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35 Commits
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6659b6ee7c
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702
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m_LinearVelocityBlending: 0
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m_StabilizeFeet: 0
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m_AnimatePhysics: 0
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m_WarningMessage:
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m_AllowConstantClipSamplingOptimization: 1
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m_WriteDefaultValuesOnDisable: 0
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m_PrefabAsset: {fileID: 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_GameObject: {fileID: 2859366553890850292}
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m_Avatar: {fileID: 0}
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m_StabilizeFeet: 0
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m_HasTransformHierarchy: 1
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m_AllowConstantClipSamplingOptimization: 1
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m_KeepAnimatorStateOnDisable: 0
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m_WriteDefaultValuesOnDisable: 0
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m_CorrespondingSourceObject: {fileID: -8679921383154817045, guid: e3ac69b01ac41514ab5cde0dffb31c13, type: 3}
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m_PrefabInstance: {fileID: 3477594240599513361}
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m_PrefabAsset: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 919132149155446097, guid: e3ac69b01ac41514ab5cde0dffb31c13, type: 3}
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m_PrefabInstance: {fileID: 3477594240599513361}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 7
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_Controller: {fileID: 9100000, guid: 8def683e913d7b54087d096cf3fc05b8, type: 2}
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|
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m_AllowConstantClipSamplingOptimization: 1
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m_KeepAnimatorStateOnDisable: 0
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m_WriteDefaultValuesOnDisable: 0
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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{}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7aea7e983220b44ebb6af6e4cd9f46d
|
||||
@@ -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
|
||||
@@ -1,8 +1,11 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
|
||||
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();
|
||||
@@ -11,4 +14,5 @@ public class GenericLockOnTarget : MonoBehaviour, ILockOnTarget{
|
||||
void OnDestroy(){
|
||||
OnTargetDelete();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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($"Recieved an unblocked {thisAction} @ {Time.time}.");
|
||||
YieldReturn(true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -27,7 +27,7 @@ namespace Reset.Core {
|
||||
if (damageSource.value.source != null) {
|
||||
Debug.LogError($"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;
|
||||
|
||||
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 Logger = ParadoxNotion.Services.Logger;
|
||||
|
||||
namespace NodeCanvas.Tasks.Actions {
|
||||
namespace Reset.Units {
|
||||
[Category("Reset")]
|
||||
public class UpdateObjectCameraTracking : ActionTask<LockOnManager> {
|
||||
|
||||
|
||||
@@ -4,7 +4,8 @@ using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class InputFinder : MonoBehaviour{
|
||||
namespace Reset.Units{
|
||||
public class InputFinder : MonoBehaviour{
|
||||
public InputActionMap actionMap;
|
||||
|
||||
void Start(){
|
||||
@@ -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;
|
||||
@@ -32,4 +32,5 @@ public class InputFinder : MonoBehaviour{
|
||||
GetComponent<UIDocument>().enabled = false;
|
||||
actionMap.Disable();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,6 +2,8 @@ using UnityEngine;
|
||||
|
||||
public interface IInteractable{
|
||||
public void Interact();
|
||||
public bool CanInteract();
|
||||
public void CancelInteract();
|
||||
public void OnObserverDetected(EnvironmentObserver observer);
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
@@ -12,7 +14,8 @@ using UnityEngine.UIElements;
|
||||
using Vector2 = UnityEngine.Vector2;
|
||||
using Vector3 = UnityEngine.Vector3;
|
||||
|
||||
public class LockOnManager : MonoBehaviour{
|
||||
namespace Reset.Units{
|
||||
public class LockOnManager : MonoBehaviour{
|
||||
public class ActiveLockOnTarget{
|
||||
public GameObject gameObject;
|
||||
public float targetWeight;
|
||||
@@ -25,20 +28,18 @@ public class LockOnManager : MonoBehaviour{
|
||||
// Lock On settings
|
||||
[Space(5)] public float lockOnRange = 40f;
|
||||
public float lockOnMaxAngle = 70f;
|
||||
[Range(0,1)] public float mainTargetWeight = .15f;
|
||||
[Range(0, 1)] public float mainTargetWeight = .15f;
|
||||
[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
|
||||
@@ -275,4 +309,6 @@ public class LockOnManager : MonoBehaviour{
|
||||
elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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(){
|
||||
@@ -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();
|
||||
|
||||
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
|
||||
@@ -46,6 +46,10 @@ namespace Reset.Items{
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanInteract(){
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
|
||||
IEnumerator SpawnItems(){
|
||||
for (int i = 0; i < Random.Range(minItemsToSpawn, maxItemsToSpawn); i++) {
|
||||
|
||||
@@ -29,6 +29,10 @@ namespace Reset.Items{
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanInteract(){
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void CancelInteract(){
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
@@ -1,9 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Core{
|
||||
public interface IDamageable{
|
||||
public void TakeDamage(DamageSource source);
|
||||
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 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);
|
||||
}
|
||||
}
|
||||
|
||||
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{
|
||||
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($"Failed TakeDamage on {this.name}: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Everyone)]
|
||||
public void SetHealthRpc(float newHealth){
|
||||
currentHealth = newHealth;
|
||||
}
|
||||
|
||||
public void Kill(){
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,7 @@
|
||||
using Reset.Core;
|
||||
using Drawing;
|
||||
using Reset.Core;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Reset.Units{
|
||||
public interface IKillable : IDamageable{
|
||||
@@ -6,5 +9,28 @@ namespace Reset.Units{
|
||||
|
||||
public float maxHealth{ get; set; }
|
||||
public float currentHealth{ get; set; }
|
||||
|
||||
void IKillableInitialize(){
|
||||
SetMaxHealth();
|
||||
}
|
||||
|
||||
private void SetMaxHealth(){
|
||||
if (maxHealth == 0f) {
|
||||
Debug.LogError($"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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,14 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public interface ILockOnTarget {
|
||||
public float lockonTargetRadius { set; }
|
||||
namespace Reset.Units{
|
||||
public interface ILockOnTarget{
|
||||
public float lockonTargetRadius{ set; get; }
|
||||
public bool lockonDebug{ set; get; }
|
||||
|
||||
Transform transform {get;}
|
||||
public float lockonRaycastVerticalOffset{ set; get; }
|
||||
|
||||
Transform transform{ get; }
|
||||
GameObject gameObject{ get; }
|
||||
|
||||
abstract void OnTargetDelete();
|
||||
@@ -16,12 +20,14 @@ public interface ILockOnTarget {
|
||||
public Vector3 GetReticlePosition(){
|
||||
float upValue = 0f;
|
||||
|
||||
if (gameObject.GetComponent<Renderer>()){
|
||||
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;
|
||||
@@ -39,6 +46,7 @@ public interface ILockOnTarget {
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class PlayerCamera : MonoBehaviour{
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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 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();
|
||||
}
|
||||
|
||||
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_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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.unity.ai.navigation": "2.0.8",
|
||||
"com.unity.burst": "1.8.25",
|
||||
"com.unity.cinemachine": "3.1.2",
|
||||
"com.unity.collab-proxy": "2.8.2",
|
||||
"com.unity.ide.rider": "3.0.36",
|
||||
|
||||
@@ -33,8 +33,8 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.burst": {
|
||||
"version": "1.8.24",
|
||||
"depth": 1,
|
||||
"version": "1.8.25",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.mathematics": "1.2.1",
|
||||
|
||||
@@ -14,6 +14,9 @@ EditorBuildSettings:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/ItemTest.unity
|
||||
guid: 520e0dc411c2684479fba0c4f32b733c
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/CombatTest.unity
|
||||
guid: 7afe0eb15714afe4cb7caee140008f5b
|
||||
m_configObjects:
|
||||
com.unity.input.settings: {fileID: 11400000, guid: e4ca318d34698fe41ba99a765e54e4c2, type: 2}
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||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 94c7611bb3f64b248940847af54844cf, type: 3}
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||||
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@@ -144,6 +144,8 @@ PlayerSettings:
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bundleVersion: 0.2.0
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preloadedAssets:
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- {fileID: 0}
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- {fileID: 11400000, guid: e4ca318d34698fe41ba99a765e54e4c2, type: 2}
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- {fileID: -944628639613478452, guid: 94c7611bb3f64b248940847af54844cf, type: 3}
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metroInputSource: 0
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wsaTransparentSwapchain: 0
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m_HolographicPauseOnTrackingLoss: 1
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@@ -13,7 +13,7 @@ TagManager:
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||||
- Water
|
||||
- UI
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||||
- ItemDrop
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||||
-
|
||||
- Unit
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||||
-
|
||||
-
|
||||
-
|
||||
|
||||
16
ProjectSettings/TimelineSettings.asset
Normal file
16
ProjectSettings/TimelineSettings.asset
Normal file
@@ -0,0 +1,16 @@
|
||||
%YAML 1.1
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||||
%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &1
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MonoBehaviour:
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m_ObjectHideFlags: 53
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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_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a287be6c49135cd4f9b2b8666c39d999, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.Timeline.Editor::TimelineProjectSettings
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assetDefaultFramerate: 60
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||||
m_DefaultFrameRate: 60
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||||
Reference in New Issue
Block a user