
|
Mathf.SmoothDamp(
|
||||||
|
activeTargets[i].cinemachineTarget.Weight,
|
||||||
|
activeTargets[i].targetWeight,
|
||||||
|
ref activeTargets[i].refVelocity,
|
||||||
|
smoothTime * Time.deltaTime);
|
||||||
|
|
||||||
|
if (activeTargets[i].cinemachineTarget.Weight < 0.0001f) {
|
||||||
|
StartCoroutine(RemoveFromTargetAtFrameEnd(activeTargets[i]));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator RemoveFromTargetAtFrameEnd(ActiveLockOnTarget target){
|
||||||
|
yield return new WaitForEndOfFrame();
|
||||||
|
|
||||||
|
activeTargets.Remove(target);
|
||||||
|
targetGroup.Targets.Remove(target.cinemachineTarget);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddNewTarget(GameObject targetObject, float targetWeight, bool isMain = false){
|
||||||
|
// Check that the target doesn't already exist- if it does, just change it's weight/make it main
|
||||||
|
foreach (ActiveLockOnTarget target in activeTargets) {
|
||||||
|
if (target.gameObject == targetObject) {
|
||||||
|
target.targetWeight = targetWeight;
|
||||||
|
|
||||||
|
if (isMain) {
|
||||||
|
mainTarget = target;
|
||||||
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// If it doesn't exist in the list of targets, add it
|
||||||
|
ActiveLockOnTarget newTarget = new ActiveLockOnTarget{
|
||||||
|
gameObject = targetObject,
|
||||||
|
targetWeight = mainTargetWeight,
|
||||||
|
cinemachineTarget = new CinemachineTargetGroup.Target{
|
||||||
|
Object = targetObject.transform,
|
||||||
|
Radius = 1f,
|
||||||
|
Weight = 0f
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
//Set as main
|
||||||
|
if (isMain) {
|
||||||
|
mainTarget = newTarget;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Finalize
|
||||||
|
activeTargets.Add(newTarget);
|
||||||
|
targetGroup.Targets.Add(newTarget.cinemachineTarget);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void QueueTargetRemoval(GameObject targetObject, bool deleteAfterRemoved = false){
|
||||||
|
// Ostensibly removes targest by setting their target weight to 0. Update loop finds targets with no weight and reduces their impact on the camera
|
||||||
|
// After it smooths their current weight to 0, it removes them
|
||||||
|
activeTargets.Find(target => target.gameObject == targetObject).targetWeight = 0f;
|
||||||
|
|
||||||
|
if (deleteAfterRemoved) {
|
||||||
|
StartCoroutine(DeleteGameObjectPostRemoval(targetObject));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Remove as main target if it is
|
||||||
|
if (mainTarget == activeTargets.Find(target => target.gameObject == targetObject)) {
|
||||||
|
mainTarget = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator DeleteGameObjectPostRemoval(GameObject targetObject){
|
||||||
|
ActiveLockOnTarget thisTarget = activeTargets.Find(target => target.gameObject == targetObject);
|
||||||
|
|
||||||
|
yield return new WaitForEndOfFrame();
|
||||||
|
|
||||||
|
while (activeTargets.Contains(thisTarget)) {
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
Destroy(thisTarget.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ChangeLockOnTarget(){
|
||||||
|
Transform cameraTransform = Camera.main.transform;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// If there is no target, simply find the closest to the center of the camera
|
||||||
|
GameObject closestTarget = null;
|
||||||
|
float lowestDistanceToCenter = Mathf.Infinity;
|
||||||
|
|
||||||
|
foreach (GameObject target in acceptedTargets) {
|
||||||
|
// Find out if this target wants to be debugged on it's selection process
|
||||||
|
bool debugThisTarget = target.GetComponent<ILockOnTarget>().lockonDebug;
|
||||||
|
|
||||||
|
// Skip the current target if one exists
|
||||||
|
if (mainTarget != null && mainTarget.gameObject == target) {
|
||||||
|
if (debugThisTarget) {
|
||||||
|
Debug.Log($"Not selected by {name}: I'm already the main target");
|
||||||
|
}
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Skip targets currently behind objects.
|
||||||
|
Physics.Raycast(cameraTransform.position,
|
||||||
|
cameraTransform.position.DirectionTo(target.transform.position +
|
||||||
|
target.GetComponent<ILockOnTarget>()
|
||||||
|
.lockonRaycastVerticalOffset * Vector3.up),
|
||||||
|
out RaycastHit hit);
|
||||||
|
|
||||||
|
if (hit.transform != target.transform) {
|
||||||
|
if (debugThisTarget) {
|
||||||
|
Debug.Log(
|
||||||
|
$"Not selected by {name}: Line of sight to me is blocked by {hit.collider.gameObject.name}");
|
||||||
|
}
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Skips targets too far
|
||||||
|
if (Vector3.Distance(transform.position, target.transform.position) > lockOnRange) {
|
||||||
|
if (debugThisTarget) {
|
||||||
|
Debug.Log(
|
||||||
|
$"Not selected by {name}: I'm too far! My distance is {Vector3.Distance(transform.position, target.transform.position)}");
|
||||||
|
}
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Skip targets outside lock on angle
|
||||||
|
float angleFromCameraForward = Vector3.Angle(cameraTransform.forward,
|
||||||
|
cameraTransform.position.DirectionTo(target.transform.position));
|
||||||
|
if (angleFromCameraForward > lockOnMaxAngle) {
|
||||||
|
if (debugThisTarget) {
|
||||||
|
Debug.Log($"Not selected by {name}: I'm not forward enough in front of the camera");
|
||||||
|
}
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Find how close this target is from the center of the screen
|
||||||
|
Vector3 targetScreenPoint = Camera.main.WorldToScreenPoint(target.transform.position);
|
||||||
|
float distanceFromScreenCenter = targetScreenPoint.Flatten(null, null, 0f).magnitude -
|
||||||
|
new Vector3(Screen.width, Screen.height, 0f).magnitude / 2f;
|
||||||
|
distanceFromScreenCenter = Mathf.Abs(distanceFromScreenCenter);
|
||||||
|
|
||||||
|
// Debug.Log($"{target.name}: {distanceFromScreenCenter} pixels, {angleFromCameraForward} degrees");
|
||||||
|
|
||||||
|
// Set the new target to closest to screen
|
||||||
|
if (distanceFromScreenCenter < lowestDistanceToCenter) {
|
||||||
|
lowestDistanceToCenter = distanceFromScreenCenter;
|
||||||
|
closestTarget = target;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Catch exception from nothing being found
|
||||||
|
if (!closestTarget) {
|
||||||
|
Debug.LogWarning("Lock-on attempted, but no lock on target was found viable.");
|
||||||
return;
|
return;
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// If it doesn't exist in the list of targets, add it
|
|
||||||
ActiveLockOnTarget newTarget = new ActiveLockOnTarget{
|
|
||||||
gameObject = targetObject,
|
|
||||||
targetWeight = mainTargetWeight,
|
|
||||||
cinemachineTarget = new CinemachineTargetGroup.Target{
|
|
||||||
Object = targetObject.transform,
|
|
||||||
Radius = 1f,
|
|
||||||
Weight = 0f
|
|
||||||
}
|
}
|
||||||
};
|
|
||||||
|
|
||||||
//Set as main
|
// Remove the main target that currently exists, if there is one.
|
||||||
if (isMain) {
|
if (mainTarget != null) {
|
||||||
mainTarget = newTarget;
|
QueueTargetRemoval(mainTarget.gameObject);
|
||||||
}
|
|
||||||
|
|
||||||
// Finalize
|
|
||||||
activeTargets.Add(newTarget);
|
|
||||||
targetGroup.Targets.Add(newTarget.cinemachineTarget);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void QueueTargetRemoval(GameObject targetObject, bool deleteAfterRemoved = false){
|
|
||||||
// Ostensibly removes targest by setting their target weight to 0. Update loop finds targets with no weight and reduces their impact on the camera
|
|
||||||
// After it smooths their current weight to 0, it removes them
|
|
||||||
activeTargets.Find(target => target.gameObject == targetObject).targetWeight = 0f;
|
|
||||||
|
|
||||||
if (deleteAfterRemoved) {
|
|
||||||
StartCoroutine(DeleteGameObjectPostRemoval(targetObject));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Remove as main target if it is
|
|
||||||
if (mainTarget == activeTargets.Find(target => target.gameObject == targetObject)) {
|
|
||||||
mainTarget = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator DeleteGameObjectPostRemoval(GameObject targetObject){
|
|
||||||
ActiveLockOnTarget thisTarget = activeTargets.Find(target => target.gameObject == targetObject);
|
|
||||||
|
|
||||||
yield return new WaitForEndOfFrame();
|
|
||||||
|
|
||||||
while (activeTargets.Contains(thisTarget)) {
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
Destroy(thisTarget.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ChangeLockOnTarget(){
|
|
||||||
Transform cameraTransform = Camera.main.transform;
|
|
||||||
|
|
||||||
// If there is no target, simply find the closest to the center of the camera
|
|
||||||
GameObject closestTarget = null;
|
|
||||||
float lowestDistanceToCenter = Mathf.Infinity;
|
|
||||||
|
|
||||||
foreach (GameObject target in acceptedTargets) {
|
|
||||||
// Skip the current target if one exists
|
|
||||||
if (mainTarget != null && mainTarget.gameObject == target) {
|
|
||||||
continue;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Skip targets currently behind objects.
|
|
||||||
Physics.Raycast(cameraTransform.position,
|
|
||||||
cameraTransform.position.DirectionTo(target.transform.position), out RaycastHit hit);
|
|
||||||
|
|
||||||
if (hit.transform != target.transform) {
|
// Begin tracking target, set as main
|
||||||
continue;
|
AddNewTarget(closestTarget.gameObject, mainTargetWeight, true);
|
||||||
}
|
|
||||||
|
|
||||||
// Skips targets too far
|
|
||||||
if (Vector3.Distance(transform.position, target.transform.position) > lockOnRange) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Skip targets outside lock on angle
|
|
||||||
float angleFromCameraForward = Vector3.Angle(cameraTransform.forward, cameraTransform.position.DirectionTo(target.transform.position));
|
|
||||||
if (angleFromCameraForward > lockOnMaxAngle) {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Find how close this target is from the center of the screen
|
|
||||||
Vector3 targetScreenPoint = Camera.main.WorldToScreenPoint(target.transform.position);
|
|
||||||
float distanceFromScreenCenter = targetScreenPoint.Flatten(null, null, 0f).magnitude - new Vector3(Screen.width, Screen.height, 0f).magnitude / 2f;
|
|
||||||
distanceFromScreenCenter = Mathf.Abs(distanceFromScreenCenter);
|
|
||||||
|
|
||||||
// Debug.Log($"{target.name}: {distanceFromScreenCenter} pixels, {angleFromCameraForward} degrees");
|
|
||||||
|
|
||||||
// Set the new target to closest to screen
|
|
||||||
if (distanceFromScreenCenter < lowestDistanceToCenter) {
|
|
||||||
lowestDistanceToCenter = distanceFromScreenCenter;
|
|
||||||
closestTarget = target;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Catch exception from nothing being found
|
// Used by outside sources such as input to cancel lock-on.
|
||||||
if (!closestTarget) {
|
public void RemoveMainTarget(){
|
||||||
Debug.LogWarning("Lock-on attempted, but no lock on target was found viable.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Remove the main target that currently exists, if there is one.
|
|
||||||
if (mainTarget != null) {
|
|
||||||
QueueTargetRemoval(mainTarget.gameObject);
|
QueueTargetRemoval(mainTarget.gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Begin tracking target, set as main
|
|
||||||
AddNewTarget(closestTarget.gameObject, mainTargetWeight, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Used by outside sources such as input to cancel lock-on.
|
void LateUpdate(){
|
||||||
public void RemoveMainTarget(){
|
if (mainTarget != null) {
|
||||||
QueueTargetRemoval(mainTarget.gameObject);
|
// This is just test logic to get an image above a lock on.
|
||||||
}
|
// TODO: Replace with something less silly
|
||||||
|
Vector2 screenPos = RuntimePanelUtils.CameraTransformWorldToPanel(
|
||||||
|
lockOnDocument.rootVisualElement.panel,
|
||||||
|
mainTarget.gameObject.GetComponent<ILockOnTarget>().GetReticlePosition(),
|
||||||
|
Camera.main
|
||||||
|
);
|
||||||
|
|
||||||
void LateUpdate(){
|
// Set name
|
||||||
if (mainTarget != null) {
|
elementLabelName.text = mainTarget.gameObject.name;
|
||||||
// This is just test logic to get an image above a lock on.
|
|
||||||
// TODO: Replace with something less silly
|
|
||||||
Vector2 screenPos = RuntimePanelUtils.CameraTransformWorldToPanel(
|
|
||||||
lockOnDocument.rootVisualElement.panel,
|
|
||||||
mainTarget.gameObject.GetComponent<ILockOnTarget>().GetReticlePosition(),
|
|
||||||
Camera.main
|
|
||||||
);
|
|
||||||
|
|
||||||
// Set name
|
// Set position (add the width/height of the element)
|
||||||
elementLabelName.text = mainTarget.gameObject.name;
|
elementRoot.style.top =
|
||||||
|
new StyleLength(screenPos.y - 25f); // Was elementRoot.resolvedStyle.height * .7f
|
||||||
|
elementRoot.style.left = new StyleLength(screenPos.x - elementRoot.resolvedStyle.width / 2f);
|
||||||
|
|
||||||
// Set position (add the width/height of the element)
|
// Set enabled
|
||||||
elementRoot.style.top = new StyleLength(screenPos.y - 25f); // Was elementRoot.resolvedStyle.height * .7f
|
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.Flex);
|
||||||
elementRoot.style.left = new StyleLength(screenPos.x - elementRoot.resolvedStyle.width / 2f);
|
} else {
|
||||||
|
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
|
||||||
// Set enabled
|
}
|
||||||
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.Flex);
|
|
||||||
} else {
|
|
||||||
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
}
|
||||||
@@ -1,6 +1,7 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System;
|
using System;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
using Reset;
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
using Unity.Netcode;
|
using Unity.Netcode;
|
||||||
using Unity.Netcode.Transports.UTP;
|
using Unity.Netcode.Transports.UTP;
|
||||||
@@ -17,7 +18,7 @@ public class SessionManager : MonoBehaviour{
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartOfflineSession(){
|
public void StartSession(){
|
||||||
Instantiate(playerPrefab);
|
Instantiate(playerPrefab);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -6,29 +6,28 @@ using UnityEngine;
|
|||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
using UnityEngine.InputSystem.Users;
|
using UnityEngine.InputSystem.Users;
|
||||||
|
|
||||||
namespace Reset{
|
namespace Reset.Units{
|
||||||
public static class GameManager{
|
public static class PlayerManager{
|
||||||
public static GameObject UI;
|
|
||||||
public static GameObject Camera;
|
public static GameObject Camera;
|
||||||
public static GameObject Input;
|
public static GameObject Input;
|
||||||
public static SessionManager Session;
|
public static SessionManager Session;
|
||||||
|
|
||||||
private static GameObject player;
|
private static GameObject _player;
|
||||||
|
|
||||||
public static GameObject Player{
|
public static GameObject Player{
|
||||||
get{ return player; }
|
get{ return _player; }
|
||||||
set{ player = value; }
|
set{ _player = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
[RuntimeInitializeOnLoadMethod]
|
[RuntimeInitializeOnLoadMethod]
|
||||||
static void Reset(){
|
static void Reset(){
|
||||||
player = null;
|
Player = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
[RuntimeInitializeOnLoadMethod]
|
[RuntimeInitializeOnLoadMethod]
|
||||||
static void PopulateSceneReferences(){
|
static void PopulatePlayerSceneReferences(){
|
||||||
try {
|
try {
|
||||||
UI = GameObject.Find("UICanvas");
|
|
||||||
Camera = GameObject.Find("CameraGroup");
|
Camera = GameObject.Find("CameraGroup");
|
||||||
Input = GameObject.Find("InputManager");
|
Input = GameObject.Find("InputManager");
|
||||||
} catch (Exception e) {
|
} catch (Exception e) {
|
||||||
@@ -41,9 +40,11 @@ namespace Reset{
|
|||||||
if (!Player) {
|
if (!Player) {
|
||||||
throw new Exception(message: "There is no player to attach this new input device to.");
|
throw new Exception(message: "There is no player to attach this new input device to.");
|
||||||
}
|
}
|
||||||
|
|
||||||
InputUser playerUser = Player.GetComponent<PlayerInput>().user;
|
InputUser playerUser = Player.GetComponent<PlayerInput>().user;
|
||||||
|
|
||||||
playerUser = InputUser.PerformPairingWithDevice(device, playerUser, InputUserPairingOptions.UnpairCurrentDevicesFromUser);
|
playerUser = InputUser.PerformPairingWithDevice(device, playerUser, InputUserPairingOptions.UnpairCurrentDevicesFromUser);
|
||||||
|
Debug.Log($"Attached {device.displayName} to {Player}");
|
||||||
}
|
}
|
||||||
|
|
||||||
public static GameObject FindNewPlayer(){
|
public static GameObject FindNewPlayer(){
|
||||||
@@ -55,7 +55,7 @@ namespace Reset.Core.Tools{
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Start(){
|
void Start(){
|
||||||
canvasRootGameObject = GameManager.UI;
|
canvasRootGameObject = UIManager.UI;
|
||||||
root = canvasRootGameObject.transform.Find("Debug Overlay").GetComponent<UIDocument>();
|
root = canvasRootGameObject.transform.Find("Debug Overlay").GetComponent<UIDocument>();
|
||||||
|
|
||||||
SetCurrentPageVisible();
|
SetCurrentPageVisible();
|
||||||
|
|||||||
20
Assets/Scripts/Core/UIManager.cs
Normal file
20
Assets/Scripts/Core/UIManager.cs
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Reset.Core{
|
||||||
|
public class UIManager{
|
||||||
|
public static GameObject UI;
|
||||||
|
|
||||||
|
[RuntimeInitializeOnLoadMethod]
|
||||||
|
static void PopulateUISceneReferences(){
|
||||||
|
try {
|
||||||
|
UI = GameObject.Find("UICanvas");
|
||||||
|
} catch (Exception e) {
|
||||||
|
Console.WriteLine(e);
|
||||||
|
throw;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
3
Assets/Scripts/Core/UIManager.cs.meta
Normal file
3
Assets/Scripts/Core/UIManager.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4e4068f140fc43378708cf682bf60ca0
|
||||||
|
timeCreated: 1759875321
|
||||||
@@ -46,7 +46,11 @@ namespace Reset.Items{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public bool CanInteract(){
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
IEnumerator SpawnItems(){
|
IEnumerator SpawnItems(){
|
||||||
for (int i = 0; i < Random.Range(minItemsToSpawn, maxItemsToSpawn); i++) {
|
for (int i = 0; i < Random.Range(minItemsToSpawn, maxItemsToSpawn); i++) {
|
||||||
GameObject newDrop = Instantiate(itemDrop);
|
GameObject newDrop = Instantiate(itemDrop);
|
||||||
|
|||||||
@@ -29,6 +29,10 @@ namespace Reset.Items{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public bool CanInteract(){
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
public void CancelInteract(){
|
public void CancelInteract(){
|
||||||
throw new NotImplementedException();
|
throw new NotImplementedException();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
16
Assets/Scripts/Units/Combat/PlayerMeter.cs
Normal file
16
Assets/Scripts/Units/Combat/PlayerMeter.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerMeter : MonoBehaviour{
|
||||||
|
public bool inGoHard;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Units/Combat/PlayerMeter.cs.meta
Normal file
2
Assets/Scripts/Units/Combat/PlayerMeter.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 92601815c8e0c634eb7da2a3b3258782
|
||||||
@@ -2,10 +2,11 @@ using System;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Reset.Core.Tools;
|
using Reset.Core.Tools;
|
||||||
using Reset.Units;
|
using Reset.Units;
|
||||||
|
using Unity.Netcode;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
public class UnitCombat : MonoBehaviour{
|
public class UnitCombat : UnitComponent {
|
||||||
public List<Collider> draggedUnits = new List<Collider>();
|
public List<Collider> draggedUnits = new List<Collider>();
|
||||||
|
|
||||||
private UnitMovementHandler movement;
|
private UnitMovementHandler movement;
|
||||||
@@ -65,8 +66,8 @@ public class UnitCombat : MonoBehaviour{
|
|||||||
}
|
}
|
||||||
|
|
||||||
draggedUnitMovement.SetNewRotation(-transform.position.DirectionTo(draggedUnit.transform.position), 1f, true);
|
draggedUnitMovement.SetNewRotation(-transform.position.DirectionTo(draggedUnit.transform.position), 1f, true);
|
||||||
draggedUnitMovement.SetNewDirection((positionDelta).ToVector2(), 1f, true);
|
draggedUnitMovement.SetNewDirection(positionDelta.ToVector2(), 1f, true);
|
||||||
draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
|
draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
25
Assets/Scripts/Units/Combat/UnitComponent.cs
Normal file
25
Assets/Scripts/Units/Combat/UnitComponent.cs
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
using Unity.Netcode;
|
||||||
|
|
||||||
|
namespace Reset.Units{
|
||||||
|
public class UnitComponent : NetworkBehaviour{
|
||||||
|
private bool enabledAsHost = true;
|
||||||
|
|
||||||
|
private Unit _unit;
|
||||||
|
|
||||||
|
internal Unit Unit{
|
||||||
|
get {
|
||||||
|
if (_unit != null) {
|
||||||
|
return _unit;
|
||||||
|
}
|
||||||
|
|
||||||
|
_unit = GetComponent<Unit>();
|
||||||
|
|
||||||
|
return _unit;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void DisableComponent(){
|
||||||
|
enabledAsHost = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
3
Assets/Scripts/Units/Combat/UnitComponent.cs.meta
Normal file
3
Assets/Scripts/Units/Combat/UnitComponent.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6fcd80e1ad994ff4976dcaf3a6564c87
|
||||||
|
timeCreated: 1759768163
|
||||||
@@ -1,11 +1,69 @@
|
|||||||
using Reset.Core;
|
using System;
|
||||||
|
using Reset.Core;
|
||||||
|
using Sirenix.OdinInspector;
|
||||||
|
using Unity.Netcode;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
public class Enemy : Unit, ILockOnTarget{
|
public class Enemy : Unit, ILockOnTarget, IKillable {
|
||||||
|
// Lock-On
|
||||||
public float lockonTargetRadius{ get; set; } = 10f;
|
public float lockonTargetRadius{ get; set; } = 10f;
|
||||||
|
[ShowInInspector]
|
||||||
|
public bool lockonDebug{ get; set; } = true;
|
||||||
|
public float lockonRaycastVerticalOffset{ get; set; } = 1f;
|
||||||
|
|
||||||
|
// IKillable
|
||||||
|
public float maxHealth{ get; set; }
|
||||||
|
public float currentHealth{ get; set; }
|
||||||
|
|
||||||
|
// Object References
|
||||||
|
public Animator testModelAnimator;
|
||||||
|
|
||||||
|
public override void UnitStart(){
|
||||||
|
base.UnitStart();
|
||||||
|
((IKillable)this).IKillableInitialize();
|
||||||
|
}
|
||||||
|
|
||||||
public void OnTargetDelete(){
|
public void OnTargetDelete(){
|
||||||
GetComponent<ILockOnTarget>().SafelyDeleteTarget();
|
GetComponent<ILockOnTarget>().SafelyDeleteTarget();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void TakeDamage(DamageSource[] sources){
|
||||||
|
foreach (DamageSource source in sources) {
|
||||||
|
TakeDamage(source);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TakeDamage(DamageSource source){
|
||||||
|
if (UnitIsNetworked()) {
|
||||||
|
TakeOwnershipRpc((source.source as GameObject).GetComponent<NetworkObject>().OwnerClientId);
|
||||||
|
}
|
||||||
|
|
||||||
|
try {
|
||||||
|
currentHealth -= source.damageDealt;
|
||||||
|
|
||||||
|
if (UnitIsNetworked()){
|
||||||
|
SetHealthRpc(currentHealth);
|
||||||
|
}
|
||||||
|
|
||||||
|
testModelAnimator.SetTrigger("Hit");
|
||||||
|
|
||||||
|
if (currentHealth <= 0) {
|
||||||
|
Kill();
|
||||||
|
}
|
||||||
|
} catch (Exception e) {
|
||||||
|
Debug.LogError($"Failed TakeDamage on {this.name}: {e.Message}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Everyone)]
|
||||||
|
public void SetHealthRpc(float newHealth){
|
||||||
|
currentHealth = newHealth;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Kill(){
|
||||||
|
throw new System.NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,4 +1,7 @@
|
|||||||
using Reset.Core;
|
using Drawing;
|
||||||
|
using Reset.Core;
|
||||||
|
using Unity.Netcode;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
public interface IKillable : IDamageable{
|
public interface IKillable : IDamageable{
|
||||||
@@ -6,5 +9,28 @@ namespace Reset.Units{
|
|||||||
|
|
||||||
public float maxHealth{ get; set; }
|
public float maxHealth{ get; set; }
|
||||||
public float currentHealth{ get; set; }
|
public float currentHealth{ get; set; }
|
||||||
|
|
||||||
|
void IKillableInitialize(){
|
||||||
|
SetMaxHealth();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetMaxHealth(){
|
||||||
|
if (maxHealth == 0f) {
|
||||||
|
Debug.LogError($"Max health is not set for <b>{((MonoBehaviour)this).name}</b>. Setting to 10000.");
|
||||||
|
currentHealth = 10000f;
|
||||||
|
} else {
|
||||||
|
currentHealth = maxHealth;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Everyone)]
|
||||||
|
void SetHealthRpc(float health);
|
||||||
|
|
||||||
|
internal void DrawHealthDebug(){
|
||||||
|
using (Draw.WithColor(Color.blue)) {
|
||||||
|
Draw.ingame.Label2D(((MonoBehaviour)this).transform.position + Vector3.up * 2.2f, ((IKillable)this).currentHealth.ToString(),
|
||||||
|
Color.blue);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,91 +1,212 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using Drawing;
|
using Drawing;
|
||||||
using Reset;
|
|
||||||
using Reset.Core;
|
using Reset.Core;
|
||||||
using Reset.Core.Tools;
|
|
||||||
using Reset.Units;
|
|
||||||
using UnityEngine;
|
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
using Sirenix.Serialization;
|
using UnityEngine;
|
||||||
using Unity.Netcode;
|
using Unity.Netcode;
|
||||||
|
|
||||||
public class Player : Unit, IKillable{
|
namespace Reset.Units{
|
||||||
[HideInInspector] public PlayerControls controls;
|
public class Player : Unit, IKillable, IInteractable{
|
||||||
|
// IKillable
|
||||||
|
public float maxHealth{ get; set; }
|
||||||
|
public float currentHealth{ get; set; }
|
||||||
|
|
||||||
float IKillable.maxHealth{ get; set; }
|
// State management (don't like this being used like this)
|
||||||
float IKillable.currentHealth{ get; set; }
|
public NetworkVariable<bool> _isDowned;
|
||||||
|
public bool IsDowned{
|
||||||
|
get{
|
||||||
|
if (UnitIsLocal()){
|
||||||
|
_isDowned.Value = FSM.currentRootStateName == "Downed";
|
||||||
|
}
|
||||||
|
return _isDowned.Value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Awake(){
|
// References
|
||||||
GameManager.Player = gameObject;
|
public GameObject pickupTarget; // NOTE: Might be removed in a refactor (https://thunderstar.codecks.io/card/15v-refactor-interaction-handler)
|
||||||
controls = GetComponent<PlayerControls>();
|
|
||||||
}
|
// (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
|
||||||
|
// will make them persist for more than a frame since Rpc calls will make it flash
|
||||||
|
public float persistDrawingRevive;
|
||||||
|
public float lastKnownReviveTime;
|
||||||
|
|
||||||
void Start(){
|
void Awake(){
|
||||||
if (((IKillable)this).maxHealth == 0f) {
|
maxHealth = 20f;
|
||||||
Debug.LogError($"Max health is not set for type of <b>{name}</b>. Setting to 100.");
|
}
|
||||||
((IKillable)this).currentHealth = 10000f;
|
|
||||||
} else {
|
void AttachToGame(){
|
||||||
((IKillable)this).currentHealth = ((IKillable)this).maxHealth;
|
if (IsLocalPlayer || !UnitIsNetworked()) { //
|
||||||
|
PlayerManager.Player = gameObject;
|
||||||
|
|
||||||
|
PlayerManager.RequestNewController();
|
||||||
|
GetComponent<LockOnManager>().AttachCamera(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void UnitStart(){
|
||||||
|
base.UnitStart();
|
||||||
|
|
||||||
|
SetPlayerName();
|
||||||
|
AttachToGame();
|
||||||
|
|
||||||
|
((IKillable)this).IKillableInitialize();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetPlayerName(){
|
||||||
|
name = "Player";
|
||||||
|
if (UnitIsNetworked()){
|
||||||
|
name += IsLocalPlayer ? ", Local" : ", Network";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Update(){
|
||||||
|
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){
|
||||||
|
foreach (DamageSource source in sources) {
|
||||||
|
TakeDamage(source);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TakeDamage(DamageSource source){
|
||||||
|
// Calculate health after damage, locally
|
||||||
|
float newHealth = ((IKillable)this).currentHealth - source.damageDealt;
|
||||||
|
|
||||||
|
// Tell every unit to set the new health value
|
||||||
|
if (UnitIsNetworked()) {
|
||||||
|
SetHealthRpc(newHealth);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Everyone)]
|
||||||
|
public void SetHealthRpc(float health){
|
||||||
|
// Set health to new value, clamped to 0
|
||||||
|
health = Mathf.Max(health, 0f);
|
||||||
|
currentHealth = health;
|
||||||
|
|
||||||
|
// For local players, run things based on health value.
|
||||||
|
// This Rpc is global but only the owner checks health
|
||||||
|
CheckHealth();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CheckHealth(){
|
||||||
|
if (UnitIsLocal()){
|
||||||
|
if (currentHealth <= 0f) {
|
||||||
|
Down();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Down(){
|
||||||
|
Graph.SendEvent("Downed");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Kill(){
|
||||||
|
Graph.SendEvent("Killed");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Interact(){
|
||||||
|
// Interaction for picking up allies
|
||||||
|
// 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
|
||||||
|
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(){
|
||||||
if (!NetworkManager.Singleton.IsConnectedClient && !NetworkManager.Singleton.IsHost) {
|
using (Draw.WithColor(Color.blue)) {
|
||||||
Attach();
|
Draw.ingame.Label2D(transform.position + Vector3.up * 2.5f, "Interactable",
|
||||||
} else {
|
Color.orchid);
|
||||||
StartCoroutine(WaitForOnline());
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator WaitForOnline(){
|
|
||||||
while (!NetworkManager.Singleton.didAwake) {
|
|
||||||
Debug.Log("waiting");
|
|
||||||
yield return null;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Debug.Log($"{IsHost}, {IsClient}, {IsLocalPlayer}");
|
[Rpc(SendTo.Everyone)]
|
||||||
if (IsLocalPlayer){
|
public void DrawReviveBarRpc(float elapsedTime){
|
||||||
GameManager.Player = gameObject;
|
// Draw a (shoddy) UI bar that shows the revie progress
|
||||||
Attach();
|
using (Draw.ingame.WithLineWidth(5f)) {
|
||||||
|
using (Draw.InLocalSpace(transform)){
|
||||||
|
// Set width of the bar
|
||||||
|
float width = .9f;
|
||||||
|
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);
|
||||||
|
|
||||||
|
// Draw background bar
|
||||||
|
Vector3 pos = Vector3.up * 1.8f + Vector3.left * width + Vector3.forward * +.01f;
|
||||||
|
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;
|
||||||
|
Draw.ingame.Line(
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
void LateUpdate(){
|
||||||
|
// Clear the pickupTarget every frame
|
||||||
|
// NOTE: Will this work online?
|
||||||
|
pickupTarget = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Attach(){
|
|
||||||
if (GameManager.Player == gameObject){
|
|
||||||
GameManager.RequestNewController();
|
|
||||||
GetComponent<LockOnManager>().AttachCamera(gameObject);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnNetworkPostSpawn(){
|
|
||||||
// GetComponent<LockOnManager>().AttachCamera(gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update(){
|
|
||||||
using (Draw.WithColor(Color.blue)) {
|
|
||||||
Draw.ingame.Label2D(transform.position + Vector3.up * 2.2f, ((IKillable)this).currentHealth.ToString(),
|
|
||||||
Color.blue);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void TakeDamage(DamageSource[] sources){
|
|
||||||
foreach (DamageSource source in sources) {
|
|
||||||
TakeDamage(source);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void TakeDamage(DamageSource source){
|
|
||||||
((IKillable)this).currentHealth -= source.damageDealt;
|
|
||||||
|
|
||||||
if (((IKillable)this).currentHealth <= 0) {
|
|
||||||
Kill();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Kill(){
|
|
||||||
throw new NotImplementedException();
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -1,42 +1,50 @@
|
|||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public interface ILockOnTarget {
|
namespace Reset.Units{
|
||||||
public float lockonTargetRadius { set; }
|
public interface ILockOnTarget{
|
||||||
|
public float lockonTargetRadius{ set; get; }
|
||||||
Transform transform {get;}
|
public bool lockonDebug{ set; get; }
|
||||||
GameObject gameObject{ get; }
|
|
||||||
|
|
||||||
abstract void OnTargetDelete();
|
public float lockonRaycastVerticalOffset{ set; get; }
|
||||||
|
|
||||||
void Help(){
|
Transform transform{ get; }
|
||||||
SafelyDeleteTarget();
|
GameObject gameObject{ get; }
|
||||||
}
|
|
||||||
|
abstract void OnTargetDelete();
|
||||||
public Vector3 GetReticlePosition(){
|
|
||||||
float upValue = 0f;
|
void Help(){
|
||||||
|
SafelyDeleteTarget();
|
||||||
if (gameObject.GetComponent<Renderer>()){
|
|
||||||
Bounds objectBounds = gameObject.GetComponent<Renderer>().bounds;
|
|
||||||
upValue = objectBounds.size.y;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 reticlePosition = new Vector3(transform.position.x, transform.position.y + upValue, transform.position.z);
|
public Vector3 GetReticlePosition(){
|
||||||
|
float upValue = 0f;
|
||||||
|
|
||||||
return reticlePosition;
|
if (gameObject.GetComponent<Renderer>()) {
|
||||||
}
|
Bounds objectBounds = gameObject.GetComponent<Renderer>().bounds;
|
||||||
|
upValue = objectBounds.size.y;
|
||||||
|
upValue = 4f;
|
||||||
|
}
|
||||||
|
|
||||||
public void SafelyDeleteTarget(){
|
Vector3 reticlePosition =
|
||||||
// gameObject.
|
new Vector3(transform.position.x, transform.position.y + upValue, transform.position.z);
|
||||||
foreach (LockOnManager.ActiveLockOnTarget target in LockOnManager.Instance.activeTargets) {
|
|
||||||
if (target.gameObject == this.gameObject) {
|
|
||||||
GameObject clone = new GameObject{name = $"Target Clone of {gameObject.name}", transform = { position = transform.position}};
|
|
||||||
|
|
||||||
target.gameObject = clone;
|
return reticlePosition;
|
||||||
target.cinemachineTarget.Object = clone.transform;
|
}
|
||||||
|
|
||||||
LockOnManager.Instance.QueueTargetRemoval(clone, true);
|
public void SafelyDeleteTarget(){
|
||||||
}
|
// gameObject.
|
||||||
|
foreach (LockOnManager.ActiveLockOnTarget target in LockOnManager.Instance.activeTargets) {
|
||||||
|
if (target.gameObject == this.gameObject) {
|
||||||
|
GameObject clone = new GameObject
|
||||||
|
{ name = $"Target Clone of {gameObject.name}", transform = { position = transform.position } };
|
||||||
|
|
||||||
|
target.gameObject = clone;
|
||||||
|
target.cinemachineTarget.Object = clone.transform;
|
||||||
|
|
||||||
|
LockOnManager.Instance.QueueTargetRemoval(clone, true);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ using NodeCanvas;
|
|||||||
using NodeCanvas.Framework;
|
using NodeCanvas.Framework;
|
||||||
using ParadoxNotion;
|
using ParadoxNotion;
|
||||||
using Reset;
|
using Reset;
|
||||||
|
using Reset.Units;
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
using Unity.Cinemachine;
|
using Unity.Cinemachine;
|
||||||
using Object = UnityEngine.Object;
|
using Object = UnityEngine.Object;
|
||||||
|
|||||||
@@ -93,7 +93,7 @@ public class EnvironmentObserver{
|
|||||||
public bool Evaluate(GameObject source){
|
public bool Evaluate(GameObject source){
|
||||||
if (active) {
|
if (active) {
|
||||||
// Remove player's layer from LayerMask.
|
// Remove player's layer from LayerMask.
|
||||||
ignoreLayers -= source.layer;
|
// ignoreLayers <<= source.layer; // TODO: Rework
|
||||||
|
|
||||||
// Set some of the variables used later during casting
|
// Set some of the variables used later during casting
|
||||||
Vector3 relativeStart = source.transform.position + offset;
|
Vector3 relativeStart = source.transform.position + offset;
|
||||||
@@ -157,7 +157,8 @@ public class EnvironmentObserver{
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (hit.transform != null) {
|
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);
|
hit.transform.GetComponent<IInteractable>().OnObserverDetected(this);
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
|
|||||||
@@ -1,4 +1,119 @@
|
|||||||
using Unity.Netcode;
|
using System;
|
||||||
|
using Drawing;
|
||||||
|
using NodeCanvas.Framework;
|
||||||
|
using NodeCanvas.StateMachines;
|
||||||
|
using Unity.Collections;
|
||||||
|
using Unity.Netcode;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
public class Unit : NetworkBehaviour{
|
namespace Reset.Units{
|
||||||
|
public class Unit : NetworkBehaviour, INetworkSerializeByMemcpy{
|
||||||
|
// References
|
||||||
|
private FSMOwner _fsm;
|
||||||
|
internal FSMOwner FSM{
|
||||||
|
get{ if (!_fsm) { _fsm = GetComponent<FSMOwner>(); } return _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; }
|
||||||
|
}
|
||||||
|
|
||||||
|
// Debug and Gizmos
|
||||||
|
public NetworkVariable<FixedString64Bytes> graphStateAsString;
|
||||||
|
|
||||||
|
public virtual void Start(){
|
||||||
|
UnitStart();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public virtual void UnitStart(){ }
|
||||||
|
|
||||||
|
public bool UnitIsNetworked(){
|
||||||
|
return NetworkManager.Singleton.IsConnectedClient || NetworkManager.Singleton.IsHost;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool UnitIsLocal(){
|
||||||
|
if (UnitIsNetworked()) {
|
||||||
|
return IsOwner;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void Update(){
|
||||||
|
UpdateGizmos();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw Gizmos
|
||||||
|
void UpdateGizmos(){
|
||||||
|
if (GetComponent<IKillable>() != null) {
|
||||||
|
GetComponent<IKillable>().DrawHealthDebug();
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawOnlineStatusGizmo();
|
||||||
|
DrawStateGizmo();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DrawOnlineStatusGizmo(){
|
||||||
|
string onlineStatus = "Not Online";
|
||||||
|
Color onlineColor = Color.gray;
|
||||||
|
|
||||||
|
if (UnitIsNetworked() && UnitIsLocal()) {
|
||||||
|
onlineStatus = "Online, Owned";
|
||||||
|
onlineColor = Color.mediumSeaGreen;
|
||||||
|
} else if (UnitIsNetworked() && !IsSpawned) {
|
||||||
|
onlineStatus = "Not Spawned";
|
||||||
|
} else if (UnitIsNetworked()) {
|
||||||
|
onlineStatus = "Online, Not Owned";
|
||||||
|
onlineColor = Color.gold;
|
||||||
|
}
|
||||||
|
|
||||||
|
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){
|
||||||
|
// Set position, disabling the character controller if one is available
|
||||||
|
var contr = GetComponent<CharacterController>();
|
||||||
|
if (contr) contr.enabled = false;
|
||||||
|
|
||||||
|
transform.position = position;
|
||||||
|
|
||||||
|
if (contr) contr.enabled = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DrawStateGizmo(){
|
||||||
|
// Get state from FSM
|
||||||
|
if (UnitIsLocal()) {
|
||||||
|
graphStateAsString.Value = FSM.currentRootStateName;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw state gizmo, regardless of if local or not
|
||||||
|
try {
|
||||||
|
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, graphStateAsString.Value.ToString(),
|
||||||
|
Color.red);
|
||||||
|
} catch (Exception e) {
|
||||||
|
Debug.LogError(e.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Owner)]
|
||||||
|
public void TakeOwnershipRpc(ulong newOwnerID){
|
||||||
|
GetComponent<NetworkObject>().ChangeOwnership(newOwnerID);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Owner)]
|
||||||
|
public void DoGraphEventRpc(string eventToSend){
|
||||||
|
GetComponent<FSMOwner>().SendEvent(eventToSend); }
|
||||||
|
}
|
||||||
}
|
}
|
||||||
25
Assets/Scripts/Units/UnitAnimation.cs
Normal file
25
Assets/Scripts/Units/UnitAnimation.cs
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Reset.Units{
|
||||||
|
public class UnitAnimation : UnitComponent{
|
||||||
|
public Animator modelAnimator;
|
||||||
|
|
||||||
|
// Temporary
|
||||||
|
private float inputMagnitude;
|
||||||
|
|
||||||
|
void Update(){
|
||||||
|
// Temporary
|
||||||
|
try {
|
||||||
|
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}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
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
|
||||||
@@ -2,9 +2,10 @@ using System.Collections.Generic;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Reset.Core.Tools;
|
using Reset.Core.Tools;
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
|
using Unity.Netcode;
|
||||||
|
|
||||||
namespace Reset.Units{
|
namespace Reset.Units{
|
||||||
public class UnitMovementHandler : MonoBehaviour{
|
public class UnitMovementHandler : UnitComponent{
|
||||||
[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
|
[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
|
||||||
public ResolvedMovement resolvedMovement;
|
public ResolvedMovement resolvedMovement;
|
||||||
|
|
||||||
@@ -64,8 +65,8 @@ namespace Reset.Units{
|
|||||||
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
|
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
|
||||||
|
|
||||||
// Deadzone
|
// Deadzone
|
||||||
if (targetDirection.magnitude < .08f) {
|
if (targetDirection.magnitude < .1f) {
|
||||||
targetDirection = Vector2.zero;
|
targetDirection = resolvedMovement.moveDirection.RawWorld;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set Raw Direction (this is used by the camera later)
|
// Set Raw Direction (this is used by the camera later)
|
||||||
@@ -94,7 +95,9 @@ namespace Reset.Units{
|
|||||||
newDirection = Vector2.Lerp(slerpedValue, lerpedValue, directionChangeDotLerp);
|
newDirection = Vector2.Lerp(slerpedValue, lerpedValue, directionChangeDotLerp);
|
||||||
} else {
|
} else {
|
||||||
newDirection = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * data.airDirectionDecay.Value * Time.deltaTime);
|
newDirection = Vector2.SmoothDamp(currentDirection, targetDirection, ref refVelocityDirectionChangingHardness, data.directionChangingSoftness.Value * data.airDirectionDecay.Value * Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
newDirection = Vector3.Slerp(resolvedMovement.moveDirection.World, newDirection, controls.rawMoveInput.magnitude);
|
||||||
|
|
||||||
// Commit the new direction
|
// Commit the new direction
|
||||||
resolvedMovement.moveDirection.World = newDirection;
|
resolvedMovement.moveDirection.World = newDirection;
|
||||||
@@ -141,7 +144,10 @@ namespace Reset.Units{
|
|||||||
case PlayerFacingDirection.TowardsTarget:
|
case PlayerFacingDirection.TowardsTarget:
|
||||||
// Look directly at the target
|
// Look directly at the target
|
||||||
if (lockOnManager.mainTarget == null) {
|
if (lockOnManager.mainTarget == null) {
|
||||||
Debug.LogError("Trying to rotate towards a target but there is no target. Not setting a rotation");
|
Debug.LogError("Trying to rotate towards a target but there is no target. Forcing rotation to Static and continuing");
|
||||||
|
data.facingDirection.Value = PlayerFacingDirection.Static;
|
||||||
|
data.facingDirection.currentValue = PlayerFacingDirection.Static;
|
||||||
|
|
||||||
targetRotation = transform.rotation;
|
targetRotation = transform.rotation;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@@ -173,12 +179,12 @@ namespace Reset.Units{
|
|||||||
DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
|
DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
|
||||||
|
|
||||||
// Add the current input into the created rotation
|
// Add the current input into the created rotation
|
||||||
if (inputMovement.magnitude > .05) {
|
if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera || data.facingDirection.Value == PlayerFacingDirection.TowardsTarget) {
|
||||||
resolvedMovement.rotation = targetRotation;
|
resolvedMovement.rotation = targetRotation;
|
||||||
} else if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera) {
|
} else if (controls.rawMoveInput.sqrMagnitude > .1){
|
||||||
resolvedMovement.rotation = targetRotation;
|
resolvedMovement.rotation = targetRotation;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Apply rotation to the character
|
// Apply rotation to the character
|
||||||
transform.rotation = Quaternion.Slerp(transform.rotation, resolvedMovement.rotation, data.rotationSpeed.Value * Time.deltaTime).Flatten(0, null, 0);
|
transform.rotation = Quaternion.Slerp(transform.rotation, resolvedMovement.rotation, data.rotationSpeed.Value * Time.deltaTime).Flatten(0, null, 0);
|
||||||
}
|
}
|
||||||
@@ -202,11 +208,24 @@ namespace Reset.Units{
|
|||||||
// Setting absolute to true will cause the current gravity to snap to the new gravity value.
|
// Setting absolute to true will cause the current gravity to snap to the new gravity value.
|
||||||
// Keeping it false will make it apply additively to the current gravity. Both options use relativty for linear interpolation.
|
// Keeping it false will make it apply additively to the current gravity. Both options use relativty for linear interpolation.
|
||||||
public void SetNewGravity(float value, float relativity, bool absolute){ // new
|
public void SetNewGravity(float value, float relativity, bool absolute){ // new
|
||||||
|
float newGravity;
|
||||||
|
|
||||||
if (absolute){
|
if (absolute){
|
||||||
resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, value, relativity);
|
newGravity = Mathf.Lerp(resolvedMovement.gravity, value, relativity);
|
||||||
} else {
|
} else {
|
||||||
resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, resolvedMovement.gravity + value, relativity);
|
newGravity = Mathf.Lerp(resolvedMovement.gravity, resolvedMovement.gravity + value, relativity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (Unit.UnitIsNetworked() && !Unit.UnitIsLocal()) {
|
||||||
|
SetNewGravityRpc(newGravity);
|
||||||
|
} else {
|
||||||
|
resolvedMovement.gravity = newGravity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Owner)]
|
||||||
|
public void SetNewGravityRpc(float value){
|
||||||
|
resolvedMovement.gravity = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetNewDirection(Vector2 value, float relativity, bool absolute, Vector2 relativeTo = default, bool relativeToRotation = true){ // new
|
public void SetNewDirection(Vector2 value, float relativity, bool absolute, Vector2 relativeTo = default, bool relativeToRotation = true){ // new
|
||||||
@@ -218,31 +237,67 @@ namespace Reset.Units{
|
|||||||
relativeValue = relativeTo + value;
|
relativeValue = relativeTo + value;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (absolute){
|
Vector2 newValue;
|
||||||
resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, relativeValue, relativity);
|
|
||||||
} else {
|
|
||||||
resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, resolvedMovement.moveDirection.World + relativeValue, relativity);
|
|
||||||
}
|
|
||||||
|
|
||||||
Debug.Log(resolvedMovement.moveDirection.World);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetNewRawDirection(Vector2 value, float relativity, bool absolute, Vector2 relativeTo = default){ // new
|
|
||||||
Vector2 relativeValue = relativeTo + value;
|
|
||||||
|
|
||||||
if (absolute){
|
if (absolute){
|
||||||
resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, relativeValue, relativity);
|
newValue = Vector2.Lerp(resolvedMovement.moveDirection.World, relativeValue, relativity);
|
||||||
} else {
|
} else {
|
||||||
resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, resolvedMovement.moveDirection.RawWorld + relativeValue, relativity);
|
newValue = Vector2.Lerp(resolvedMovement.moveDirection.World, resolvedMovement.moveDirection.World + relativeValue, relativity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (Unit.UnitIsNetworked() && !Unit.UnitIsLocal()) {
|
||||||
|
SetNewDirectionRpc(newValue);
|
||||||
|
} else {
|
||||||
|
resolvedMovement.moveDirection.World = newValue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Owner)]
|
||||||
|
public void SetNewDirectionRpc(Vector2 value){
|
||||||
|
resolvedMovement.moveDirection.World = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetNewRawDirection(Vector2 value, float relativity, bool absolute, Vector2 relativeTo = default){ // new
|
||||||
|
Vector2 relativeValue = relativeTo + value;
|
||||||
|
Vector2 newValue;
|
||||||
|
|
||||||
|
if (absolute){
|
||||||
|
newValue = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, relativeValue, relativity);
|
||||||
|
} else {
|
||||||
|
newValue = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, resolvedMovement.moveDirection.RawWorld + relativeValue, relativity);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Unit.UnitIsNetworked() && !Unit.UnitIsLocal()) {
|
||||||
|
SetNewRawDirectionRpc(newValue);
|
||||||
|
} else {
|
||||||
|
resolvedMovement.moveDirection.RawWorld = newValue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Owner)]
|
||||||
|
public void SetNewRawDirectionRpc(Vector2 value){
|
||||||
|
resolvedMovement.moveDirection.RawWorld = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetNewSpeed(float value, float relativity, bool absolute, float relativeTo = Mathf.Infinity){ // new
|
public void SetNewSpeed(float value, float relativity, bool absolute, float relativeTo = Mathf.Infinity){ // new
|
||||||
|
float newSpeed;
|
||||||
|
|
||||||
if (absolute){
|
if (absolute){
|
||||||
resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, value, relativity);
|
newSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, value, relativity);
|
||||||
} else {
|
} else {
|
||||||
resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, resolvedMovement.moveSpeed + value, relativity);
|
newSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, resolvedMovement.moveSpeed + value, relativity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (Unit.UnitIsNetworked() && !Unit.UnitIsLocal()) {
|
||||||
|
SetNewSpeedRpc(newSpeed);
|
||||||
|
} else {
|
||||||
|
resolvedMovement.moveSpeed = newSpeed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Owner)]
|
||||||
|
public void SetNewSpeedRpc(float value){
|
||||||
|
resolvedMovement.moveSpeed = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetNewRotation(Vector3 value, float relativity, bool absolute, Vector3 relativeTo = default){ // new
|
public void SetNewRotation(Vector3 value, float relativity, bool absolute, Vector3 relativeTo = default){ // new
|
||||||
@@ -251,13 +306,25 @@ namespace Reset.Units{
|
|||||||
if (relativeTo != default) {
|
if (relativeTo != default) {
|
||||||
valueAsQuaternion = Quaternion.LookRotation(relativeTo) * valueAsQuaternion;
|
valueAsQuaternion = Quaternion.LookRotation(relativeTo) * valueAsQuaternion;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Quaternion newRotation;
|
||||||
|
|
||||||
if (absolute){
|
if (absolute){
|
||||||
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, valueAsQuaternion, relativity);
|
newRotation = Quaternion.Lerp(resolvedMovement.rotation, valueAsQuaternion, relativity);
|
||||||
} else {
|
} else {
|
||||||
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * valueAsQuaternion, relativity);
|
newRotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * valueAsQuaternion, relativity);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (Unit.UnitIsNetworked() && !Unit.UnitIsLocal()) {
|
||||||
|
SetNewRotationRpc(newRotation);
|
||||||
|
} else {
|
||||||
|
resolvedMovement.rotation = newRotation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Rpc(SendTo.Owner)]
|
||||||
|
public void SetNewRotationRpc(Quaternion value){
|
||||||
|
resolvedMovement.rotation = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetSpecifiedRotation(Vector3 inputRotation){
|
public void SetSpecifiedRotation(Vector3 inputRotation){
|
||||||
@@ -268,6 +335,9 @@ namespace Reset.Units{
|
|||||||
return resolvedMovement.moveDirection.World;
|
return resolvedMovement.moveDirection.World;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Vector2 GetResolvedDirectionLocal(){
|
||||||
|
return resolvedMovement.moveDirection.Local;
|
||||||
|
}
|
||||||
public Vector3 GetResolvedDirectionVector3(){
|
public Vector3 GetResolvedDirectionVector3(){
|
||||||
return resolvedMovement.moveDirection.World.ToVector3();
|
return resolvedMovement.moveDirection.World.ToVector3();
|
||||||
}
|
}
|
||||||
|
|||||||
21
Assets/Scripts/World/World.cs
Normal file
21
Assets/Scripts/World/World.cs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using Sirenix.OdinInspector;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Reset.World{
|
||||||
|
public class World{
|
||||||
|
public List<Zone> zones = new List<Zone>();
|
||||||
|
public List<ZoneEvent> activeEvents = new List<ZoneEvent>();
|
||||||
|
|
||||||
|
public static List<ZoneEvent> ZoneEventsMasterList;
|
||||||
|
|
||||||
|
void Start(){
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update(){
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/World/World.cs.meta
Normal file
2
Assets/Scripts/World/World.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d524946cf105ebe47ab710cddf19e4f8
|
||||||
27
Assets/Scripts/World/Zone.cs
Normal file
27
Assets/Scripts/World/Zone.cs
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
using Reset.World;
|
||||||
|
using UnityEngine;
|
||||||
|
public class Zone : MonoBehaviour{
|
||||||
|
public ZoneEvent activeEvent;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryNewEvent(){
|
||||||
|
int eventIndex = Random.Range(0, World.ZoneEventsMasterList.Count);
|
||||||
|
|
||||||
|
if (Random.value * 100 < World.ZoneEventsMasterList[eventIndex].eventRarity) {
|
||||||
|
activeEvent = World.ZoneEventsMasterList[eventIndex];
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/World/Zone.cs.meta
Normal file
2
Assets/Scripts/World/Zone.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 787d3d76f34dc6d40aeac24af98bc27d
|
||||||
9
Assets/Scripts/World/ZoneEvent.cs
Normal file
9
Assets/Scripts/World/ZoneEvent.cs
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
using NUnit.Framework;
|
||||||
|
using Sirenix.OdinInspector;
|
||||||
|
|
||||||
|
namespace Reset.World{
|
||||||
|
public class ZoneEvent{
|
||||||
|
[PropertyRange(0, 100)]
|
||||||
|
public float eventRarity;
|
||||||
|
}
|
||||||
|
}
|
||||||
3
Assets/Scripts/World/ZoneEvent.cs.meta
Normal file
3
Assets/Scripts/World/ZoneEvent.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9b045a48fc77475389d1f1eca177aed9
|
||||||
|
timeCreated: 1759349742
|
||||||
@@ -18,8 +18,10 @@ MonoBehaviour:
|
|||||||
m_PlatformId: 4e3c793746204150860bf175a9a41a05
|
m_PlatformId: 4e3c793746204150860bf175a9a41a05
|
||||||
m_PlatformBuildProfile:
|
m_PlatformBuildProfile:
|
||||||
rid: 1867487625482076160
|
rid: 1867487625482076160
|
||||||
m_OverrideGlobalSceneList: 0
|
m_OverrideGlobalSceneList: 1
|
||||||
m_Scenes: []
|
m_Scenes:
|
||||||
|
- m_enabled: 1
|
||||||
|
m_path: Assets/Scenes/CombatTest.unity
|
||||||
m_ScriptingDefines: []
|
m_ScriptingDefines: []
|
||||||
m_PlayerSettingsYaml:
|
m_PlayerSettingsYaml:
|
||||||
m_Settings: []
|
m_Settings: []
|
||||||
@@ -40,6 +42,8 @@ MonoBehaviour:
|
|||||||
m_ExplicitArrayBoundsChecks: 0
|
m_ExplicitArrayBoundsChecks: 0
|
||||||
m_CompressionType: 0
|
m_CompressionType: 0
|
||||||
m_InstallInBuildFolder: 0
|
m_InstallInBuildFolder: 0
|
||||||
|
m_InsightsSettingsContainer:
|
||||||
|
m_BuildProfileEngineDiagnosticsState: 2
|
||||||
m_WindowsBuildAndRunDeployTarget: 0
|
m_WindowsBuildAndRunDeployTarget: 0
|
||||||
m_Architecture: 0
|
m_Architecture: 0
|
||||||
m_CreateSolution: 0
|
m_CreateSolution: 0
|
||||||
|
|||||||
@@ -21,7 +21,7 @@ MonoBehaviour:
|
|||||||
- Main Editor|0_run
|
- Main Editor|0_run
|
||||||
- Main Editor|0_deploy
|
- Main Editor|0_deploy
|
||||||
m_PlayerTag:
|
m_PlayerTag:
|
||||||
m_InitialScene: {fileID: 102900000, guid: 7f8c36f656558f24ab6aa5c9f9da5abc, type: 3}
|
m_InitialScene: {fileID: 102900000, guid: 7afe0eb15714afe4cb7caee140008f5b, type: 3}
|
||||||
m_EditorInstances:
|
m_EditorInstances:
|
||||||
- Name: Player 2
|
- Name: Player 2
|
||||||
<CorrespondingNodeId>k__BackingField: Player 2|1_run
|
<CorrespondingNodeId>k__BackingField: Player 2|1_run
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
{
|
{
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.ai.navigation": "2.0.8",
|
"com.unity.ai.navigation": "2.0.8",
|
||||||
|
"com.unity.burst": "1.8.25",
|
||||||
"com.unity.cinemachine": "3.1.2",
|
"com.unity.cinemachine": "3.1.2",
|
||||||
"com.unity.collab-proxy": "2.8.2",
|
"com.unity.collab-proxy": "2.8.2",
|
||||||
"com.unity.ide.rider": "3.0.36",
|
"com.unity.ide.rider": "3.0.36",
|
||||||
|
|||||||
@@ -33,8 +33,8 @@
|
|||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.com"
|
||||||
},
|
},
|
||||||
"com.unity.burst": {
|
"com.unity.burst": {
|
||||||
"version": "1.8.24",
|
"version": "1.8.25",
|
||||||
"depth": 1,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.mathematics": "1.2.1",
|
"com.unity.mathematics": "1.2.1",
|
||||||
|
|||||||
@@ -14,6 +14,9 @@ EditorBuildSettings:
|
|||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/Scenes/ItemTest.unity
|
path: Assets/Scenes/ItemTest.unity
|
||||||
guid: 520e0dc411c2684479fba0c4f32b733c
|
guid: 520e0dc411c2684479fba0c4f32b733c
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/Scenes/CombatTest.unity
|
||||||
|
guid: 7afe0eb15714afe4cb7caee140008f5b
|
||||||
m_configObjects:
|
m_configObjects:
|
||||||
com.unity.input.settings: {fileID: 11400000, guid: e4ca318d34698fe41ba99a765e54e4c2, type: 2}
|
com.unity.input.settings: {fileID: 11400000, guid: e4ca318d34698fe41ba99a765e54e4c2, type: 2}
|
||||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 94c7611bb3f64b248940847af54844cf, type: 3}
|
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 94c7611bb3f64b248940847af54844cf, type: 3}
|
||||||
|
|||||||
@@ -144,6 +144,8 @@ PlayerSettings:
|
|||||||
bundleVersion: 0.2.0
|
bundleVersion: 0.2.0
|
||||||
preloadedAssets:
|
preloadedAssets:
|
||||||
- {fileID: 0}
|
- {fileID: 0}
|
||||||
|
- {fileID: 11400000, guid: e4ca318d34698fe41ba99a765e54e4c2, type: 2}
|
||||||
|
- {fileID: -944628639613478452, guid: 94c7611bb3f64b248940847af54844cf, type: 3}
|
||||||
metroInputSource: 0
|
metroInputSource: 0
|
||||||
wsaTransparentSwapchain: 0
|
wsaTransparentSwapchain: 0
|
||||||
m_HolographicPauseOnTrackingLoss: 1
|
m_HolographicPauseOnTrackingLoss: 1
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ TagManager:
|
|||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
- ItemDrop
|
- ItemDrop
|
||||||
-
|
- Unit
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|||||||
16
ProjectSettings/TimelineSettings.asset
Normal file
16
ProjectSettings/TimelineSettings.asset
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &1
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 53
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: a287be6c49135cd4f9b2b8666c39d999, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier: Unity.Timeline.Editor::TimelineProjectSettings
|
||||||
|
assetDefaultFramerate: 60
|
||||||
|
m_DefaultFrameRate: 60
|
||||||
Reference in New Issue
Block a user