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70 lines
2.3 KiB
C#
70 lines
2.3 KiB
C#
3 weeks ago
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using System;
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using Unity.BossRoom.Gameplay.GameplayObjects;
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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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[CreateAssetMenu(menuName = "BossRoom/Actions/Revive Action")]
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public class ReviveAction : Action
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{
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private bool m_ExecFired;
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private ServerCharacter m_TargetCharacter;
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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 || !NetworkManager.Singleton.SpawnManager.SpawnedObjects.ContainsKey(m_Data.TargetIds[0]))
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{
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Debug.Log("Failed to start ReviveAction. The target entity wasn't submitted or doesn't exist anymore");
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return false;
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}
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var targetNetworkObject = NetworkManager.Singleton.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]];
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m_TargetCharacter = targetNetworkObject.GetComponent<ServerCharacter>();
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serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim);
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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_ExecFired = false;
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m_TargetCharacter = null;
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}
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public override bool OnUpdate(ServerCharacter clientCharacter)
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{
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if (!m_ExecFired && Time.time - TimeStarted >= Config.ExecTimeSeconds)
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{
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m_ExecFired = true;
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if (m_TargetCharacter.LifeState == LifeState.Fainted)
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{
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Assert.IsTrue(Config.Amount > 0, "Revive amount must be greater than 0.");
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m_TargetCharacter.Revive(clientCharacter, Config.Amount);
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}
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else
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{
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//cancel the action if the target is alive!
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Cancel(clientCharacter);
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return false;
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}
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}
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return true;
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}
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public override void Cancel(ServerCharacter serverCharacter)
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{
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if (!string.IsNullOrEmpty(Config.Anim2))
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{
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serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2);
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}
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}
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}
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}
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