220 lines
7.4 KiB
C#
220 lines
7.4 KiB
C#
using System.Collections;
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using Drawing;
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using Reset.Core;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using Unity.Netcode;
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namespace Reset.Units{
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public class Player : Unit, IKillable, IInteractable{
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// IKillable
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[ShowInInspector]
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public float maxHealth{ get; set; }
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public float currentHealth{ get; set; }
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// State management (don't like this being used like this)
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public NetworkVariable<bool> _isDowned;
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public bool IsDowned{
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get{
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if (UnitIsLocal()){
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_isDowned.Value = FSM.currentRootStateName == "Downed";
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}
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return _isDowned.Value;
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}
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}
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// References
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public GameObject pickupTarget; // NOTE: Might be removed in a refactor (https://thunderstar.codecks.io/card/15v-refactor-interaction-handler)
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// (TEMP) Revive UI
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// NOTE: When I make the actual UI it's a good idea to have them somehow inherit from a class or something that
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// will make them persist for more than a frame since Rpc calls will make it flash
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public float persistDrawingRevive;
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public float lastKnownReviveTime;
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void Awake(){
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}
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void AttachToGame(){
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if (IsLocalPlayer || !UnitIsNetworked()) { //
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PlayerManager.Player = gameObject;
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PlayerManager.RequestNewController();
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GetComponent<LockOnManager>().AttachCamera(gameObject);
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}
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}
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public override void UnitStart(){
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base.UnitStart();
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SetPlayerName();
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AttachToGame();
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((IKillable)this).IKillableInitialize();
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}
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private void SetPlayerName(){
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name = "Player";
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if (UnitIsNetworked()){
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name += IsLocalPlayer ? ", Local" : ", Network";
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}
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}
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protected override void Update(){
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base.Update();
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// Draw Revive UI for at least .5 seconds to prevent flashing
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if (persistDrawingRevive > 0) {
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persistDrawingRevive -= 1f * Time.deltaTime;
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DrawReviveBarRpc(lastKnownReviveTime);
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}
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}
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public void TakeDamage(DamageSource[] sources){
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foreach (DamageSource source in sources) {
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TakeDamage(source);
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}
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}
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public void TakeDamage(DamageSource source){
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// Calculate health after damage, locally
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float newHealth = ((IKillable)this).currentHealth - source.damageDealt;
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// Tell every unit to set the new health value
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if (UnitIsNetworked()) {
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SetHealthRpc(newHealth);
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} else {
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SetHealth(newHealth);
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}
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}
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[Rpc(SendTo.Everyone)]
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public void SetHealthRpc(float health){
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// Set health to new value, clamped to 0
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SetHealth(health);
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// For local players, run things based on health value.
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// This Rpc is global but only the owner checks health
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CheckHealth();
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}
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private void SetHealth(float health){
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health = Mathf.Max(health, 0f);
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currentHealth = health;
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}
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void CheckHealth(){
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if (UnitIsLocal()){
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if (currentHealth <= 0f) {
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Down();
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}
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}
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}
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void Down(){
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Graph.SendEvent("Downed");
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}
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public void Kill(){
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Graph.SendEvent("Killed");
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}
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public void Interact(){
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// Interaction for picking up allies
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// Check if the other player can be interacted with at all
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if (pickupTarget&& pickupTarget.GetComponent<Player>().CanInteract()) {
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// Tell the local player to start picking up the ally and switch states
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Graph.SendEvent("Picking Up Ally");
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// Tell the target player to start getting picked up.
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pickupTarget.GetComponent<Player>().StartPickupRpc();
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// Wait for the pickup timer to finish
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StartCoroutine(PickupTimer());
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}
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}
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[Rpc(SendTo.Owner)]
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public void StartPickupRpc(){
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// When picked up by another player, move into the pick up state
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Graph.SendEvent("Pick Up Start");
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}
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IEnumerator PickupTimer(){
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// Start a timer and wait for it to complete
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float elapsed = 0f;
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while (elapsed < 7f) {
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elapsed += 1f * Time.deltaTime;
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yield return null;
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}
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Graph.SendEvent("Pick Up Success");
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}
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public bool CanInteract(){
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return IsDowned;
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}
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public void CancelInteract(){
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Graph.SendEvent("Pick Up Failed");
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}
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public void OnObserverDetected(EnvironmentObserver observer){
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// Try and get a Player component from the current hit object
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// The rest of the logic will continue as expected so long as an
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pickupTarget = observer.hit.collider.gameObject;
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DrawInteractStatus();
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}
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void DrawInteractStatus(){
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using (Draw.WithColor(Color.blue)) {
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Draw.ingame.Label2D(transform.position + Vector3.up * 2.5f, "Interactable",
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Color.orchid);
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}
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}
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[Rpc(SendTo.Everyone)]
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public void DrawReviveBarRpc(float elapsedTime){
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// Draw a (shoddy) UI bar that shows the revie progress
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using (Draw.ingame.WithLineWidth(5f)) {
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using (Draw.InLocalSpace(transform)){
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// Set width of the bar
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float width = .9f;
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float widthDone = width * elapsedTime / 5f; // 5f assumes a 5 second revive time
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// Clamp the red bar showing how much is progresseed to the max of width of the purple bar background (to prevent it going outside)
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widthDone = Mathf.Clamp(widthDone, 0, width);
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// Draw background bar
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Vector3 pos = Vector3.up * 1.8f + Vector3.left * width + Vector3.forward * +.01f;
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Draw.ingame.Line(
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transform.position + Camera.main.transform.rotation * pos,
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transform.position + Camera.main.transform.rotation * (pos + Vector3.right * width * 2f),
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Color.rebeccaPurple
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);
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// Draw foreground bar
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Vector3 donePos = Vector3.up * 1.8f + Vector3.left * widthDone;
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Draw.ingame.Line(
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transform.position + Camera.main.transform.rotation * donePos,
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transform.position + Camera.main.transform.rotation * (donePos + Vector3.right * widthDone * 2f),
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Color.red
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);
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}
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}
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// Set last known time so that online players don't have flashing UIs
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lastKnownReviveTime = elapsedTime;
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}
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void LateUpdate(){
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// Clear the pickupTarget every frame
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// NOTE: Will this work online?
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pickupTarget = null;
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}
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}
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} |