35 Commits

Author SHA1 Message Date
Chris
6659b6ee7c maint: build profile for windows changes 2025-10-23 18:42:04 -04:00
Chris
2535db65f2 maint: playmode settings for TwoPlayers changes 2025-10-23 18:41:46 -04:00
Chris
1f20537192 maint: network prefabs updated 2025-10-23 18:41:15 -04:00
Chris
8628c603a1 maint: ProjectSettings update and clean up 2025-10-23 18:39:45 -04:00
Chris
fee7b3701e added: World, Zone and ZoneEvent classes for world systems 2025-10-23 18:09:46 -04:00
Chris
47b4530dd0 maint: cleaned up some debug.log lines to fight log clutter 2025-10-23 18:08:06 -04:00
Chris
a83ab1156a maint: clean-up of some combat related classes and methods for clarity 2025-10-23 13:06:51 -04:00
Chris
eb1622d4ed added: revive ui bar 2025-10-22 11:24:58 -04:00
Chris
bd97b3eeb5 added: player dies if not picked up in time 2025-10-20 21:23:07 -04:00
Chris
0bb10a8f46 added: full logic and ability for downing and picking up allies 2025-10-20 16:36:23 -04:00
Chris
021e664320 Merge branch 'refs/heads/dev' into feature/player.initial-combat 2025-10-20 13:57:04 -04:00
Chris
7628541758 added: get direction in local space from units 2025-10-20 13:47:49 -04:00
Chris
6d57b7bb56 added: new maru model and downed animation 2025-10-20 13:47:16 -04:00
Chris
aa3c51f06e added: checking if IInteractable is interactable added 2025-10-20 13:46:12 -04:00
Chris
77fcd2059a added: new tasks for interactions with units 2025-10-20 13:45:36 -04:00
Chris
efd665f7d2 maint: updated burst 1.8.24 > 1.8.25 2025-10-19 15:10:57 -04:00
Chris
0240f677c4 change: ownership can now be be changed on objects 2025-10-08 22:58:39 -04:00
Chris
507a735253 change: scene and prefab changes related to recent changes 2025-10-08 22:57:59 -04:00
Chris
17cba13db5 maint: changed text to be more clear when a source has no target when dealt damage 2025-10-08 22:57:14 -04:00
Chris
7210ed71a9 maint: clean up for gameobject name change in player class 2025-10-08 22:56:43 -04:00
Chris
44e3a3ef7a added: units can now have their movement settings set through rpc 2025-10-08 22:55:55 -04:00
Chris
eb7ff08b50 fix: editor now uses custom inspectors for networkbehaviours 2025-10-08 22:52:18 -04:00
Chris
5886c9783b refactor: moved a lot of player related scripts to the Reset.Units namespace 2025-10-07 21:30:32 -04:00
Chris
6c0163090b fix: changed valuegroupeditors because build wont respect editor folder with asmdef 2025-10-04 17:05:54 -04:00
Chris
878ce97fe7 change: updated scene, some enemy movement value tweaks 2025-10-04 16:59:23 -04:00
Chris
21cf013c10 improv: lock on targeting debugging option (cont.) 2025-10-04 16:59:03 -04:00
Chris
b60f8e8619 improv: working and ready testgohardmelee 2025-10-04 16:58:38 -04:00
Chris
3db3ca2776 change: player facing direction is now forced to "static" from "towardstarget" if there is no target. player always rotates towards target instead of only when moving 2025-10-04 16:57:32 -04:00
Chris
de460d9f0a improv: lock on targeting debugging option 2025-10-04 16:56:28 -04:00
Chris
1240afb051 added: go hard state and a melee combo for it 2025-10-04 15:40:13 -04:00
Chris
19f8662bad fix: modifications to direction handling for when move stick is pressed lightly 2025-10-04 15:39:10 -04:00
Chris
d033b655cc added: more testing animation work for gohard 2025-10-04 14:11:49 -04:00
Chris
fa48ba1ae0 added: testenemy for combat and enemy ai 2025-10-04 13:48:04 -04:00
Chris
11f2ae26cc maint: moving around methods to work better with Unit/Player/Enemy classes 2025-10-04 13:47:32 -04:00
Chris
8a1d135138 change: added Unit layer (disabled self layer checking in observers, this will need to be fixed) 2025-10-04 13:46:50 -04:00
92 changed files with 6205 additions and 790 deletions

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--- !u!1 &4360483176023188544 stripped
GameObject:
m_CorrespondingSourceObject: {fileID: 919132149155446097, guid: e3ac69b01ac41514ab5cde0dffb31c13, type: 3}
m_PrefabInstance: {fileID: 3477594240599513361}
m_PrefabAsset: {fileID: 0}
--- !u!95 &6535719103590072454
Animator:
serializedVersion: 7
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4360483176023188544}
m_GameObject: {fileID: 4006923029357400803}
m_Enabled: 1
m_Avatar: {fileID: 0}
m_Controller: {fileID: 9100000, guid: 8def683e913d7b54087d096cf3fc05b8, type: 2}
@@ -1068,3 +1048,8 @@ Animator:
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
--- !u!4 &4382182686028875865 stripped
Transform:
m_CorrespondingSourceObject: {fileID: -8679921383154817045, guid: f48a3ffa82d4f324d82694fcbc66bb9a, type: 3}
m_PrefabInstance: {fileID: 4276760010964545458}
m_PrefabAsset: {fileID: 0}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,6 @@
using Sirenix.OdinInspector.Editor;
using Unity.Netcode;
using UnityEditor;
[CustomEditor(typeof(NetworkBehaviour), true)]
public class OdinNetworkBehaviourEditor : OdinEditor{}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c7aea7e983220b44ebb6af6e4cd9f46d

View File

@@ -1,4 +1,8 @@
using NodeCanvas.Editor;
#if UNITY_EDITOR
using NodeCanvas.Editor;
using ParadoxNotion.Design;
using Reset.Core;
using UnityEditor;
@@ -478,3 +482,5 @@ public static class ValueGroupEditorUtilities{
}
};
}
#endif

View File

@@ -1,8 +1,11 @@
using System;
using UnityEngine;
namespace Reset.Units{
public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
public float lockonTargetRadius{ get; set; } = 1f;
public bool lockonDebug{ get; set; } = false;
public float lockonRaycastVerticalOffset{ get; set; }
public void OnTargetDelete(){
GetComponent<ILockOnTarget>().SafelyDeleteTarget();
@@ -12,3 +15,4 @@ public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
OnTargetDelete();
}
}
}

View File

@@ -118,7 +118,6 @@ namespace Reset {
if (check && isSingleTargetHit && !outputHit.isNoneOrNull) {
outputHit.value = observer.hit;
} else if (check && !isSingleTargetHit && !outputHitArray.isNoneOrNull) {
Debug.Log(observer.overlapHits.Length);
outputHitArray.value.AddRange(observer.overlapHits);
}

View File

@@ -64,10 +64,7 @@ namespace NodeCanvas.Tasks.Conditions {
InputAction thisAction = (InputAction)args[0];
InputActionPhase thisActionPhase = (InputActionPhase)args[1];
// Debug.Log(thisActionPhase);
if (actionName.value == thisAction.name && actionPhase.value == thisActionPhase && !blocked) {
Debug.Log($"Recieved an unblocked {thisAction} @ {Time.time}.");
YieldReturn(true);
}
}

View File

@@ -27,7 +27,7 @@ namespace Reset.Core {
if (damageSource.value.source != null) {
Debug.LogError($"Target {target.name} cannot be dealt damage as it does not implement the IDamageable interface. It was attempted an attack by {damageSource.value.source}");
} else {
Debug.LogError($"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;

View 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() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3344c25cfd59ce44dbd4e72bddf0fd68

View 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();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 05ba64cebc9dea24daaf3f204b387610

View 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() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 643835ba2f810ea48813c97dc4213947

View 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() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 02e8360f34e218546b718ebe401dd5b6

View 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() {
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f8c4b6409f7727e4fa7a6cec09d42751

View File

@@ -4,7 +4,7 @@ using ParadoxNotion.Serialization.FullSerializer;
using UnityEngine;
using Logger = ParadoxNotion.Services.Logger;
namespace NodeCanvas.Tasks.Actions {
namespace Reset.Units {
[Category("Reset")]
public class UpdateObjectCameraTracking : ActionTask<LockOnManager> {

View File

@@ -4,6 +4,7 @@ using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UIElements;
namespace Reset.Units{
public class InputFinder : MonoBehaviour{
public InputActionMap actionMap;
@@ -14,7 +15,7 @@ public class InputFinder : MonoBehaviour{
}
public void AwaitNewInput(){
GameManager.ClearCurrentController();
PlayerManager.ClearCurrentController();
GetComponent<UIDocument>().enabled = true;
actionMap.Enable();
@@ -22,8 +23,7 @@ public class InputFinder : MonoBehaviour{
void InputPressed(InputAction.CallbackContext context){
try {
GameManager.AttachControllerToPlayer(context.control.device);
Debug.Log(context.control.device);
PlayerManager.AttachControllerToPlayer(context.control.device);
} catch (Exception e) {
Debug.LogError($"Failed to set the new device to the player: {e.Message}");
return;
@@ -33,3 +33,4 @@ public class InputFinder : MonoBehaviour{
actionMap.Disable();
}
}
}

View File

@@ -2,6 +2,8 @@ using UnityEngine;
public interface IInteractable{
public void Interact();
public bool CanInteract();
public void CancelInteract();
public void OnObserverDetected(EnvironmentObserver observer);
}

View File

@@ -2,7 +2,9 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.CompilerServices;
using Reset;
using Reset.Core;
using Sirenix.OdinInspector;
using Unity.Cinemachine;
using UnityEngine;
@@ -12,6 +14,7 @@ using UnityEngine.UIElements;
using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
namespace Reset.Units{
public class LockOnManager : MonoBehaviour{
public class ActiveLockOnTarget{
public GameObject gameObject;
@@ -29,16 +32,14 @@ public class LockOnManager : MonoBehaviour{
[FormerlySerializedAs("smoothing")] public float smoothTime = 1f;
// Lock On Tracking
[Space(10)]
public ActiveLockOnTarget mainTarget;
[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>();
public List<GameObject> acceptedTargets = new List<GameObject>();
// UI
[ShowInInspector] public UIDocument lockOnDocument;
@@ -46,17 +47,17 @@ public class LockOnManager : MonoBehaviour{
private VisualElement elementRoot;
private void Awake(){
// Register as singleton
if (Instance == null) {
Instance = this;
} else {
this.enabled = false;
return;
}
// // 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>();
targetGroup = PlayerManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
lockOnDocument = UIManager.UI.transform.Find("Lock On").GetComponent<UIDocument>();
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
@@ -64,14 +65,15 @@ public class LockOnManager : MonoBehaviour{
// 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.");
Debug.LogWarning(
$"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
}
elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup");
elementLabelName = lockOnDocument.rootVisualElement.Query<Label>("LockOnName").First();
// Add all nearby game objects to lock-on eligible list
GameObject[] allGameObjects = GameObject.FindObjectsByType<GameObject>(0, 0);
GameObject[] allGameObjects = FindObjectsByType<GameObject>(0, 0);
foreach (GameObject thisObject in allGameObjects) {
if (thisObject.GetComponent<ILockOnTarget>() != null) {
@@ -81,21 +83,24 @@ public class LockOnManager : MonoBehaviour{
}
public void AttachCamera(GameObject target){
targetGroup = GameManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
Debug.Log($"{GameManager.Camera}");
targetGroup = PlayerManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
Debug.Log($"{PlayerManager.Camera}");
// Set the camera's target as the player
targetGroup.Targets.Add(new CinemachineTargetGroup.Target{Object = target.transform, Radius = 3.5f, Weight = 1f});
GameManager.Camera.transform.Find("Cinemachine").GetComponent<CinemachineCamera>().Target.TrackingTarget = target.transform;
GameManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().PlayerInput =
targetGroup.Targets.Add(new CinemachineTargetGroup.Target
{ Object = target.transform, Radius = 3.5f, Weight = 1f });
PlayerManager.Camera.transform.Find("Cinemachine").GetComponent<CinemachineCamera>().Target.TrackingTarget =
target.transform;
PlayerManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().PlayerInput =
GetComponent<PlayerInput>();
GameManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().AddEvents();
PlayerManager.Camera.transform.Find("Cinemachine").GetComponent<CustomInputHandler>().AddEvents();
}
void Update(){
if (mainTarget != null && mainTarget.gameObject.GetComponent<ILockOnTarget>() == null) {
mainTarget.gameObject.AddComponent<GenericLockOnTarget>();
Debug.LogWarning($"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
Debug.LogWarning(
$"The object <b>{mainTarget.gameObject.name}</b> has no ILockOnTarget interface. This isn't hyper critical, but adding one as a GenericLockOnTarget anyways.");
}
// Iterate through targets, pushing their Target Group weight towards their goal weight, or removing them if they get too low.
@@ -189,38 +194,66 @@ public class LockOnManager : MonoBehaviour{
public void ChangeLockOnTarget(){
Transform cameraTransform = Camera.main.transform;
// If there is no target, simply find the closest to the center of the camera
GameObject closestTarget = null;
float lowestDistanceToCenter = Mathf.Infinity;
foreach (GameObject target in acceptedTargets) {
// Find out if this target wants to be debugged on it's selection process
bool debugThisTarget = target.GetComponent<ILockOnTarget>().lockonDebug;
// Skip the current target if one exists
if (mainTarget != null && mainTarget.gameObject == target) {
if (debugThisTarget) {
Debug.Log($"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), out RaycastHit hit);
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(
$"Not selected by {name}: I'm too far! My distance is {Vector3.Distance(transform.position, target.transform.position)}");
}
continue;
}
// Skip targets outside lock on angle
float angleFromCameraForward = Vector3.Angle(cameraTransform.forward, cameraTransform.position.DirectionTo(target.transform.position));
float angleFromCameraForward = Vector3.Angle(cameraTransform.forward,
cameraTransform.position.DirectionTo(target.transform.position));
if (angleFromCameraForward > lockOnMaxAngle) {
if (debugThisTarget) {
Debug.Log($"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;
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");
@@ -266,7 +299,8 @@ public class LockOnManager : MonoBehaviour{
elementLabelName.text = mainTarget.gameObject.name;
// Set position (add the width/height of the element)
elementRoot.style.top = new StyleLength(screenPos.y - 25f); // Was elementRoot.resolvedStyle.height * .7f
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 enabled
@@ -276,3 +310,5 @@ public class LockOnManager : MonoBehaviour{
}
}
}
}

View File

@@ -1,6 +1,7 @@
using UnityEngine;
using System;
using System.Threading.Tasks;
using Reset;
using Sirenix.OdinInspector;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
@@ -17,7 +18,7 @@ public class SessionManager : MonoBehaviour{
}
public void StartOfflineSession(){
public void StartSession(){
Instantiate(playerPrefab);
}

View File

@@ -6,29 +6,28 @@ using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Users;
namespace Reset{
public static class GameManager{
public static GameObject UI;
namespace Reset.Units{
public static class PlayerManager{
public static GameObject Camera;
public static GameObject Input;
public static SessionManager Session;
private static GameObject player;
private static GameObject _player;
public static GameObject Player{
get{ return player; }
set{ player = value; }
get{ return _player; }
set{ _player = value; }
}
[RuntimeInitializeOnLoadMethod]
static void Reset(){
player = null;
Player = null;
}
[RuntimeInitializeOnLoadMethod]
static void PopulateSceneReferences(){
static void PopulatePlayerSceneReferences(){
try {
UI = GameObject.Find("UICanvas");
Camera = GameObject.Find("CameraGroup");
Input = GameObject.Find("InputManager");
} catch (Exception e) {
@@ -43,7 +42,9 @@ namespace Reset{
}
InputUser playerUser = Player.GetComponent<PlayerInput>().user;
playerUser = InputUser.PerformPairingWithDevice(device, playerUser, InputUserPairingOptions.UnpairCurrentDevicesFromUser);
Debug.Log($"Attached {device.displayName} to {Player}");
}
public static GameObject FindNewPlayer(){

View File

@@ -55,7 +55,7 @@ namespace Reset.Core.Tools{
}
void Start(){
canvasRootGameObject = GameManager.UI;
canvasRootGameObject = UIManager.UI;
root = canvasRootGameObject.transform.Find("Debug Overlay").GetComponent<UIDocument>();
SetCurrentPageVisible();

View 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;
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4e4068f140fc43378708cf682bf60ca0
timeCreated: 1759875321

View File

@@ -46,6 +46,10 @@ namespace Reset.Items{
}
}
public bool CanInteract(){
throw new NotImplementedException();
}
IEnumerator SpawnItems(){
for (int i = 0; i < Random.Range(minItemsToSpawn, maxItemsToSpawn); i++) {

View File

@@ -29,6 +29,10 @@ namespace Reset.Items{
}
}
public bool CanInteract(){
throw new NotImplementedException();
}
public void CancelInteract(){
throw new NotImplementedException();
}

View File

@@ -1,9 +1,6 @@
using UnityEngine;
namespace Reset.Core{
public interface IDamageable{
public void TakeDamage(DamageSource source);
public void TakeDamage(DamageSource[] sources);
}
}

View File

@@ -0,0 +1,16 @@
using UnityEngine;
public class PlayerMeter : MonoBehaviour{
public bool inGoHard;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 92601815c8e0c634eb7da2a3b3258782

View File

@@ -2,10 +2,11 @@ using System;
using System.Collections.Generic;
using Reset.Core.Tools;
using Reset.Units;
using Unity.Netcode;
using UnityEngine;
using Random = UnityEngine.Random;
public class UnitCombat : MonoBehaviour{
public class UnitCombat : UnitComponent {
public List<Collider> draggedUnits = new List<Collider>();
private UnitMovementHandler movement;
@@ -65,7 +66,7 @@ public class UnitCombat : MonoBehaviour{
}
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);
}
}

View 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;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6fcd80e1ad994ff4976dcaf3a6564c87
timeCreated: 1759768163

View File

@@ -1,11 +1,69 @@
using Reset.Core;
using System;
using Reset.Core;
using Sirenix.OdinInspector;
using Unity.Netcode;
using UnityEngine;
namespace Reset.Units{
public class Enemy : Unit, ILockOnTarget{
public class Enemy : Unit, ILockOnTarget, IKillable {
// Lock-On
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(){
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();
}
}
}

View File

@@ -1,4 +1,7 @@
using Reset.Core;
using Drawing;
using Reset.Core;
using Unity.Netcode;
using UnityEngine;
namespace Reset.Units{
public interface IKillable : IDamageable{
@@ -6,5 +9,28 @@ namespace Reset.Units{
public float maxHealth{ 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);
}
}
}
}

View File

@@ -1,72 +1,72 @@
using System;
using System.Collections;
using Drawing;
using Reset;
using Reset.Core;
using Reset.Core.Tools;
using Reset.Units;
using UnityEngine;
using Sirenix.OdinInspector;
using Sirenix.Serialization;
using UnityEngine;
using Unity.Netcode;
public class Player : Unit, IKillable{
[HideInInspector] public PlayerControls controls;
namespace Reset.Units{
public class Player : Unit, IKillable, IInteractable{
// IKillable
public float maxHealth{ get; set; }
public float currentHealth{ get; set; }
float IKillable.maxHealth{ get; set; }
float IKillable.currentHealth{ get; set; }
// State management (don't like this being used like this)
public NetworkVariable<bool> _isDowned;
public bool IsDowned{
get{
if (UnitIsLocal()){
_isDowned.Value = FSM.currentRootStateName == "Downed";
}
return _isDowned.Value;
}
}
// References
public GameObject pickupTarget; // NOTE: Might be removed in a refactor (https://thunderstar.codecks.io/card/15v-refactor-interaction-handler)
// (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 Awake(){
GameManager.Player = gameObject;
controls = GetComponent<PlayerControls>();
maxHealth = 20f;
}
void Start(){
if (((IKillable)this).maxHealth == 0f) {
Debug.LogError($"Max health is not set for type of <b>{name}</b>. Setting to 100.");
((IKillable)this).currentHealth = 10000f;
} else {
((IKillable)this).currentHealth = ((IKillable)this).maxHealth;
}
void AttachToGame(){
if (IsLocalPlayer || !UnitIsNetworked()) { //
PlayerManager.Player = gameObject;
if (!NetworkManager.Singleton.IsConnectedClient && !NetworkManager.Singleton.IsHost) {
Attach();
} else {
StartCoroutine(WaitForOnline());
}
}
private IEnumerator WaitForOnline(){
while (!NetworkManager.Singleton.didAwake) {
Debug.Log("waiting");
yield return null;
}
// Debug.Log($"{IsHost}, {IsClient}, {IsLocalPlayer}");
if (IsLocalPlayer){
GameManager.Player = gameObject;
Attach();
}
}
public void Attach(){
if (GameManager.Player == gameObject){
GameManager.RequestNewController();
PlayerManager.RequestNewController();
GetComponent<LockOnManager>().AttachCamera(gameObject);
}
}
protected override void OnNetworkPostSpawn(){
// 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";
}
}
// 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);
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);
}
}
@@ -77,15 +77,136 @@ public class Player : Unit, IKillable{
}
public void TakeDamage(DamageSource source){
((IKillable)this).currentHealth -= source.damageDealt;
// Calculate health after damage, locally
float newHealth = ((IKillable)this).currentHealth - source.damageDealt;
if (((IKillable)this).currentHealth <= 0) {
Kill();
// 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(){
throw new NotImplementedException();
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(){
using (Draw.WithColor(Color.blue)) {
Draw.ingame.Label2D(transform.position + Vector3.up * 2.5f, "Interactable",
Color.orchid);
}
}
[Rpc(SendTo.Everyone)]
public void DrawReviveBarRpc(float elapsedTime){
// Draw a (shoddy) UI bar that shows the revie progress
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;
}
}
}

View File

@@ -1,8 +1,12 @@
using System;
using UnityEngine;
namespace Reset.Units{
public interface ILockOnTarget{
public float lockonTargetRadius { set; }
public float lockonTargetRadius{ set; get; }
public bool lockonDebug{ set; get; }
public float lockonRaycastVerticalOffset{ set; get; }
Transform transform{ get; }
GameObject gameObject{ get; }
@@ -19,9 +23,11 @@ public interface ILockOnTarget {
if (gameObject.GetComponent<Renderer>()) {
Bounds objectBounds = gameObject.GetComponent<Renderer>().bounds;
upValue = objectBounds.size.y;
upValue = 4f;
}
Vector3 reticlePosition = new Vector3(transform.position.x, transform.position.y + upValue, transform.position.z);
Vector3 reticlePosition =
new Vector3(transform.position.x, transform.position.y + upValue, transform.position.z);
return reticlePosition;
}
@@ -30,7 +36,8 @@ public interface ILockOnTarget {
// 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}};
GameObject clone = new GameObject
{ name = $"Target Clone of {gameObject.name}", transform = { position = transform.position } };
target.gameObject = clone;
target.cinemachineTarget.Object = clone.transform;
@@ -40,6 +47,7 @@ public interface ILockOnTarget {
}
}
}
}
public class PlayerCamera : MonoBehaviour{
void Start(){

View File

@@ -8,6 +8,7 @@ using NodeCanvas;
using NodeCanvas.Framework;
using ParadoxNotion;
using Reset;
using Reset.Units;
using Sirenix.OdinInspector;
using Unity.Cinemachine;
using Object = UnityEngine.Object;

View File

@@ -93,7 +93,7 @@ public class EnvironmentObserver{
public bool Evaluate(GameObject source){
if (active) {
// Remove player's layer from LayerMask.
ignoreLayers -= source.layer;
// ignoreLayers <<= source.layer; // TODO: Rework
// Set some of the variables used later during casting
Vector3 relativeStart = source.transform.position + offset;
@@ -157,7 +157,8 @@ public class EnvironmentObserver{
}
if (hit.transform != null) {
if (hit.transform.GetComponent<IInteractable>() != null) {
IInteractable interactable = hit.transform.GetComponent<IInteractable>();
if (interactable != null && interactable.CanInteract()) {
hit.transform.GetComponent<IInteractable>().OnObserverDetected(this);
}
return true;

View File

@@ -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); }
}
}

View 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}");
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a481e07cce98ed54ea4f1e9622c7df8b

View File

@@ -2,9 +2,10 @@ using System.Collections.Generic;
using UnityEngine;
using Reset.Core.Tools;
using Sirenix.OdinInspector;
using Unity.Netcode;
namespace Reset.Units{
public class UnitMovementHandler : MonoBehaviour{
public class UnitMovementHandler : UnitComponent{
[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
public ResolvedMovement resolvedMovement;
@@ -64,8 +65,8 @@ namespace Reset.Units{
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
// Deadzone
if (targetDirection.magnitude < .08f) {
targetDirection = Vector2.zero;
if (targetDirection.magnitude < .1f) {
targetDirection = resolvedMovement.moveDirection.RawWorld;
}
// Set Raw Direction (this is used by the camera later)
@@ -96,6 +97,8 @@ namespace Reset.Units{
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
resolvedMovement.moveDirection.World = newDirection;
}
@@ -141,7 +144,10 @@ namespace Reset.Units{
case PlayerFacingDirection.TowardsTarget:
// Look directly at the target
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;
break;
}
@@ -173,9 +179,9 @@ namespace Reset.Units{
DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
// 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;
} else if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera) {
} else if (controls.rawMoveInput.sqrMagnitude > .1){
resolvedMovement.rotation = targetRotation;
}
@@ -202,11 +208,24 @@ namespace Reset.Units{
// 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.
public void SetNewGravity(float value, float relativity, bool absolute){ // new
float newGravity;
if (absolute){
resolvedMovement.gravity = Mathf.Lerp(resolvedMovement.gravity, value, relativity);
newGravity = Mathf.Lerp(resolvedMovement.gravity, value, relativity);
} 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
@@ -218,31 +237,67 @@ namespace Reset.Units{
relativeValue = relativeTo + value;
}
Vector2 newValue;
if (absolute){
resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, relativeValue, relativity);
newValue = Vector2.Lerp(resolvedMovement.moveDirection.World, relativeValue, relativity);
} else {
resolvedMovement.moveDirection.World = Vector2.Lerp(resolvedMovement.moveDirection.World, resolvedMovement.moveDirection.World + relativeValue, relativity);
newValue = Vector2.Lerp(resolvedMovement.moveDirection.World, resolvedMovement.moveDirection.World + relativeValue, relativity);
}
Debug.Log(resolvedMovement.moveDirection.World);
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){
resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, relativeValue, relativity);
newValue = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, relativeValue, relativity);
} else {
resolvedMovement.moveDirection.RawWorld = Vector2.Lerp(resolvedMovement.moveDirection.RawWorld, resolvedMovement.moveDirection.RawWorld + relativeValue, relativity);
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
float newSpeed;
if (absolute){
resolvedMovement.moveSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, value, relativity);
newSpeed = Mathf.Lerp(resolvedMovement.moveSpeed, value, relativity);
} 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
@@ -252,12 +307,24 @@ namespace Reset.Units{
valueAsQuaternion = Quaternion.LookRotation(relativeTo) * valueAsQuaternion;
}
Quaternion newRotation;
if (absolute){
resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, valueAsQuaternion, relativity);
newRotation = Quaternion.Lerp(resolvedMovement.rotation, valueAsQuaternion, relativity);
} 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){
@@ -268,6 +335,9 @@ namespace Reset.Units{
return resolvedMovement.moveDirection.World;
}
public Vector2 GetResolvedDirectionLocal(){
return resolvedMovement.moveDirection.Local;
}
public Vector3 GetResolvedDirectionVector3(){
return resolvedMovement.moveDirection.World.ToVector3();
}

View 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(){
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d524946cf105ebe47ab710cddf19e4f8

View 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()
{
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 787d3d76f34dc6d40aeac24af98bc27d

View File

@@ -0,0 +1,9 @@
using NUnit.Framework;
using Sirenix.OdinInspector;
namespace Reset.World{
public class ZoneEvent{
[PropertyRange(0, 100)]
public float eventRarity;
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9b045a48fc77475389d1f1eca177aed9
timeCreated: 1759349742

View File

@@ -18,8 +18,10 @@ MonoBehaviour:
m_PlatformId: 4e3c793746204150860bf175a9a41a05
m_PlatformBuildProfile:
rid: 1867487625482076160
m_OverrideGlobalSceneList: 0
m_Scenes: []
m_OverrideGlobalSceneList: 1
m_Scenes:
- m_enabled: 1
m_path: Assets/Scenes/CombatTest.unity
m_ScriptingDefines: []
m_PlayerSettingsYaml:
m_Settings: []
@@ -40,6 +42,8 @@ MonoBehaviour:
m_ExplicitArrayBoundsChecks: 0
m_CompressionType: 0
m_InstallInBuildFolder: 0
m_InsightsSettingsContainer:
m_BuildProfileEngineDiagnosticsState: 2
m_WindowsBuildAndRunDeployTarget: 0
m_Architecture: 0
m_CreateSolution: 0

View File

@@ -21,7 +21,7 @@ MonoBehaviour:
- Main Editor|0_run
- Main Editor|0_deploy
m_PlayerTag:
m_InitialScene: {fileID: 102900000, guid: 7f8c36f656558f24ab6aa5c9f9da5abc, type: 3}
m_InitialScene: {fileID: 102900000, guid: 7afe0eb15714afe4cb7caee140008f5b, type: 3}
m_EditorInstances:
- Name: Player 2
<CorrespondingNodeId>k__BackingField: Player 2|1_run

View File

@@ -1,6 +1,7 @@
{
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