You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
108 lines
3.9 KiB
C#
108 lines
3.9 KiB
C#
2 weeks ago
|
using System;
|
||
|
using Unity.BossRoom.Gameplay.GameplayObjects;
|
||
|
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
|
||
|
using Unity.BossRoom.Infrastructure;
|
||
|
using Unity.Netcode;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Unity.BossRoom.Gameplay.Actions
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Action responsible for creating a projectile object.
|
||
|
/// </summary>
|
||
|
[CreateAssetMenu(menuName = "BossRoom/Actions/Launch Projectile Action")]
|
||
|
public class LaunchProjectileAction : Action
|
||
|
{
|
||
|
private bool m_Launched = false;
|
||
|
|
||
|
public override bool OnStart(ServerCharacter serverCharacter)
|
||
|
{
|
||
|
//snap to face the direction we're firing, and then broadcast the animation, which we do immediately.
|
||
|
serverCharacter.physicsWrapper.Transform.forward = Data.Direction;
|
||
|
|
||
|
serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim);
|
||
|
serverCharacter.clientCharacter.ClientPlayActionRpc(Data);
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public override void Reset()
|
||
|
{
|
||
|
m_Launched = false;
|
||
|
base.Reset();
|
||
|
}
|
||
|
|
||
|
public override bool OnUpdate(ServerCharacter clientCharacter)
|
||
|
{
|
||
|
if (TimeRunning >= Config.ExecTimeSeconds && !m_Launched)
|
||
|
{
|
||
|
LaunchProjectile(clientCharacter);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Looks through the ProjectileInfo list and finds the appropriate one to instantiate.
|
||
|
/// For the base class, this is always just the first entry with a valid prefab in it!
|
||
|
/// </summary>
|
||
|
/// <exception cref="System.Exception">thrown if no Projectiles are valid</exception>
|
||
|
protected virtual ProjectileInfo GetProjectileInfo()
|
||
|
{
|
||
|
foreach (var projectileInfo in Config.Projectiles)
|
||
|
{
|
||
|
if (projectileInfo.ProjectilePrefab && projectileInfo.ProjectilePrefab.GetComponent<PhysicsProjectile>())
|
||
|
return projectileInfo;
|
||
|
}
|
||
|
throw new System.Exception($"Action {name} has no usable Projectiles!");
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Instantiates and configures the arrow. Repeatedly calling this does nothing.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This calls GetProjectilePrefab() to find the prefab it should instantiate.
|
||
|
/// </remarks>
|
||
|
protected void LaunchProjectile(ServerCharacter parent)
|
||
|
{
|
||
|
if (!m_Launched)
|
||
|
{
|
||
|
m_Launched = true;
|
||
|
|
||
|
var projectileInfo = GetProjectileInfo();
|
||
|
|
||
|
NetworkObject no = NetworkObjectPool.Singleton.GetNetworkObject(projectileInfo.ProjectilePrefab, projectileInfo.ProjectilePrefab.transform.position, projectileInfo.ProjectilePrefab.transform.rotation);
|
||
|
// point the projectile the same way we're facing
|
||
|
no.transform.forward = parent.physicsWrapper.Transform.forward;
|
||
|
|
||
|
//this way, you just need to "place" the arrow by moving it in the prefab, and that will control
|
||
|
//where it appears next to the player.
|
||
|
no.transform.position = parent.physicsWrapper.Transform.localToWorldMatrix.MultiplyPoint(no.transform.position);
|
||
|
|
||
|
no.GetComponent<PhysicsProjectile>().Initialize(parent.NetworkObjectId, projectileInfo);
|
||
|
|
||
|
no.Spawn(true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void End(ServerCharacter serverCharacter)
|
||
|
{
|
||
|
//make sure this happens.
|
||
|
LaunchProjectile(serverCharacter);
|
||
|
}
|
||
|
|
||
|
public override void Cancel(ServerCharacter serverCharacter)
|
||
|
{
|
||
|
if (!string.IsNullOrEmpty(Config.Anim2))
|
||
|
{
|
||
|
serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override bool OnUpdateClient(ClientCharacter clientCharacter)
|
||
|
{
|
||
|
return ActionConclusion.Continue;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|