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177 lines
8.1 KiB
C#
177 lines
8.1 KiB
C#
1 week ago
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using System;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Unity.BossRoom.Gameplay.Actions
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{
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/// <summary>
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/// A defensive action where the character becomes resistant to damage.
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/// </summary>
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/// <remarks>
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/// The player can hold down the button for this ability to "charge it up" and make it more effective. Once it's been
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/// charging for Description.ExecTimeSeconds, it reaches maximum charge. If the player is attacked by an enemy, that
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/// also immediately stops the charge-up.
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///
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/// Once the charge-up stops (for any reason), the Action lasts for Description.EffectTimeSeconds before elapsing. During
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/// this time, all incoming damage is reduced by a percentage from 50% to 100%, depending on how "charged up" it was.
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///
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/// When the Action is fully charged up, it provides a special additional benefit: if the boss tries to trample this
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/// character, the boss becomes Stunned.
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/// </remarks>
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[CreateAssetMenu(menuName = "BossRoom/Actions/Charged Shield Action")]
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public partial class ChargedShieldAction : Action
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{
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/// <summary>
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/// Set once we've stopped charging up, for any reason:
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/// - the player has let go of the button,
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/// - we were attacked,
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/// - or the maximum charge was reached.
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/// </summary>
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private float m_StoppedChargingUpTime = 0;
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public override bool OnStart(ServerCharacter serverCharacter)
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{
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if (m_Data.TargetIds != null && m_Data.TargetIds.Length > 0)
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{
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NetworkObject initialTarget = NetworkManager.Singleton.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]];
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if (initialTarget)
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{
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// face our target, if we had one
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serverCharacter.physicsWrapper.Transform.LookAt(initialTarget.transform.position);
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}
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}
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// because this action can be visually started and stopped as often and as quickly as the player wants, it's possible
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// for several copies of this action to be playing at once. This can lead to situations where several
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// dying versions of the action raise the end-trigger, but the animator only lowers it once, leaving the trigger
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// in a raised state. So we'll make sure that our end-trigger isn't raised yet. (Generally a good idea anyway.)
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serverCharacter.serverAnimationHandler.NetworkAnimator.ResetTrigger(Config.Anim2);
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// raise the start trigger to start the animation loop!
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serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim);
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serverCharacter.clientCharacter.ClientPlayActionRpc(Data);
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return true;
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}
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public override void Reset()
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{
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base.Reset();
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m_ChargeGraphics = null;
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m_ShieldGraphics = null;
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m_StoppedChargingUpTime = 0;
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}
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private bool IsChargingUp()
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{
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return m_StoppedChargingUpTime == 0;
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}
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public override bool OnUpdate(ServerCharacter clientCharacter)
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{
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if (m_StoppedChargingUpTime == 0)
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{
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// we haven't explicitly stopped charging up... but if we've reached max charge, that implicitly stops us
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if (TimeRunning >= Config.ExecTimeSeconds)
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{
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StopChargingUp(clientCharacter);
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}
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}
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// we stop once the charge-up has ended and our effect duration has elapsed
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return m_StoppedChargingUpTime == 0 || Time.time < (m_StoppedChargingUpTime + Config.EffectDurationSeconds);
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}
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public override bool ShouldBecomeNonBlocking()
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{
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return m_StoppedChargingUpTime != 0;
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}
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private float GetPercentChargedUp()
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{
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return ActionUtils.GetPercentChargedUp(m_StoppedChargingUpTime, TimeRunning, TimeStarted, Config.ExecTimeSeconds);
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}
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public override void BuffValue(BuffableValue buffType, ref float buffedValue)
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{
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if (buffType == BuffableValue.PercentDamageReceived)
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{
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float percentChargedUp = GetPercentChargedUp();
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// the amount of damage reduction starts at 50% (for not-charged-up), then slowly increases to 100% depending on how charged-up we got
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float percentDamageReduction = 0.5f + ((percentChargedUp * percentChargedUp) / 2);
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// Now that we know how much damage to reduce it by, we need to set buffedValue to the inverse (because
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// it's looking for how much damage to DO, not how much to REDUCE BY). Also note how we don't just SET
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// buffedValue... we multiply our buff in with the current value. This lets our Action "stack"
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// with any other Actions that also alter this variable.)
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buffedValue *= 1 - percentDamageReduction;
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}
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else if (buffType == BuffableValue.ChanceToStunTramplers)
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{
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// if we are at "full charge", we stun enemies that try to trample us!
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if (GetPercentChargedUp() >= 1)
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{
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buffedValue = 1;
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}
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}
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}
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public override void OnGameplayActivity(ServerCharacter serverCharacter, GameplayActivity activityType)
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{
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// for this particular type of Action, being attacked immediately causes you to stop charging up
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if (activityType == GameplayActivity.AttackedByEnemy || activityType == GameplayActivity.StoppedChargingUp)
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{
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StopChargingUp(serverCharacter);
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}
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}
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public override void Cancel(ServerCharacter serverCharacter)
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{
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StopChargingUp(serverCharacter);
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// if stepped into invincibility, decrement invincibility counter
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if (Mathf.Approximately(GetPercentChargedUp(), 1f))
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{
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serverCharacter.serverAnimationHandler.NetworkAnimator.Animator.SetInteger(Config.OtherAnimatorVariable,
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serverCharacter.serverAnimationHandler.NetworkAnimator.Animator.GetInteger(Config.OtherAnimatorVariable) - 1);
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}
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}
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private void StopChargingUp(ServerCharacter parent)
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{
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if (IsChargingUp())
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{
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m_StoppedChargingUpTime = Time.time;
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parent.clientCharacter.ClientStopChargingUpRpc(GetPercentChargedUp());
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parent.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2);
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parent.serverAnimationHandler.NetworkAnimator.ResetTrigger(Config.Anim);
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//tell the animator controller to enter "invincibility mode" (where we don't flinch from damage)
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if (Mathf.Approximately(GetPercentChargedUp(), 1f))
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{
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// increment our "invincibility counter". We use an integer count instead of a boolean because the player
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// can restart their shield before the first one has ended, thereby getting two stacks of invincibility.
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// So each active copy of the charge-up increments the invincibility counter, and the animator controller
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// knows anything greater than zero means we shouldn't show hit-reacts.
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parent.serverAnimationHandler.NetworkAnimator.Animator.SetInteger(Config.OtherAnimatorVariable,
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parent.serverAnimationHandler.NetworkAnimator.Animator.GetInteger(Config.OtherAnimatorVariable) + 1);
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}
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}
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}
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public override bool OnStartClient(ClientCharacter clientCharacter)
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{
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Assert.IsTrue(Config.Spawns.Length == 2, $"Found {Config.Spawns.Length} spawns for action {name}. Should be exactly 2: a charge-up particle and a fully-charged particle");
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base.OnStartClient(clientCharacter);
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m_ChargeGraphics = InstantiateSpecialFXGraphic(Config.Spawns[0], clientCharacter.transform, true);
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return true;
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}
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}
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}
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