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126 lines
4.5 KiB
C#

3 weeks ago
using System;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using Unity.Netcode;
using UnityEngine;
namespace Unity.BossRoom.Gameplay.Actions
{
[CreateAssetMenu(menuName = "BossRoom/Actions/Chase Action")]
public class ChaseAction : Action
{
private NetworkObject m_Target;
Transform m_TargetTransform;
/// <summary>
/// Called when the Action starts actually playing (which may be after it is created, because of queueing).
/// </summary>
/// <returns>false if the action decided it doesn't want to run after all, true otherwise. </returns>
public override bool OnStart(ServerCharacter serverCharacter)
{
if (!HasValidTarget())
{
Debug.Log("Failed to start ChaseAction. The target entity wasn't submitted or doesn't exist anymore");
return ActionConclusion.Stop;
}
m_Target = NetworkManager.Singleton.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]];
if (PhysicsWrapper.TryGetPhysicsWrapper(m_Data.TargetIds[0], out var physicsWrapper))
{
m_TargetTransform = physicsWrapper.Transform;
}
else
{
m_TargetTransform = m_Target.transform;
}
Vector3 currentTargetPos = m_TargetTransform.position;
if (StopIfDone(serverCharacter))
{
serverCharacter.physicsWrapper.Transform.LookAt(currentTargetPos); //even if we didn't move, snap to face the target!
return ActionConclusion.Stop;
}
if (!serverCharacter.Movement.IsPerformingForcedMovement())
{
serverCharacter.Movement.FollowTransform(m_TargetTransform);
}
return ActionConclusion.Continue;
}
public override void Reset()
{
base.Reset();
m_Target = null;
m_TargetTransform = null;
}
/// <summary>
/// Returns true if our ActionRequestData came with a valid target. For the ChaseAction, this is pretty liberal (could be friend or foe, could be
/// dead or alive--just needs to be present).
/// </summary>
private bool HasValidTarget()
{
return m_Data.TargetIds != null &&
m_Data.TargetIds.Length > 0 &&
NetworkManager.Singleton.SpawnManager.SpawnedObjects.ContainsKey(m_Data.TargetIds[0]);
}
/// <summary>
/// Tests to see if we've reached our target. Returns true if we've reached our target, false otherwise (in which case it also stops our movement).
/// </summary>
private bool StopIfDone(ServerCharacter parent)
{
if (m_TargetTransform == null)
{
//if the target disappeared on us, then just stop.
Cancel(parent);
return true;
}
float distToTarget2 = (parent.physicsWrapper.Transform.position - m_TargetTransform.position).sqrMagnitude;
if ((m_Data.Amount * m_Data.Amount) > distToTarget2)
{
//we made it! we're done.
Cancel(parent);
return true;
}
return false;
}
/// <summary>
/// Called each frame while the action is running.
/// </summary>
/// <returns>true to keep running, false to stop. The Action will stop by default when its duration expires, if it has a duration set. </returns>
public override bool OnUpdate(ServerCharacter clientCharacter)
{
if (StopIfDone(clientCharacter)) { return ActionConclusion.Stop; }
// Keep re-assigning our chase target whenever possible.
// This way, if we get Knocked Back mid-chase, we pick right back up and continue the chase.
if (!clientCharacter.Movement.IsPerformingForcedMovement())
{
clientCharacter.Movement.FollowTransform(m_TargetTransform);
}
return ActionConclusion.Continue;
}
public override void Cancel(ServerCharacter serverCharacter)
{
if (serverCharacter.Movement && !serverCharacter.Movement.IsPerformingForcedMovement())
{
serverCharacter.Movement.CancelMove();
}
}
public override bool OnUpdateClient(ClientCharacter clientCharacter)
{
return ActionConclusion.Continue;
}
}
}