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.
116 lines
4.4 KiB
C#
116 lines
4.4 KiB
C#
3 weeks ago
|
using System;
|
||
|
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
|
||
|
using Unity.BossRoom.Infrastructure;
|
||
|
using Unity.Netcode;
|
||
|
using UnityEngine;
|
||
|
using Random = UnityEngine.Random;
|
||
|
|
||
|
namespace Unity.BossRoom.Gameplay.Actions
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Action responsible for creating a physics-based thrown object.
|
||
|
/// </summary>
|
||
|
[CreateAssetMenu(menuName = "BossRoom/Actions/Toss Action")]
|
||
|
public class TossAction : Action
|
||
|
{
|
||
|
bool m_Launched;
|
||
|
|
||
|
public override bool OnStart(ServerCharacter serverCharacter)
|
||
|
{
|
||
|
// snap to face the direction we're firing
|
||
|
|
||
|
if (m_Data.TargetIds != null && m_Data.TargetIds.Length > 0)
|
||
|
{
|
||
|
var initialTarget = NetworkManager.Singleton.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]];
|
||
|
if (initialTarget)
|
||
|
{
|
||
|
Vector3 lookAtPosition;
|
||
|
if (PhysicsWrapper.TryGetPhysicsWrapper(initialTarget.NetworkObjectId, out var physicsWrapper))
|
||
|
{
|
||
|
lookAtPosition = physicsWrapper.Transform.position;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
lookAtPosition = initialTarget.transform.position;
|
||
|
}
|
||
|
|
||
|
// snap to face our target! This is the direction we'll attack in
|
||
|
serverCharacter.physicsWrapper.Transform.LookAt(lookAtPosition);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim);
|
||
|
serverCharacter.clientCharacter.ClientPlayActionRpc(Data);
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public override void Reset()
|
||
|
{
|
||
|
base.Reset();
|
||
|
m_Launched = false;
|
||
|
}
|
||
|
|
||
|
public override bool OnUpdate(ServerCharacter clientCharacter)
|
||
|
{
|
||
|
if (TimeRunning >= Config.ExecTimeSeconds && !m_Launched)
|
||
|
{
|
||
|
Throw(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>
|
||
|
ProjectileInfo GetProjectileInfo()
|
||
|
{
|
||
|
foreach (var projectileInfo in Config.Projectiles)
|
||
|
{
|
||
|
if (projectileInfo.ProjectilePrefab)
|
||
|
{
|
||
|
return projectileInfo;
|
||
|
}
|
||
|
}
|
||
|
throw new System.Exception($"Action {this.name} has no usable Projectiles!");
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Instantiates and configures the thrown object. Repeatedly calling this does nothing.
|
||
|
/// </summary>
|
||
|
/// <remarks>
|
||
|
/// This calls GetProjectilePrefab() to find the prefab it should instantiate.
|
||
|
/// </remarks>
|
||
|
void Throw(ServerCharacter parent)
|
||
|
{
|
||
|
if (!m_Launched)
|
||
|
{
|
||
|
m_Launched = true;
|
||
|
|
||
|
var projectileInfo = GetProjectileInfo();
|
||
|
|
||
|
var no = NetworkObjectPool.Singleton.GetNetworkObject(projectileInfo.ProjectilePrefab, projectileInfo.ProjectilePrefab.transform.position, projectileInfo.ProjectilePrefab.transform.rotation);
|
||
|
|
||
|
var networkObjectTransform = no.transform;
|
||
|
|
||
|
// point the thrown object the same way we're facing
|
||
|
networkObjectTransform.forward = parent.physicsWrapper.Transform.forward;
|
||
|
|
||
|
networkObjectTransform.position = parent.physicsWrapper.Transform.localToWorldMatrix.MultiplyPoint(networkObjectTransform.position) +
|
||
|
networkObjectTransform.forward + (Vector3.up * 2f);
|
||
|
|
||
|
no.Spawn(true);
|
||
|
|
||
|
// important to add a force AFTER a NetworkObject is spawned, since IsKinematic is enabled on the
|
||
|
// Rigidbody component after it is spawned
|
||
|
var tossedItemRigidbody = no.GetComponent<Rigidbody>();
|
||
|
|
||
|
tossedItemRigidbody.AddForce((networkObjectTransform.forward * 80f) + (networkObjectTransform.up * 150f), ForceMode.Impulse);
|
||
|
tossedItemRigidbody.AddTorque((networkObjectTransform.forward * Random.Range(-15f, 15f)) + (networkObjectTransform.up * Random.Range(-15f, 15f)), ForceMode.Impulse);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|