15 Commits

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View File

@@ -6456,7 +6456,7 @@ PrefabInstance:
UnityEngine.AnimationModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"},"Combat
Information":{"_value":{},"_name":"Combat Information","_id":"a15396c3-5ba0-4789-b5c5-39a6cfea1943","$type":"NodeCanvas.Framework.Variable`1[[NodeCanvas.Framework.VariableSeperator,
ParadoxNotion, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"},"inGoHard":{"_propertyPath":"PlayerMeter.inGoHard","_name":"inGoHard","_id":"dc9f60c8-856e-4970-bf11-25745eff1201","$type":"NodeCanvas.Framework.Variable`1[[System.Boolean,
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},"testobject":{"_name":"testobject","_id":"de2c7183-a5c3-4036-b92c-4b952c7a7af0","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.GameObject,
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"},"pickupTarget":{"_name":"pickupTarget","_id":"de2c7183-a5c3-4036-b92c-4b952c7a7af0","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.GameObject,
UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"}}}'
objectReference: {fileID: 0}
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@@ -6479,7 +6479,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 6546916578030478377, guid: 091cfac8be4c5a144a0b8997a9f1ff28, type: 3}
propertyPath: _serializedVariables.Array.data[11]._json
value: '{"_name":"testobject","_id":"de2c7183-a5c3-4036-b92c-4b952c7a7af0","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.GameObject,
value: '{"_name":"pickupTarget","_id":"de2c7183-a5c3-4036-b92c-4b952c7a7af0","$type":"NodeCanvas.Framework.Variable`1[[UnityEngine.GameObject,
UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]"}'
objectReference: {fileID: 0}
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@@ -8550,7 +8550,7 @@ PrefabInstance:
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propertyPath: m_IsActive
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value: 0
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File diff suppressed because one or more lines are too long

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

@@ -63,11 +63,8 @@ namespace NodeCanvas.Tasks.Conditions {
// Take the input arguments as objects and convert them to InputAction & Phases
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

@@ -21,21 +21,15 @@ namespace NodeCanvas.Tasks.Actions {
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
// using (Draw.WithColor(Color.forestGreen)){
// EndAction(true);
// }
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
agent.GetComponent<Player>().persistDrawingRevive = .5f;
agent.GetComponent<Player>().persistDrawingRevive = 1f;
agent.GetComponent<Player>().DrawReviveBarRpc(elapsedTime);
}
//Called when the task is disabled.
protected override void OnStop() {

View File

@@ -10,8 +10,6 @@ namespace Reset.Core {
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";
@@ -37,7 +35,7 @@ namespace Reset.Core {
//Called once per frame while the condition is active.
//Return whether the condition is success or failure.
protected override bool OnCheck(){
IInteractable interactable = agent.GetComponent<IInteractable>();
IInteractable interactable = target.value.GetComponent<IInteractable>();
if (interactable == null) {
return false;

View File

@@ -5,9 +5,7 @@ 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>{

View File

@@ -7,7 +7,7 @@ using UnityEngine;
namespace Reset.Units {
[Category("Reset")]
[Description("Send a string as an event to another unit. Works online as well")]
[Description("Send a graph event to another unit. Works online as well")]
public class SendEventToUnit : ActionTask<Unit>{
public BBParameter<GameObject> target;
public string eventToSend;

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

@@ -66,7 +66,7 @@ public class UnitCombat : UnitComponent {
}
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

@@ -6,14 +6,17 @@ using UnityEngine;
namespace Reset.Units{
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(){
@@ -54,7 +57,7 @@ namespace Reset.Units{
}
[Rpc(SendTo.Everyone)]
void SetHealthRpc(float newHealth){
public void SetHealthRpc(float newHealth){
currentHealth = newHealth;
}

View File

@@ -1,5 +1,6 @@
using Drawing;
using Reset.Core;
using Unity.Netcode;
using UnityEngine;
namespace Reset.Units{
@@ -21,6 +22,9 @@ namespace Reset.Units{
currentHealth = maxHealth;
}
}
[Rpc(SendTo.Everyone)]
void SetHealthRpc(float health);
internal void DrawHealthDebug(){
using (Draw.WithColor(Color.blue)) {

View File

@@ -7,25 +7,35 @@ using Unity.Netcode;
namespace Reset.Units{
public class Player : Unit, IKillable, IInteractable{
[HideInInspector] public PlayerControls controls;
// IKillable
public float maxHealth{ get; set; }
public float 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;
}
}
public bool IsDowned => _isDowned.Value;
// References
public GameObject pickupTarget; // NOTE: Might be removed in a refactor (https://thunderstar.codecks.io/card/15v-refactor-interaction-handler)
private float timeDowned;
public GameObject pickupTarget;
// (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(){
controls = GetComponent<PlayerControls>();
maxHealth = 20f;
}
public void Attach(){
void AttachToGame(){
if (IsLocalPlayer || !UnitIsNetworked()) { //
PlayerManager.Player = gameObject;
@@ -38,7 +48,8 @@ namespace Reset.Units{
base.UnitStart();
SetPlayerName();
Attach();
AttachToGame();
((IKillable)this).IKillableInitialize();
}
@@ -49,8 +60,14 @@ namespace Reset.Units{
}
}
public override void UnitUpdate(){
GetComponent<IKillable>().DrawHealthDebug();
protected override void Update(){
base.Update();
// Draw Revive UI for at least .5 seconds to prevent flashing
if (persistDrawingRevive > 0) {
persistDrawingRevive -= 1f * Time.deltaTime;
DrawReviveBarRpc(lastKnownReviveTime);
}
}
public void TakeDamage(DamageSource[] sources){
@@ -59,32 +76,36 @@ namespace Reset.Units{
}
}
public void TakeDamage(DamageSource source){
((IKillable)this).currentHealth -= source.damageDealt;
public void TakeDamage(DamageSource source){
// Calculate health after damage, locally
float newHealth = ((IKillable)this).currentHealth - source.damageDealt;
// Tell every unit to set the new health value
if (UnitIsNetworked()) {
SetNewHealthRpc(currentHealth);
SetHealthRpc(newHealth);
}
}
// TODO: Move somewhere not stupid so there's not an identical method in Enemy.cs
[Rpc(SendTo.Everyone)]
public void SetNewHealthRpc(float health){
public void SetHealthRpc(float health){
// Set health to new value, clamped to 0
health = Mathf.Max(health, 0f);
currentHealth = health;
// NOTE: only here for testing. Move out of here into some "post damage" check method
if (((IKillable)this).currentHealth <= 0) {
// if (UnitIsNetworked()) {
Down();
// } else {
// Kill();
// }
// 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();
}
}
}
public void Down(){
void Down(){
Graph.SendEvent("Downed");
}
@@ -93,6 +114,7 @@ namespace Reset.Units{
}
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
@@ -109,7 +131,6 @@ namespace Reset.Units{
[Rpc(SendTo.Owner)]
public void StartPickupRpc(){
// When picked up by another player, move into the pick up state
// TODO: Turn all these send events into a goddamn task maybe? State stuff should happen in the state machine. Concurrent stuff should happen in code
Graph.SendEvent("Pick Up Start");
}
@@ -120,8 +141,6 @@ namespace Reset.Units{
while (elapsed < 7f) {
elapsed += 1f * Time.deltaTime;
yield return null;
}
@@ -152,24 +171,35 @@ namespace Reset.Units{
[Rpc(SendTo.Everyone)]
public void DrawReviveBarRpc(float elapsedTime){
Debug.Log("test is drawn");
// 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;
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);
Vector3 pos = Vector3.up * 1.8f + Vector3.left * width + Vector3.forward * .01f;
Draw.ingame.Line(Camera.main.transform.rotation * pos, Camera.main.transform.rotation *
(pos + Vector3.right * width * 2f), Color.rebeccaPurple);
// 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(Camera.main.transform.rotation * donePos, Camera.main.transform.rotation *
(donePos + Vector3.right * widthDone * 2f), Color.red);
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;
}

View File

@@ -1,51 +1,32 @@
using System;
using System.Collections;
using System.Threading.Tasks;
using Drawing;
using NodeCanvas.BehaviourTrees;
using NodeCanvas.Framework;
using NodeCanvas.StateMachines;
using Reset;
using Reset.Units;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
namespace Reset.Units{
public class Unit : NetworkBehaviour, INetworkSerializeByMemcpy{
public string state;
public NetworkVariable<FixedString64Bytes> testSTate;
private FSMOwner fsm;
// 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;
}
get{ if (!_movement) { _movement = GetComponent<UnitMovementHandler>(); } return _movement; }
}
private GraphOwner _graph;
internal GraphOwner Graph{
get{
if (!_graph) {
_graph = GetComponent<GraphOwner>();
}
return _graph;
}
get{ if (!_graph) { _graph = GetComponent<GraphOwner>(); } return _graph; }
}
private void Awake(){
fsm = GetComponent<FSMOwner>();
}
// Debug and Gizmos
public NetworkVariable<FixedString64Bytes> graphStateAsString;
public virtual void Start(){
UnitStart();
}
@@ -67,17 +48,14 @@ namespace Reset.Units{
protected virtual void Update(){
UpdateGizmos();
}
// Draw Gizmos
void UpdateGizmos(){
if (GetComponent<IKillable>() != null) {
GetComponent<IKillable>().DrawHealthDebug();
}
UnitUpdate();
}
public virtual void UnitUpdate(){ }
void UpdateGizmos(){
DrawOnlineStatusGizmo();
DrawStateGizmo();
}
@@ -104,55 +82,38 @@ namespace Reset.Units{
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;
if (contr) contr.enabled = false;
transform.position = position;
if (contr)
contr.enabled = true;
if (contr) contr.enabled = true;
}
private void DrawStateGizmo(){
if (fsm && UnitIsLocal()) {
testSTate.Value = fsm.currentRootStateName;
// if (UnitIsNetworked()) {
// // state = fsm.currentRootStateName;
// SendStateInformationRpc(fsm.currentRootStateName);
// } else {
// state = fsm.currentRootStateName;
// }
} else {
fsm = GetComponent<FSMOwner>();
// Get state from FSM
if (UnitIsLocal()) {
graphStateAsString.Value = FSM.currentRootStateName;
}
// state = state.ToString().ToUpper();
// Draw state gizmo, regardless of if local or not
try {
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, testSTate.Value.ToString(), Color.red);
Draw.ingame.Label2D(transform.position + Vector3.up * 2.7f, graphStateAsString.Value.ToString(),
Color.red);
} catch (Exception e) {
Debug.LogError(e.Message);
}
}
[Rpc(SendTo.Everyone)]
public void SendStateInformationRpc(string newState){
Debug.Log($"newstate! {newState}");
state = newState;
}
[Rpc(SendTo.Owner)]
public void TakeOwnershipRpc(ulong clientID){
GetComponent<NetworkObject>().ChangeOwnership(clientID);
public void TakeOwnershipRpc(ulong newOwnerID){
GetComponent<NetworkObject>().ChangeOwnership(newOwnerID);
}
[Rpc(SendTo.Owner)]
public void DoGraphEventRpc(string eventToSend){
Debug.Log(eventToSend);
GetComponent<FSMOwner>().SendEvent(eventToSend); }
}
}

View File

@@ -8,13 +8,9 @@ namespace Reset.Units{
// Temporary
private float inputMagnitude;
void Start(){
}
void Update(){
// Temporary
try {
// Temporary
inputMagnitude = Mathf.MoveTowards(inputMagnitude, GetComponent<PlayerControls>().rawMoveInput.magnitude * 2f, 6f * Time.deltaTime);
modelAnimator.SetFloat("Move Direction X", Unit.Movement.GetResolvedDirectionLocal().x * inputMagnitude);
@@ -23,21 +19,6 @@ namespace Reset.Units{
Debug.LogError($"Failed in setting X and Y move direction floats: {e.Message}");
}
}
public void SendTriggerToAnimator(string trigger){
if (!modelAnimator) {
Debug.LogError($"There is no animator set to recieve the trigger '{trigger}' on unit {name}.", gameObject);
return;
}
try {
modelAnimator.SetTrigger(trigger);
}
catch (Exception e)
{
Debug.LogError($"Failed to send trigger to Animator: {e.Message}");
}
}
}

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

@@ -13,32 +13,27 @@ MonoBehaviour:
m_Name: PC_Renderer
m_EditorClassIdentifier:
debugShaders:
debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7,
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