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111 lines
4.3 KiB
C#
111 lines
4.3 KiB
C#
3 weeks ago
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using System;
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using Unity.BossRoom.Gameplay.UserInput;
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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 Object = UnityEngine.Object;
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namespace Unity.BossRoom.Gameplay.Actions
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{
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public partial class TargetAction
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{
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private GameObject m_TargetReticule;
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private ulong m_CurrentTarget;
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private ulong m_NewTarget;
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private const float k_ReticuleGroundHeight = 0.2f;
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public override bool OnStartClient(ClientCharacter clientCharacter)
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{
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base.OnStartClient(clientCharacter);
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clientCharacter.serverCharacter.TargetId.OnValueChanged += OnTargetChanged;
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clientCharacter.serverCharacter.GetComponent<ClientInputSender>().ActionInputEvent += OnActionInput;
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return true;
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}
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private void OnTargetChanged(ulong oldTarget, ulong newTarget)
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{
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m_NewTarget = newTarget;
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}
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public override bool OnUpdateClient(ClientCharacter clientCharacter)
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{
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if (m_CurrentTarget != m_NewTarget)
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{
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m_CurrentTarget = m_NewTarget;
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if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(m_CurrentTarget, out NetworkObject targetObject))
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{
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var targetEntity = targetObject != null ? targetObject.GetComponent<ITargetable>() : null;
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if (targetEntity != null)
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{
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ValidateReticule(clientCharacter, targetObject);
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m_TargetReticule.SetActive(true);
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var parentTransform = targetObject.transform;
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if (targetObject.TryGetComponent(out ServerCharacter serverCharacter) && serverCharacter.clientCharacter)
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{
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//for characters, attach the reticule to the child graphics object.
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parentTransform = serverCharacter.clientCharacter.transform;
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}
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m_TargetReticule.transform.parent = parentTransform;
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m_TargetReticule.transform.localPosition = new Vector3(0, k_ReticuleGroundHeight, 0);
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}
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}
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else
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{
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// null check here in case the target was destroyed along with the target reticule
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if (m_TargetReticule != null)
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{
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m_TargetReticule.transform.parent = null;
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m_TargetReticule.SetActive(false);
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}
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}
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}
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return true;
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}
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/// <summary>
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/// Ensures that the TargetReticule GameObject exists. This must be done prior to enabling it because it can be destroyed
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/// "accidentally" if its parent is destroyed while it is detached.
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/// </summary>
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void ValidateReticule(ClientCharacter parent, NetworkObject targetObject)
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{
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if (m_TargetReticule == null)
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{
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m_TargetReticule = Object.Instantiate(parent.TargetReticulePrefab);
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}
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bool target_isnpc = targetObject.GetComponent<ITargetable>().IsNpc;
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bool myself_isnpc = parent.serverCharacter.CharacterClass.IsNpc;
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bool hostile = target_isnpc != myself_isnpc;
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m_TargetReticule.GetComponent<MeshRenderer>().material = hostile ? parent.ReticuleHostileMat : parent.ReticuleFriendlyMat;
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}
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public override void CancelClient(ClientCharacter clientCharacter)
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{
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GameObject.Destroy(m_TargetReticule);
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clientCharacter.serverCharacter.TargetId.OnValueChanged -= OnTargetChanged;
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if (clientCharacter.TryGetComponent(out ClientInputSender inputSender))
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{
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inputSender.ActionInputEvent -= OnActionInput;
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}
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}
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private void OnActionInput(ActionRequestData data)
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{
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//this method runs on the owning client, and allows us to anticipate our new target for purposes of FX visualization.
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if (GameDataSource.Instance.GetActionPrototypeByID(data.ActionID).IsGeneralTargetAction)
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{
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m_NewTarget = data.TargetIds[0];
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}
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}
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}
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}
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