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.
90 lines
3.6 KiB
C#
90 lines
3.6 KiB
C#
3 weeks ago
|
using System;
|
||
|
using Unity.BossRoom.Gameplay.GameplayObjects;
|
||
|
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Unity.BossRoom.Gameplay.Actions
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Area-of-effect attack Action. The attack is centered on a point provided by the client.
|
||
|
/// </summary>
|
||
|
[CreateAssetMenu(menuName = "BossRoom/Actions/AOE Action")]
|
||
|
public class AOEAction : Action
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Cheat prevention: to ensure that players don't perform AoEs outside of their attack range,
|
||
|
/// we ensure that the target is less than Range meters away from the player, plus this "fudge
|
||
|
/// factor" to accomodate miscellaneous minor movement.
|
||
|
/// </summary>
|
||
|
const float k_MaxDistanceDivergence = 1;
|
||
|
|
||
|
bool m_DidAoE;
|
||
|
|
||
|
|
||
|
public override bool OnStart(ServerCharacter serverCharacter)
|
||
|
{
|
||
|
float distanceAway = Vector3.Distance(serverCharacter.physicsWrapper.Transform.position, Data.Position);
|
||
|
if (distanceAway > Config.Range + k_MaxDistanceDivergence)
|
||
|
{
|
||
|
// Due to latency, it's possible for the client side click check to be out of date with the server driven position. Doing a final check server side to make sure.
|
||
|
return ActionConclusion.Stop;
|
||
|
}
|
||
|
|
||
|
// broadcasting to all players including myself.
|
||
|
// We don't know our actual targets for this attack until it triggers, so the client can't use the TargetIds list (and we clear it out for clarity).
|
||
|
// This means we are responsible for triggering reaction-anims ourselves, which we do in PerformAoe()
|
||
|
Data.TargetIds = new ulong[0];
|
||
|
serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim);
|
||
|
serverCharacter.clientCharacter.ClientPlayActionRpc(Data);
|
||
|
return ActionConclusion.Continue;
|
||
|
}
|
||
|
|
||
|
public override void Reset()
|
||
|
{
|
||
|
base.Reset();
|
||
|
m_DidAoE = false;
|
||
|
}
|
||
|
|
||
|
public override bool OnUpdate(ServerCharacter clientCharacter)
|
||
|
{
|
||
|
if (TimeRunning >= Config.ExecTimeSeconds && !m_DidAoE)
|
||
|
{
|
||
|
// actually perform the AoE attack
|
||
|
m_DidAoE = true;
|
||
|
PerformAoE(clientCharacter);
|
||
|
}
|
||
|
|
||
|
return ActionConclusion.Continue;
|
||
|
}
|
||
|
|
||
|
private void PerformAoE(ServerCharacter parent)
|
||
|
{
|
||
|
// Note: could have a non alloc version of this overlap sphere where we statically store our collider array, but since this is a self
|
||
|
// destroyed object, the complexity added to have a static pool of colliders that could be called by multiplayer players at the same time
|
||
|
// doesn't seem worth it for now.
|
||
|
var colliders = Physics.OverlapSphere(m_Data.Position, Config.Radius, LayerMask.GetMask("NPCs"));
|
||
|
for (var i = 0; i < colliders.Length; i++)
|
||
|
{
|
||
|
var enemy = colliders[i].GetComponent<IDamageable>();
|
||
|
if (enemy != null)
|
||
|
{
|
||
|
// actually deal the damage
|
||
|
enemy.ReceiveHP(parent, -Config.Amount);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override bool OnStartClient(ClientCharacter clientCharacter)
|
||
|
{
|
||
|
base.OnStartClient(clientCharacter);
|
||
|
GameObject.Instantiate(Config.Spawns[0], Data.Position, Quaternion.identity);
|
||
|
return ActionConclusion.Stop;
|
||
|
}
|
||
|
|
||
|
public override bool OnUpdateClient(ClientCharacter clientCharacter)
|
||
|
{
|
||
|
throw new Exception("This should not execute");
|
||
|
}
|
||
|
}
|
||
|
}
|