7 Commits

62 changed files with 731892 additions and 89331 deletions

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@@ -8,7 +8,7 @@ namespace Reset.Units {
[Category("Reset/Movement")]
public class ChangeRotationSettings : ActionTask<UnitMovementHandler> {
[SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", UnitFacingDirection.TowardsTarget);
[SerializeField] public EnumValueGroup facingDirection = new EnumValueGroup("Facing Direction", PlayerFacingDirection.TowardsTarget);
[SerializeField] public FloatValueGroup rotationSpeed = new (newLabel: "Rotation Speed");
//Use for initialization. This is called only once in the lifetime of the task.

View File

@@ -1,7 +0,0 @@
using UnityEngine;
namespace Reset.Units{
public interface IUnitTargetProvider{
public GameObject UnitTarget{ get; }
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: f0c49825086c41e0990e5fa5d3f0041c
timeCreated: 1761269267

View File

@@ -15,7 +15,7 @@ using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
namespace Reset.Units{
public class LockOnManager : UnitComponent, IUnitTargetProvider {
public class LockOnManager : MonoBehaviour{
public class ActiveLockOnTarget{
public GameObject gameObject;
public float targetWeight;
@@ -24,9 +24,6 @@ namespace Reset.Units{
}
public static LockOnManager Instance;
// IUnitTargetProvider
public GameObject UnitTarget => mainTarget.gameObject;
// Lock On settings
[Space(5)] public float lockOnRange = 40f;
@@ -50,13 +47,13 @@ namespace Reset.Units{
private VisualElement elementRoot;
private void Awake(){
// Register as singleton
if (Instance == null && Unit.UnitIsLocal()) {
Instance = this;
} else {
enabled = false;
return;
}
// // Register as singleton
// if (Instance == null) {
// Instance = this;
// } else {
// this.enabled = false;
// return;
// }
// References from camera
targetGroup = PlayerManager.Camera.transform.Find("Target Group").GetComponent<CinemachineTargetGroup>();
@@ -313,4 +310,5 @@ namespace Reset.Units{
}
}
}
}

View File

@@ -5,20 +5,18 @@ namespace Reset.Units{
private bool enabledAsHost = true;
private Unit _unit;
internal Unit Unit{
get {
if (_unit == null) { _unit = GetComponent<Unit>(); }
if (_unit != null) {
return _unit;
}
_unit = GetComponent<Unit>();
return _unit;
}
}
private UnitMovementHandler _movement;
internal UnitMovementHandler Movement{
get {
if (_movement == null) { _movement = GetComponent<UnitMovementHandler>(); }
return _movement;
}
}
void DisableComponent(){
enabledAsHost = false;

View File

@@ -5,10 +5,7 @@ using Unity.Netcode;
using UnityEngine;
namespace Reset.Units{
public class Enemy : Unit, ILockOnTarget, IKillable{
// Spawn Info
public EnemySpawn relatedSpawner;
public class Enemy : Unit, ILockOnTarget, IKillable {
// Lock-On
public float lockonTargetRadius{ get; set; } = 10f;
[ShowInInspector]

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 6e73b4c62d7c3214db04bcea1fb9f856
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,8 +0,0 @@
using UnityEngine;
namespace Reset.Units{
public class EnemyCombat : UnitCombat, IUnitTargetProvider{
public GameObject target;
public GameObject UnitTarget => target;
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: f1528d25d3d94df59161993cb28bcb17
timeCreated: 1761269778

View File

@@ -1,121 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
using Pathfinding;
using Pathfinding.Drawing;
using UnityEngine;
using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
namespace Reset.Units{
[RequireComponent(typeof(Seeker))]
public class EnemyPathfinding : UnitComponent, IUnitDirectionProvider{
public Vector2 Direction{ get; set; }
private Seeker seeker;
public float nextWaypointDistance = 3;
private int currentWaypoint;
public Path path;
public bool reachedEndOfPath;
private Coroutine wanderPathCoroutine;
public void Start(){
seeker = GetComponent<Seeker>();
Enemy thisEnemy = (Unit as Enemy);
if (thisEnemy.relatedSpawner){
seeker.graphMask = GraphMask.FromGraph(thisEnemy.relatedSpawner.relatedGraph);
} else {
Debug.LogWarning("Creating a graph for a singular enemy is not yet implemented. Graph mask not set on this unit.", transform);
}
StartCoroutine(WaitForWanderPath());
}
IEnumerator WaitForWanderPath(){
yield return new WaitForSeconds(Random.Range(1f, 7f));
StartWanderPath();
wanderPathCoroutine = null;
}
void StartWanderPath(){
Enemy thisEnemy = (Unit as Enemy);
Vector3 pathTargetPos = transform.position;
if (thisEnemy.relatedSpawner) {
pathTargetPos = thisEnemy.relatedSpawner.transform.position;
}
Vector3 randomizedDestination = new Vector3(
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius),
0f,
Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius)
);
pathTargetPos += randomizedDestination;
seeker.StartPath(transform.position, pathTargetPos, OnPathComplete);
}
public void OnPathComplete(Path p){
if (!p.error) {
path = p;
// Reset the waypoint counter so that we start to move towards the first point in the path
currentWaypoint = 0;
}
}
public void Update(){
if (path == null) {
// We have no path to follow yet, so don't do anything
return;
}
reachedEndOfPath = false;
// The distance to the next waypoint in the path
float distanceToWaypoint;
while (true) {
// If you want maximum performance you can check the squared distance instead to get rid of a
// square root calculation. But that is outside the scope of this tutorial.
distanceToWaypoint = Vector3.Distance(transform.position, path.vectorPath[currentWaypoint]);
if (distanceToWaypoint < nextWaypointDistance) {
// Check if there is another waypoint or if we have reached the end of the path
if (currentWaypoint + 1 < path.vectorPath.Count) {
currentWaypoint++;
} else {
// Set a status variable to indicate that the agent has reached the end of the path.
// You can use this to trigger some special code if your game requires that.
reachedEndOfPath = true;
if (wanderPathCoroutine == null) {
wanderPathCoroutine = StartCoroutine(WaitForWanderPath());
}
break;
}
} else {
break;
}
}
// Pass the direction to the direction handler interface
if (currentWaypoint + 1 == path.vectorPath.Count) {
Direction = (path.vectorPath[currentWaypoint] - transform.position).ToVector2();
Direction = Vector3.ClampMagnitude(Direction, 1f);
} else {
Direction = (path.vectorPath[currentWaypoint] - transform.position).normalized.ToVector2();
}
// Draw an indicator for the path
Draw.ingame.SolidCircle(path.vectorPath[currentWaypoint] + Vector3.up * .02f, Vector3.up, .3f);
Draw.ingame.Arrow(transform.position, transform.position + Direction.ToVector3(), Vector3.up, .3f);
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 1a67969fa2454c8f8b5c84c31c95d890
timeCreated: 1761268522

View File

@@ -1,65 +0,0 @@
using System.Collections.Generic;
using Drawing;
using Pathfinding;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Reset.Units{
public class EnemySpawn : MonoBehaviour{
public float radius = 30f;
public int minimumEnemies = 1;
public int maximumEnemies = 5;
public Vector2 enemyCount;
// TODO: Replace this with an Enemy selector based on difficulty, random chance, etc?
public GameObject enemy;
public List<GameObject> enemies;
public GridGraph relatedGraph;
void Start(){
CreateAstarGraph();
SpawnEnemies();
}
void CreateAstarGraph(){
relatedGraph = AstarPath.active.data.AddGraph(typeof(GridGraph)) as GridGraph;
relatedGraph.SetDimensions(Mathf.FloorToInt(radius) * 2, Mathf.FloorToInt(radius) * 2, 1f);
relatedGraph.collision.diameter = 3f;
AstarPath.active.Scan(relatedGraph);
GetComponent<ProceduralGraphMover>().graph = relatedGraph;
}
void SpawnEnemies(){
int count = Random.Range(minimumEnemies, maximumEnemies + 1);
for (int i = 0; i < count; i++) {
Vector3 newPosition = transform.position;
float randomX = Random.Range(-(radius / 2f), radius / 2f);
float randomZ = Random.Range(-(radius / 2f), radius / 2f);
newPosition += new Vector3(randomX, transform.position.y, randomZ);
float randomRot = Random.Range(0f, 360f);
GameObject newEnemy = Instantiate(enemy, newPosition, Quaternion.AngleAxis(randomRot, Vector3.up));
newEnemy.GetComponent<Enemy>().relatedSpawner = this;
enemies.Add(newEnemy);
}
}
// Update is called once per frame
void Update(){
Draw.WireCylinder(transform.position, transform.position + Vector3.up * 7f, radius);
}
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: dd8d1c9c0ddc5c14497e74371d4b0350

View File

@@ -1,7 +0,0 @@
using UnityEngine;
namespace Reset.Units{
public interface IUnitDirectionProvider{
public Vector2 Direction{ get; }
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: ba6af7dc2e654035a720449447af3fa8
timeCreated: 1761268431

View File

@@ -13,17 +13,14 @@ using Sirenix.OdinInspector;
using Unity.Cinemachine;
using Object = UnityEngine.Object;
public class PlayerControls : MonoBehaviour, IUnitDirectionProvider{
public class PlayerControls : MonoBehaviour{
// References
private Player thisPlayer;
private PlayerInput input;
private SignalDefinition inputSignal;
private SignalDefinition blockSignal;
// IUnitDirectionProvider
public Vector2 Direction => rawMoveInput;
// TODO: Turn these into accessors
public Vector2 rawMoveInput;
public Vector2 rawLookInput;

View File

@@ -1,5 +1,5 @@
namespace Reset.Units{
public enum UnitFacingDirection{
public enum PlayerFacingDirection{
TowardsTarget = 0,
MatchInput,
MatchCamera,

View File

@@ -31,7 +31,7 @@ namespace Reset.Units{
[Title("Gravity Scale"), HideLabel, InlineProperty] public SettingValue<float> gravityScale = new SettingValue<float>(1f);
// Rotation
[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<UnitFacingDirection> facingDirection = new SettingValue<UnitFacingDirection>(initValue: UnitFacingDirection.Momentum);
[Title("Rotate Facing"), HideLabel, InlineProperty] public SettingValue<PlayerFacingDirection> facingDirection = new SettingValue<PlayerFacingDirection>(initValue: PlayerFacingDirection.Momentum);
[Title("Rotation Speed"), HideLabel, InlineProperty] public SettingValue<float> rotationSpeed = new SettingValue<float>(5f);

View File

@@ -5,7 +5,7 @@ using Sirenix.OdinInspector;
using Unity.Netcode;
namespace Reset.Units{
public class UnitMovementHandler : UnitComponent {
public class UnitMovementHandler : UnitComponent{
[ShowInInspector, InlineProperty, HideLabel, FoldoutGroup("Resolved Movement", expanded: true)]
public ResolvedMovement resolvedMovement;
@@ -19,8 +19,8 @@ namespace Reset.Units{
// References
private CharacterController controller;
private IUnitDirectionProvider directionProvider;
private IUnitTargetProvider targetProvider;
private PlayerControls controls;
private LockOnManager lockOnManager;
// Movement Data
[ShowInInspector, PropertyOrder(2), FoldoutGroup("Movement Data", expanded: true), InlineProperty, HideLabel] public UnitMovementData data = new();
@@ -30,8 +30,8 @@ namespace Reset.Units{
void Awake(){
controller = GetComponent<CharacterController>();
directionProvider = GetComponent<IUnitDirectionProvider>();
targetProvider = GetComponent<IUnitTargetProvider>();
controls = GetComponent<PlayerControls>();
lockOnManager = GetComponent<LockOnManager>();
InitAllSettings();
}
@@ -59,7 +59,7 @@ namespace Reset.Units{
// Update the direction, called every frame
private void UpdateCurrentDirection(){
// Get input value
Vector2 targetDirection = new Vector2(directionProvider.Direction.x, directionProvider.Direction.y);
Vector2 targetDirection = new Vector2(controls.rawMoveInput.x, controls.rawMoveInput.y);
// Rotate input by camera rotation (instead of rotating the output direction by camera rotation)
targetDirection = (Camera.main.transform.rotation * targetDirection.ToVector3()).ToVector2();
@@ -97,7 +97,7 @@ 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, directionProvider.Direction.magnitude);
newDirection = Vector3.Slerp(resolvedMovement.moveDirection.World, newDirection, controls.rawMoveInput.magnitude);
// Commit the new direction
resolvedMovement.moveDirection.World = newDirection;
@@ -108,7 +108,7 @@ namespace Reset.Units{
// ""Smooth"" the speed
float smoothedSpeed;
if (resolvedMovement.moveDirection.Local.magnitude < directionProvider.Direction.magnitude) {
if (resolvedMovement.moveDirection.Local.magnitude < controls.rawMoveInput.magnitude) {
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, data.moveSpeed.Value, data.acceleration.Value * Time.deltaTime);
} else {
smoothedSpeed = Mathf.MoveTowards(resolvedMovement.moveSpeed, 0f, data.deacceleration.Value * Time.deltaTime);
@@ -135,42 +135,42 @@ namespace Reset.Units{
// Update the rotation, called every frame
private void UpdateCurrentRotation(){
// Get input value
Vector3 inputMovement = new Vector3(directionProvider.Direction.x, 0f, directionProvider.Direction.y);
Vector3 inputMovement = new Vector3(controls.rawMoveInput.x, 0f, controls.rawMoveInput.y);
Quaternion targetRotation = Quaternion.identity;
// Switch the desired rotation based on current movement setting
switch (data.facingDirection.Value) {
// Just look at target
case UnitFacingDirection.TowardsTarget:
case PlayerFacingDirection.TowardsTarget:
// Look directly at the target
if (targetProvider.UnitTarget == null) {
if (lockOnManager.mainTarget == null) {
Debug.LogError("Trying to rotate towards a target but there is no target. Forcing rotation to Static and continuing");
data.facingDirection.Value = UnitFacingDirection.Static;
data.facingDirection.currentValue = UnitFacingDirection.Static;
data.facingDirection.Value = PlayerFacingDirection.Static;
data.facingDirection.currentValue = PlayerFacingDirection.Static;
targetRotation = transform.rotation;
break;
}
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(targetProvider.UnitTarget.transform.position));
targetRotation = Quaternion.LookRotation(transform.position.DirectionTo(lockOnManager.mainTarget.gameObject.transform.position));
break;
case UnitFacingDirection.Momentum:
case PlayerFacingDirection.Momentum:
// Look towards the current direction the agent is moving
if (inputMovement.magnitude > .05f){
targetRotation = Quaternion.LookRotation(resolvedMovement.moveDirection.RawWorld.ToVector3(), Vector3.up);
}
break;
case UnitFacingDirection.MatchInput:
case PlayerFacingDirection.MatchInput:
// Look towards the input direction- similar to Momentum but snappier
if (directionProvider.Direction.magnitude < 0.05f) { break; }
if (controls.rawMoveInput.magnitude < 0.05f) { break; }
targetRotation = Camera.main.transform.rotation * Quaternion.LookRotation(inputMovement);
break;
case UnitFacingDirection.MatchCamera:
case PlayerFacingDirection.MatchCamera:
// Look the same direction as the camera
targetRotation = Quaternion.Euler(Camera.main.transform.rotation.eulerAngles.Flatten(0, null, 0));
break;
case UnitFacingDirection.Static:
case PlayerFacingDirection.Static:
// Don't change
targetRotation = resolvedMovement.rotation;
break;
@@ -179,9 +179,9 @@ namespace Reset.Units{
DebugOverlayDrawer.ChangeValue("Rotation", "Target Rotation", targetRotation.eulerAngles);
// Add the current input into the created rotation
if (data.facingDirection.Value == UnitFacingDirection.MatchCamera || data.facingDirection.Value == UnitFacingDirection.TowardsTarget) {
if (data.facingDirection.Value == PlayerFacingDirection.MatchCamera || data.facingDirection.Value == PlayerFacingDirection.TowardsTarget) {
resolvedMovement.rotation = targetRotation;
} else if (directionProvider.Direction.sqrMagnitude > .1){
} else if (controls.rawMoveInput.sqrMagnitude > .1){
resolvedMovement.rotation = targetRotation;
}
@@ -391,7 +391,6 @@ namespace Reset.Units{
public void OverwriteDirectionFromInput(Vector2 value, float priority, float speed = Mathf.Infinity){ // Old
Debug.LogError("Using an old movement command! Switch to one of the new alternatives!");
}
}
}

View File

@@ -14,9 +14,7 @@
"GUID:f2d49d9fa7e7eb3418e39723a7d3b92f",
"GUID:5540e30183c82e84b954c033c388e06c",
"GUID:fe25561d224ed4743af4c60938a59d0b",
"GUID:37e17ffe38d86ae48bc3207e83ffef88",
"GUID:efa45043feb7e4147a305b73b5cea642",
"GUID:f4059aaf6c60a4a58a177a2609feb769"
"GUID:37e17ffe38d86ae48bc3207e83ffef88"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 3c37fe734c185fc48b50bb4fc19e7537
AssemblyDefinitionImporter:
externalObjects: {}
userData:
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@@ -13,32 +13,27 @@ MonoBehaviour:
m_Name: PC_Renderer
m_EditorClassIdentifier:
debugShaders:
debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7,
type: 3}
debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7, type: 3}
hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3}
probeVolumeSamplingDebugComputeShader: {fileID: 7200000, guid: 53626a513ea68ce47b59dc1299fe3959,
type: 3}
probeVolumeSamplingDebugComputeShader: {fileID: 7200000, guid: 53626a513ea68ce47b59dc1299fe3959, type: 3}
probeVolumeResources:
probeVolumeDebugShader: {fileID: 4800000, guid: e5c6678ed2aaa91408dd3df699057aae,
type: 3}
probeVolumeFragmentationDebugShader: {fileID: 4800000, guid: 03cfc4915c15d504a9ed85ecc404e607,
type: 3}
probeVolumeOffsetDebugShader: {fileID: 4800000, guid: 53a11f4ebaebf4049b3638ef78dc9664,
type: 3}
probeVolumeSamplingDebugShader: {fileID: 4800000, guid: 8f96cd657dc40064aa21efcc7e50a2e7,
type: 3}
probeSamplingDebugMesh: {fileID: -3555484719484374845, guid: 57d7c4c16e2765b47a4d2069b311bffe,
type: 3}
probeSamplingDebugTexture: {fileID: 2800000, guid: 24ec0e140fb444a44ab96ee80844e18e,
type: 3}
probeVolumeBlendStatesCS: {fileID: 7200000, guid: b9a23f869c4fd45f19c5ada54dd82176,
type: 3}
probeVolumeDebugShader: {fileID: 4800000, guid: e5c6678ed2aaa91408dd3df699057aae, type: 3}
probeVolumeFragmentationDebugShader: {fileID: 4800000, guid: 03cfc4915c15d504a9ed85ecc404e607, type: 3}
probeVolumeOffsetDebugShader: {fileID: 4800000, guid: 53a11f4ebaebf4049b3638ef78dc9664, type: 3}
probeVolumeSamplingDebugShader: {fileID: 4800000, guid: 8f96cd657dc40064aa21efcc7e50a2e7, type: 3}
probeSamplingDebugMesh: {fileID: -3555484719484374845, guid: 57d7c4c16e2765b47a4d2069b311bffe, type: 3}
probeSamplingDebugTexture: {fileID: 2800000, guid: 24ec0e140fb444a44ab96ee80844e18e, type: 3}
probeVolumeBlendStatesCS: {fileID: 7200000, guid: b9a23f869c4fd45f19c5ada54dd82176, type: 3}
m_RendererFeatures:
- {fileID: 7833122117494664109}
m_RendererFeatureMap: ad6b866f10d7b46c
m_UseNativeRenderPass: 1
xrSystemData: {fileID: 0}
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
m_AssetVersion: 2
m_AssetVersion: 3
m_PrepassLayerMask:
serializedVersion: 2
m_Bits: 4294967295
m_OpaqueLayerMask:
serializedVersion: 2
m_Bits: 4294967295
@@ -56,6 +51,8 @@ MonoBehaviour:
m_RenderingMode: 2
m_DepthPrimingMode: 0
m_CopyDepthMode: 0
m_DepthAttachmentFormat: 0
m_DepthTextureFormat: 0
m_AccurateGbufferNormals: 0
m_IntermediateTextureMode: 0
--- !u!114 &7833122117494664109
@@ -84,12 +81,3 @@ MonoBehaviour:
BlurQuality: 0
Falloff: 100
SampleCount: -1
m_BlueNoise256Textures:
- {fileID: 2800000, guid: 36f118343fc974119bee3d09e2111500, type: 3}
- {fileID: 2800000, guid: 4b7b083e6b6734e8bb2838b0b50a0bc8, type: 3}
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View File

@@ -6,7 +6,7 @@ QualitySettings:
serializedVersion: 5
m_CurrentQuality: 1
m_QualitySettings:
- serializedVersion: 4
- serializedVersion: 5
name: Mobile
pixelLightCount: 2
shadows: 2
@@ -34,6 +34,7 @@ QualitySettings:
adaptiveVsyncExtraA: 0
adaptiveVsyncExtraB: 0
lodBias: 1
meshLodThreshold: 1
maximumLODLevel: 0
enableLODCrossFade: 1
streamingMipmapsActive: 0
@@ -59,7 +60,7 @@ QualitySettings:
terrainMaxTrees: 50
excludedTargetPlatforms:
- Standalone
- serializedVersion: 4
- serializedVersion: 5
name: PC
pixelLightCount: 2
shadows: 2
@@ -87,6 +88,7 @@ QualitySettings:
adaptiveVsyncExtraA: 0
adaptiveVsyncExtraB: 0
lodBias: 2
meshLodThreshold: 1
maximumLODLevel: 0
enableLODCrossFade: 1
streamingMipmapsActive: 0