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61 lines
1.7 KiB
C#

2 weeks ago
using System;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using Unity.Netcode;
using UnityEngine;
namespace Unity.BossRoom.Gameplay.Actions
{
/// <summary>
/// Action for dropping "Heavy" items.
/// </summary>
[CreateAssetMenu(menuName = "BossRoom/Actions/Drop Action")]
public class DropAction : Action
{
float m_ActionStartTime;
NetworkObject m_HeldNetworkObject;
public override bool OnStart(ServerCharacter serverCharacter)
{
m_ActionStartTime = Time.time;
// play animation of dropping a heavy object, if one is already held
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(
serverCharacter.HeldNetworkObject.Value, out var heldObject))
{
m_HeldNetworkObject = heldObject;
Data.TargetIds = null;
if (!string.IsNullOrEmpty(Config.Anim))
{
serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim);
}
}
return true;
}
public override void Reset()
{
base.Reset();
m_ActionStartTime = 0;
m_HeldNetworkObject = null;
}
public override bool OnUpdate(ServerCharacter clientCharacter)
{
if (Time.time > m_ActionStartTime + Config.ExecTimeSeconds)
{
// drop the pot in space
m_HeldNetworkObject.transform.SetParent(null);
clientCharacter.HeldNetworkObject.Value = 0;
return ActionConclusion.Stop;
}
return ActionConclusion.Continue;
}
}
}