diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 0000000..85f6788 --- /dev/null +++ b/.editorconfig @@ -0,0 +1 @@ +; see http://editorconfig.org/ for docs on this file root = true [*] ignore_if_in_header = This code was generated by a tool| indent_style = space indent_size = 4 ; uncomment to help with sharing files across os's (i.e. network share or through local vm) #end_of_line = lf ; avoid a bom, which causes endless problems with naive text tooling charset = utf-8 trim_trailing_whitespace = true insert_final_newline = true ; keeping auto-format enabled helps avoid merge hell for projects without CI-based format validation #disable_auto_format = true csharp_indent_case_contents_when_block = false [*.cs] ; uncomment to enable full formatting of c# files formatters = generic, uncrustify [*.asmdef] scrape_api = true [**/Tests/**.asmdef] scrape_api = false [*.Tests.asmdef] scrape_api = false [*.md] indent_size = 2 ; trailing whitespace is unfortunately significant in markdown trim_trailing_whitespace = false ; uncomment to enable basic formatting of markdown files #formatters = generic [{Makefile,makefile}] ; tab characters are part of the Makefile format indent_style = tab [*.asmdef] indent_size = 4 [*.json] indent_size = 2 [*.{vcproj,bat,cmd,xaml,tt,t4,ttinclude}] end_of_line = crlf ; this VS-specific stuff is based on experiments to see how VS will modify a file after it has been manually edited. ; the settings are meant to closely match what VS does to minimize unnecessary diffs. [*.{vcxproj,vcxproj.filters}] indent_style = space indent_size = 2 end_of_line = crlf charset = utf-8-bom trim_trailing_whitespace = true insert_final_newline = false ; must be broken out because of 51-char bug (https://github.com/editorconfig/editorconfig-visualstudio/issues/21) [*.{csproj,pyproj,props,targets}] indent_style = space indent_size = 2 end_of_line = crlf charset = utf-8-bom trim_trailing_whitespace = true insert_final_newline = false [*.{sln,sln.template}] indent_style = tab indent_size = 4 end_of_line = crlf charset = utf-8 trim_trailing_whitespace = true insert_final_newline = false #### naming styles #### # naming rules [*.cs] dotnet_naming_rule.interface_should_be_begins_with_i.severity = suggestion dotnet_naming_rule.interface_should_be_begins_with_i.symbols = interface dotnet_naming_rule.interface_should_be_begins_with_i.style = begins_with_i dotnet_naming_rule.types_should_be_pascal_case.severity = suggestion dotnet_naming_rule.types_should_be_pascal_case.symbols = types dotnet_naming_rule.types_should_be_pascal_case.style = pascal_case dotnet_naming_rule.non_field_members_should_be_pascal_case.severity = suggestion dotnet_naming_rule.non_field_members_should_be_pascal_case.symbols = non_field_members dotnet_naming_rule.non_field_members_should_be_pascal_case.style = pascal_case dotnet_naming_rule.method_should_be_pascal_case.severity = suggestion dotnet_naming_rule.method_should_be_pascal_case.symbols = method dotnet_naming_rule.method_should_be_pascal_case.style = pascal_case dotnet_naming_rule.private_or_internal_field_should_be_begins_with_m_.severity = suggestion dotnet_naming_rule.private_or_internal_field_should_be_begins_with_m_.symbols = private_or_internal_field dotnet_naming_rule.private_or_internal_field_should_be_begins_with_m_.style = begins_with_m_ dotnet_naming_rule.private_or_internal_static_field_should_be_begins_with_s_.severity = suggestion dotnet_naming_rule.private_or_internal_static_field_should_be_begins_with_s_.symbols = private_or_internal_static_field dotnet_naming_rule.private_or_internal_static_field_should_be_begins_with_s_.style = begins_with_s_ dotnet_naming_rule.non_public_const_fields_should_be_begins_with_k_.severity = suggestion dotnet_naming_rule.non_public_const_fields_should_be_begins_with_k_.symbols = non_public_const_fields dotnet_naming_rule.non_public_const_fields_should_be_begins_with_k_.style = begins_with_k_ dotnet_naming_rule.non_public_static_readonly_fields_should_be_begins_with_k_.severity = suggestion dotnet_naming_rule.non_public_static_readonly_fields_should_be_begins_with_k_.symbols = non_public_static_readonly_fields dotnet_naming_rule.non_public_static_readonly_fields_should_be_begins_with_k_.style = begins_with_k_ dotnet_naming_rule.event_should_be_camel_case.severity = suggestion dotnet_naming_rule.event_should_be_camel_case.symbols = event dotnet_naming_rule.event_should_be_camel_case.style = camel_case dotnet_naming_rule.method_parameters_should_be_camel_case.severity = suggestion dotnet_naming_rule.method_parameters_should_be_camel_case.symbols = method_parameters dotnet_naming_rule.method_parameters_should_be_camel_case.style = camel_case dotnet_naming_rule.local_should_be_camel_case.severity = suggestion dotnet_naming_rule.local_should_be_camel_case.symbols = local dotnet_naming_rule.local_should_be_camel_case.style = camel_case # symbol specifications dotnet_naming_symbols.interface.applicable_kinds = interface dotnet_naming_symbols.interface.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected dotnet_naming_symbols.interface.required_modifiers = dotnet_naming_symbols.event.applicable_kinds = event dotnet_naming_symbols.event.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected dotnet_naming_symbols.event.required_modifiers = dotnet_naming_symbols.method.applicable_kinds = method dotnet_naming_symbols.method.applicable_accessibilities = public dotnet_naming_symbols.method.required_modifiers = dotnet_naming_symbols.private_or_internal_field.applicable_kinds = field dotnet_naming_symbols.private_or_internal_field.applicable_accessibilities = internal, private, private_protected dotnet_naming_symbols.private_or_internal_field.required_modifiers = dotnet_naming_symbols.private_or_internal_static_field.applicable_kinds = field dotnet_naming_symbols.private_or_internal_static_field.applicable_accessibilities = internal, private, private_protected dotnet_naming_symbols.private_or_internal_static_field.required_modifiers = static dotnet_naming_symbols.types.applicable_kinds = class, struct, interface, enum dotnet_naming_symbols.types.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected dotnet_naming_symbols.types.required_modifiers = dotnet_naming_symbols.non_field_members.applicable_kinds = property, event, method dotnet_naming_symbols.non_field_members.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected dotnet_naming_symbols.non_field_members.required_modifiers = dotnet_naming_symbols.non_public_const_fields.applicable_kinds = field dotnet_naming_symbols.non_public_const_fields.applicable_accessibilities = internal, private, protected, protected_internal, private_protected dotnet_naming_symbols.non_public_const_fields.required_modifiers = const dotnet_naming_symbols.non_public_static_readonly_fields.applicable_kinds = field dotnet_naming_symbols.non_public_static_readonly_fields.applicable_accessibilities = private, protected, protected_internal, private_protected dotnet_naming_symbols.non_public_static_readonly_fields.required_modifiers = readonly, static dotnet_naming_symbols.method_parameters.applicable_kinds = parameter dotnet_naming_symbols.method_parameters.applicable_accessibilities = dotnet_naming_symbols.method_parameters.required_modifiers = dotnet_naming_symbols.local.applicable_kinds = local dotnet_naming_symbols.local.applicable_accessibilities = local dotnet_naming_symbols.local.required_modifiers = # naming styles dotnet_naming_style.pascal_case.required_prefix = dotnet_naming_style.pascal_case.required_suffix = dotnet_naming_style.pascal_case.word_separator = dotnet_naming_style.pascal_case.capitalization = pascal_case dotnet_naming_style.begins_with_i.required_prefix = I dotnet_naming_style.begins_with_i.required_suffix = dotnet_naming_style.begins_with_i.word_separator = dotnet_naming_style.begins_with_i.capitalization = pascal_case dotnet_naming_style.begins_with_m_.required_prefix = m_ dotnet_naming_style.begins_with_m_.required_suffix = dotnet_naming_style.begins_with_m_.word_separator = dotnet_naming_style.begins_with_m_.capitalization = pascal_case dotnet_naming_style.begins_with_s_.required_prefix = s_ dotnet_naming_style.begins_with_s_.required_suffix = dotnet_naming_style.begins_with_s_.word_separator = dotnet_naming_style.begins_with_s_.capitalization = pascal_case dotnet_naming_style.begins_with_k_.required_prefix = k_ dotnet_naming_style.begins_with_k_.required_suffix = dotnet_naming_style.begins_with_k_.word_separator = dotnet_naming_style.begins_with_k_.capitalization = pascal_case dotnet_naming_style.camel_case.required_prefix = dotnet_naming_style.camel_case.required_suffix = dotnet_naming_style.camel_case.word_separator = dotnet_naming_style.camel_case.capitalization = camel_case \ No newline at end of file diff --git a/.metadata/docs/terms-and-conditions.txt b/.metadata/docs/terms-and-conditions.txt new file mode 100644 index 0000000..1a284a9 --- /dev/null +++ b/.metadata/docs/terms-and-conditions.txt @@ -0,0 +1 @@ +THIS IS THE TERMS AND CONDITIONS PLACEHOLDER \ No newline at end of file diff --git a/.metadata/images/icon.jpg b/.metadata/images/icon.jpg new file mode 100644 index 0000000..bfde660 Binary files /dev/null and b/.metadata/images/icon.jpg differ diff --git a/.metadata/images/preview.png b/.metadata/images/preview.png new file mode 100644 index 0000000..af31e7e Binary files /dev/null and b/.metadata/images/preview.png differ diff --git a/.metadata/metadata.yaml b/.metadata/metadata.yaml new file mode 100644 index 0000000..4eabc55 --- /dev/null +++ b/.metadata/metadata.yaml @@ -0,0 +1,16 @@ +packageName: com.unity.template.xxx +name: NEW NAME +description: translationMap +icon: file://images/icon.png +previewImage: file://images/preview.png +category: Core +buildPlatform: Windows +renderPipeline: BuiltIn +termsOfService: file://docs/terms-and-conditions.txt +#extraFields: # (Optional) - A list of extra metadata that can be developer-defined as key/value pairs where value is always a string. +# - name: ageGate +# value: "12+" +translationMap: + description: + en-US: "With this template, blablabla" + zh-CN: "使用此模板,..." \ No newline at end of file diff --git a/.yamato/_triggers.yml b/.yamato/_triggers.yml new file mode 100644 index 0000000..9b071eb --- /dev/null +++ b/.yamato/_triggers.yml @@ -0,0 +1,27 @@ +{% metadata_file .yamato/project.metafile %} +--- + +# Run all relevant tasks when a pull request targeting specified +# branches is created or updated. +pull_request_trigger: + name: Pull Request Trigger (main, develop, & release branches) + dependencies: + - .yamato/project-standards.yml#standards_{{ projects.first.name }} +{% for project in projects -%} +{% for platform in test_platforms -%} + # desktop platforms + - .yamato/project-tests.yml#test_{{ project.name }}_{{ project.test_editors.first }}_{{ platform.name }} +{% endfor -%} + # iOS + - .yamato/mobile-build-and-run.yml#mobile_test_ios_{{ project.name }}_{{ project.test_editors.first }} + # Android + - .yamato/mobile-build-and-run.yml#mobile_test_android_{{ project.name }}_{{ project.test_editors.first }} +{% endfor -%} + triggers: + cancel_old_ci: true + pull_requests: + - targets: + only: + - "main" + - "develop" + - "/release\/.*/" diff --git a/.yamato/disable-burst-if-requested.py b/.yamato/disable-burst-if-requested.py new file mode 100644 index 0000000..05e4945 --- /dev/null +++ b/.yamato/disable-burst-if-requested.py @@ -0,0 +1,96 @@ +# Custom python script to enable/disable burst compilations. Disabling burst is currently required for Android tests. +# Source: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/.yamato/disable-burst-if-requested.py + +import argparse +import json +import os + + +args = None +platform_plugin_definition = None + + +def resolve_target(platform): + resolved_target = platform + if 'StandaloneWindows' in platform: + resolved_target = 'StandaloneWindows' + elif 'StandaloneLinux' in platform: + resolved_target = 'StandaloneLinux64' + + return resolved_target + + +def create_config(settings_path, platform): + config_name = os.path.join(settings_path, 'BurstAotSettings_{}.json'.format(resolve_target(platform))) + monobehaviour = { + 'm_Enabled': True, + 'm_EditorHideFlags': 0, + 'm_Name': "", + 'm_EditorClassIdentifier': 'Unity.Burst.Editor:Unity.Burst.Editor:BurstPlatformAotSettings', + 'EnableOptimisations': True, + 'EnableSafetyChecks': False, + 'EnableBurstCompilation': True + } + + data = {'MonoBehaviour': monobehaviour} + with open(config_name, 'w') as f: + json.dump(data, f) + return config_name + + +def get_or_create_AOT_config(project_path, platform): + settings_path = os.path.join(project_path, 'ProjectSettings') + if not os.path.isdir(settings_path): + os.mkdir(settings_path) + config_names = [os.path.join(settings_path, filename) for filename in os.listdir(settings_path) if filename.startswith("BurstAotSettings_{}".format(resolve_target(platform)))] + if not config_names: + return [create_config(settings_path, platform)] + return config_names + + +def disable_AOT(project_path, platform): + config_names = get_or_create_AOT_config(project_path, platform) + for config_name in config_names: + set_AOT(config_name, False) + + +def enable_AOT(project_path, platform): + config_names = get_or_create_AOT_config(project_path, platform) + for config_name in config_names: + set_AOT(config_name, True) + + +def set_AOT(config_file, status): + config = None + with open(config_file, 'r') as f: + config = json.load(f) + + assert config is not None, 'AOT settings not found; did the burst-enabled build finish successfully?' + + config['MonoBehaviour']['EnableBurstCompilation'] = status + with open(config_file, 'w') as f: + json.dump(config, f) + + +def main(): + enable_burst = os.environ.get('ENABLE_BURST_COMPILATION', 'true').strip().lower() + if enable_burst == 'true': + print('BURST COMPILATION: ENABLED') + elif enable_burst == 'false': + print('BURST COMPILATION: DISABLED') + disable_AOT(args.project_path, args.platform) + else: + sys.exit('BURST COMPILATION: unexpected value: {}'.format(enable_burst)) + + +def parse_args(): + global args + parser = argparse.ArgumentParser(description='This tool disables burst AOT compilation') + parser.add_argument('--project-path', help='Specify the location of the unity project.') + parser.add_argument('--platform', help="Platform to be used to run the build.") + args = parser.parse_args() + + +if __name__ == '__main__': + parse_args() + main() diff --git a/.yamato/mobile-build-and-run.yml b/.yamato/mobile-build-and-run.yml new file mode 100644 index 0000000..b271e48 --- /dev/null +++ b/.yamato/mobile-build-and-run.yml @@ -0,0 +1,129 @@ +# Modeled after Yamato mobile automation example: https://github.cds.internal.unity3d.com/unity/mobile-yamato-example + +{% metadata_file .yamato/project.metafile %} +--- + +{% for project in projects -%} +{% for editor in project.test_editors -%} +Build_Player_With_Tests_iOS_{{ project.name }}_{{ editor }}: + name: build {{ project.name }} - {{ editor }} on iOS + agent: + type: Unity::VM::osx + image: package-ci/macos-12:v4 + flavor: b1.large + + commands: + - pip install unity-downloader-cli==1.2.0 --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -c Editor -c iOS -u {{ editor }} --fast --wait + - curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr --output utr + - chmod +x ./utr + - ./utr --suite=playmode --platform=iOS --editor-location=.Editor --testproject={{ project.path }} --player-save-path=build/players --artifacts_path=build/logs --build-only --testfilter=Unity.BossRoom.Tests.Runtime + + artifacts: + players: + paths: + - "build/players/**" + logs: + paths: + - "build/logs/**" +{% endfor -%} +{% endfor -%} + +{% for project in projects -%} +{% for editor in project.test_editors -%} +Build_Player_With_Tests_Android_{{ project.name }}_{{ editor }}: + name: build {{ project.name }} - {{ editor }} on Android + agent: + type: Unity::VM + # Any generic image can be used, no need to have Android tools in the image for building + # All Android tools will be downloaded by unity-downloader-cli + image: mobile/android-execution-base:stable + flavor: b1.xlarge + + commands: + # Download unity-downloader-cli + - pip install unity-downloader-cli==1.2.0 --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools/utr-standalone/utr.bat --output utr.bat + - python .yamato/disable-burst-if-requested.py --project-path {{ project.path }} --platform Android + - unity-downloader-cli -c Editor -c Android -u {{ editor }} --fast --wait + # Build player(s) + - set UTR_VERSION=0.12.0 + - ./utr.bat --suite=playmode --platform=Android --editor-location=.Editor --testproject={{ project.path }} --player-save-path=build/players --artifacts_path=build/logs --scripting-backend=mono --build-only --testfilter=Unity.BossRoom.Tests.Runtime + artifacts: + players: + paths: + - "build/players/**" + logs: + paths: + - "build/logs/**" + variables: + CI: true + ENABLE_BURST_COMPILATION: False +{% endfor -%} +{% endfor -%} + +# For every editor version, run iOS project tests without +# running package tests too since they are handled on their respective jobs +{% for project in projects -%} +{% for editor in project.test_editors -%} +mobile_test_ios_{{ project.name }}_{{ editor }}: + name: {{ project.name }} mobile project tests - {{ editor }} on iOS + agent: + type: Unity::mobile::iPhone + image: package-ci/macos-12:v4 + flavor: b1.medium + + # Skip repository cloning + skip_checkout: true + + # Set a dependency on the build job + dependencies: + - .yamato/mobile-build-and-run.yml#Build_Player_With_Tests_iOS_{{ project.name }}_{{ editor }} + + commands: + # Download standalone UnityTestRunner + - curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr --output utr + # Give UTR execution permissions + - chmod +x ./utr + # Run the test build on the device + - ./utr --suite=playmode --platform=iOS --player-load-path=build/players --artifacts_path=build/test-results --testfilter=Unity.BossRoom.Tests.Runtime + + artifacts: + logs: + paths: + - "build/test-results/**" +{% endfor -%} +{% endfor -%} + + # For every editor version, run Android project tests without + # running package tests too since they are handled on their respective jobs +{% for project in projects -%} +{% for editor in project.test_editors -%} +mobile_test_android_{{ project.name }}_{{ editor }}: + name: {{ project.name }} mobile project tests - {{ editor }} on Android + agent: + type: Unity::mobile::shield + image: mobile/android-execution-base:stable + flavor: b1.medium + + # Skip repository cloning + skip_checkout: true + # Set a dependency on the build job + dependencies: + - .yamato/mobile-build-and-run.yml#Build_Player_With_Tests_Android_{{ project.name }}_{{ editor }} + commands: + # Download standalone UnityTestRunner + - curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools/utr-standalone/utr.bat --output utr.bat + - | + set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP% + start %ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP% + start %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices + set UTR_VERSION=0.12.0 + ./utr --artifacts_path=build/test-results --testproject={{ project.path }} --editor-location=.Editor --reruncount=2 --suite=playmode --platform=android --player-load-path=build/players --testfilter=Unity.BossRoom.Tests.Runtime + # Set uploadable artifact paths + artifacts: + logs: + paths: + - "build/test-results/**" +{% endfor -%} +{% endfor -%} diff --git a/.yamato/project-pack.yml b/.yamato/project-pack.yml new file mode 100644 index 0000000..abd3613 --- /dev/null +++ b/.yamato/project-pack.yml @@ -0,0 +1,17 @@ +{% metadata_file .yamato/project.metafile %} +--- +{% for project in projects -%} +pack_{{ project.name }}: + name: Pack {{ project.name }} + agent: + type: Unity::VM + image: package-ci/ubuntu:stable + flavor: b1.small + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci project pack --project-path {{ project.path }} + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +{% endfor -%} diff --git a/.yamato/project-standards.yml b/.yamato/project-standards.yml new file mode 100644 index 0000000..7fc50c6 --- /dev/null +++ b/.yamato/project-standards.yml @@ -0,0 +1,15 @@ +{% metadata_file .yamato/project.metafile %} +--- +standards_{{ projects.first.name }}: + name: Standards Check {{ projects.first.name }} + agent: + type: Unity::VM + image: desktop/logging-testing-linux:v0.1.2-926285 + flavor: b1.large + commands: + - dotnet --version + - dotnet format --version + - pip install unity-downloader-cli --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple + - unity-downloader-cli -u {{ projects.first.test_editors.first }} -c editor --wait --fast + - .Editor/Unity -batchmode -nographics -logFile - -executeMethod Packages.Rider.Editor.RiderScriptEditor.SyncSolution -projectPath {{ projects.first.path }} -quit + - dotnet run --project dotnet-tools/netcode.standards -- --project={{ projects.first.path }} --check diff --git a/.yamato/project-tests.yml b/.yamato/project-tests.yml new file mode 100644 index 0000000..c20d3a9 --- /dev/null +++ b/.yamato/project-tests.yml @@ -0,0 +1,29 @@ +{% metadata_file .yamato/project.metafile %} +--- + +# For every platform and editor version, run its project tests without +# running package tests too since they are handled on their respective +# jobs +{% for project in projects -%} +{% for editor in project.test_editors -%} +{% for platform in test_platforms -%} +test_{{ project.name }}_{{ editor }}_{{ platform.name }}: + name : {{ project.name }} project tests - {{ editor }} on {{ platform.name }} + agent: + type: {{ platform.type }} + image: {{ platform.image }} + flavor: {{ platform.flavor}} + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple + - unity-downloader-cli -u {{ editor }} -c editor -w --fast + - upm-ci project test -u {{ editor }} --project-path {{ project.path }} --type project-tests --extra-utr-arg=--testfilter=Unity.BossRoom.Tests.Runtime + artifacts: + logs: + paths: + - "upm-ci~/test-results/**/*" + dependencies: + - .yamato/project-pack.yml#pack_{{ project.name }} +{% endfor -%} +{% endfor -%} +{% endfor -%} diff --git a/.yamato/project.metafile b/.yamato/project.metafile new file mode 100644 index 0000000..eaa1a89 --- /dev/null +++ b/.yamato/project.metafile @@ -0,0 +1,33 @@ +# Platforms that will be tested. +test_platforms: + - name: win + type: Unity::VM + image: package-ci/win10:v4 + flavor: b1.large + editorpath: .Editor\Unity.exe + utr: .\utr.bat + - name: mac + type: Unity::VM::osx + image: package-ci/macos-12:v4 + flavor: b1.large + editorpath: .Editor/Unity.app/Contents/MacOS/Unity + utr: ./utr + - name: ubuntu + type: Unity::VM + image: package-ci/ubuntu-18.04:v4 + flavor: b1.large + editorpath: .Editor/Unity + utr: ./utr + +# Projects within the repository that will be tested. Name will be used +# for job ids, so it should not contain spaces/non-supported characters +projects: + - name: com.unity.multiplayer.samples.coop + path: . + validate: true + # Packages within a project that will be tested + packages: + - name: com.unity.multiplayer.samples.coop + path: Packages/com.unity.multiplayer.samples.coop + test_editors: + - 2022.3 diff --git a/Assets/Animations.meta b/Assets/Animations.meta new file mode 100644 index 0000000..cdf70cd --- /dev/null +++ b/Assets/Animations.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7a55f13d330408243866c885ddddbc7a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Animations/UI.meta b/Assets/Animations/UI.meta new file mode 100644 index 0000000..94ba353 --- /dev/null +++ b/Assets/Animations/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 05c23aa5bea08d444ad5841b0db85d97 +folderAsset: yes +DefaultImporter: + externalObjects: {} + 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heading: Boss Room + text: The Boss Room Sample is an 8-player online multiplayer co-op game showcasing + Netcode for GameObjects' (Netcode) networking stack. + linkText: + url: + - heading: + text: This sample uses Netcode and its core networking features to enable communication + between remote clients. + linkText: + url: + - heading: + text: This sample also leverages several services from Unity Gaming Services + to facilitate connectivity between players. To use those services, see below + for how to set up Unity Gaming Services. Otherwise, Boss Room can still be + used without Unity Gaming Services. + linkText: + url: + - heading: + text: The entry scene for this game is the Startup scene. From there a game can + be hosted or an existing game can be joined. + linkText: + url: + - heading: + text: To help us improve and build better samples in the future, please consider + submitting feedback about your experiences with Boss Room and let us know if + you were able to learn everything you needed to today. It'll only take a couple + of minutes. Thanks! + linkText: Boss Room Feedback Form. + url: https://unitytech.typeform.com/bossroom + - heading: + text: 'To read more about Netcode and its built-in features, see the ' + linkText: Netcode documentation. + url: https://docs-multiplayer.unity3d.com/ + - heading: How to set up Unity Gaming Services + text: In order to be able to use the Lobby - you need to set up Unity Gaming + Services. + linkText: Registering the project with Unity Gaming Services (UGS). + url: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop#registering-the-project-with-unity-gaming-services-ugs + - heading: + text: For more information about Boss Room, see the GitHub repo Readme + linkText: Boss Room GitHub public repository. + url: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop + loadedLayout: 1 diff --git a/Assets/Readme.asset.meta b/Assets/Readme.asset.meta new file mode 100644 index 0000000..04ab265 --- /dev/null +++ b/Assets/Readme.asset.meta @@ -0,0 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b/Assets/Scripts/ApplicationLifecycle/ApplicationController.cs new file mode 100644 index 0000000..499701f --- /dev/null +++ b/Assets/Scripts/ApplicationLifecycle/ApplicationController.cs @@ -0,0 +1,156 @@ +using System; +using System.Collections; +using Unity.BossRoom.ApplicationLifecycle.Messages; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Gameplay.GameState; +using Unity.BossRoom.Gameplay.Messages; +using Unity.BossRoom.Infrastructure; +using Unity.BossRoom.UnityServices; +using Unity.BossRoom.UnityServices.Auth; +using Unity.BossRoom.UnityServices.Lobbies; +using Unity.BossRoom.Utils; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.SceneManagement; +using VContainer; +using VContainer.Unity; + +namespace Unity.BossRoom.ApplicationLifecycle +{ + /// + /// An entry point to the application, where we bind all the common dependencies to the root DI scope. + /// + public class ApplicationController : LifetimeScope + { + [SerializeField] + UpdateRunner m_UpdateRunner; + [SerializeField] + ConnectionManager m_ConnectionManager; + [SerializeField] + NetworkManager m_NetworkManager; + + LocalLobby m_LocalLobby; + LobbyServiceFacade m_LobbyServiceFacade; + + IDisposable m_Subscriptions; + + protected override void Configure(IContainerBuilder builder) + { + base.Configure(builder); + builder.RegisterComponent(m_UpdateRunner); + builder.RegisterComponent(m_ConnectionManager); + builder.RegisterComponent(m_NetworkManager); + + //the following singletons represent the local representations of the lobby that we're in and the user that we are + //they can persist longer than the lifetime of the UI in MainMenu where we set up the lobby that we create or join + builder.Register(Lifetime.Singleton); + builder.Register(Lifetime.Singleton); + + builder.Register(Lifetime.Singleton); + + builder.Register(Lifetime.Singleton); + + //these message channels are essential and persist for the lifetime of the lobby and relay services + // Registering as instance to prevent code stripping on iOS + builder.RegisterInstance(new MessageChannel()).AsImplementedInterfaces(); + builder.RegisterInstance(new MessageChannel()).AsImplementedInterfaces(); + builder.RegisterInstance(new MessageChannel()).AsImplementedInterfaces(); + builder.RegisterInstance(new MessageChannel()).AsImplementedInterfaces(); + + //these message channels are essential and persist for the lifetime of the lobby and relay services + //they are networked so that the clients can subscribe to those messages that are published by the server + builder.RegisterComponent(new NetworkedMessageChannel()).AsImplementedInterfaces(); + builder.RegisterComponent(new NetworkedMessageChannel()).AsImplementedInterfaces(); +#if UNITY_EDITOR || DEVELOPMENT_BUILD + builder.RegisterComponent(new NetworkedMessageChannel()).AsImplementedInterfaces(); +#endif + + //this message channel is essential and persists for the lifetime of the lobby and relay services + builder.RegisterInstance(new MessageChannel()).AsImplementedInterfaces(); + + //buffered message channels hold the latest received message in buffer and pass to any new subscribers + builder.RegisterInstance(new BufferedMessageChannel()).AsImplementedInterfaces(); + + //all the lobby service stuff, bound here so that it persists through scene loads + builder.Register(Lifetime.Singleton); //a manager entity that allows us to do anonymous authentication with unity services + + //LobbyServiceFacade is registered as entrypoint because it wants a callback after container is built to do it's initialization + builder.RegisterEntryPoint(Lifetime.Singleton).AsSelf(); + } + + private void Start() + { + m_LocalLobby = Container.Resolve(); + m_LobbyServiceFacade = Container.Resolve(); + + var quitApplicationSub = Container.Resolve>(); + + var subHandles = new DisposableGroup(); + subHandles.Add(quitApplicationSub.Subscribe(QuitGame)); + m_Subscriptions = subHandles; + + Application.wantsToQuit += OnWantToQuit; + DontDestroyOnLoad(gameObject); + DontDestroyOnLoad(m_UpdateRunner.gameObject); + Application.targetFrameRate = 120; + SceneManager.LoadScene("MainMenu"); + } + + protected override void OnDestroy() + { + if (m_Subscriptions != null) + { + m_Subscriptions.Dispose(); + } + + if (m_LobbyServiceFacade != null) + { + m_LobbyServiceFacade.EndTracking(); + } + + base.OnDestroy(); + } + + /// + /// In builds, if we are in a lobby and try to send a Leave request on application quit, it won't go through if we're quitting on the same frame. + /// So, we need to delay just briefly to let the request happen (though we don't need to wait for the result). + /// + private IEnumerator LeaveBeforeQuit() + { + // We want to quit anyways, so if anything happens while trying to leave the Lobby, log the exception then carry on + try + { + m_LobbyServiceFacade.EndTracking(); + } + catch (Exception e) + { + Debug.LogError(e.Message); + } + + yield return null; + Application.Quit(); + } + + private bool OnWantToQuit() + { + Application.wantsToQuit -= OnWantToQuit; + + var canQuit = m_LocalLobby != null && string.IsNullOrEmpty(m_LocalLobby.LobbyID); + if (!canQuit) + { + StartCoroutine(LeaveBeforeQuit()); + } + + return canQuit; + } + + private void QuitGame(QuitApplicationMessage msg) + { +#if UNITY_EDITOR + UnityEditor.EditorApplication.isPlaying = false; +#else + Application.Quit(); +#endif + } + } +} diff --git a/Assets/Scripts/ApplicationLifecycle/ApplicationController.cs.meta b/Assets/Scripts/ApplicationLifecycle/ApplicationController.cs.meta new file mode 100644 index 0000000..61dbfa4 --- /dev/null +++ b/Assets/Scripts/ApplicationLifecycle/ApplicationController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4f8db4f9c20e5a64ca1abbf44ed92dae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ApplicationLifecycle/Messages.meta b/Assets/Scripts/ApplicationLifecycle/Messages.meta new file mode 100644 index 0000000..c4e9c1f --- /dev/null +++ b/Assets/Scripts/ApplicationLifecycle/Messages.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f166194faa7d5417dacfe4b7e7bae164 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ApplicationLifecycle/Messages/QuitApplicationMessage.cs b/Assets/Scripts/ApplicationLifecycle/Messages/QuitApplicationMessage.cs new file mode 100644 index 0000000..70c4213 --- /dev/null +++ b/Assets/Scripts/ApplicationLifecycle/Messages/QuitApplicationMessage.cs @@ -0,0 +1,8 @@ +using System; + +namespace Unity.BossRoom.ApplicationLifecycle.Messages +{ + public struct QuitApplicationMessage + { + } +} diff --git a/Assets/Scripts/ApplicationLifecycle/Messages/QuitApplicationMessage.cs.meta b/Assets/Scripts/ApplicationLifecycle/Messages/QuitApplicationMessage.cs.meta new file mode 100644 index 0000000..3a852cb --- /dev/null +++ b/Assets/Scripts/ApplicationLifecycle/Messages/QuitApplicationMessage.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: ac7d415023f54aafa1b7b9037f850726 +timeCreated: 1652902608 \ No newline at end of file diff --git a/Assets/Scripts/ApplicationLifecycle/Messages/Unity.BossRoom.ApplicationLifecycle.Messages.asmdef b/Assets/Scripts/ApplicationLifecycle/Messages/Unity.BossRoom.ApplicationLifecycle.Messages.asmdef new file mode 100644 index 0000000..aa79251 --- /dev/null +++ b/Assets/Scripts/ApplicationLifecycle/Messages/Unity.BossRoom.ApplicationLifecycle.Messages.asmdef @@ -0,0 +1,14 @@ +{ + "name": "Unity.BossRoom.ApplicationLifecycle.Messages", + "rootNamespace": "", + "references": [], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + 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b/Assets/Scripts/ApplicationLifecycle/Unity.BossRoom.ApplicationLifecycle.asmdef @@ -0,0 +1,26 @@ +{ + "name": "Unity.BossRoom.ApplicationLifecycle", + "rootNamespace": "", + "references": [ + "Unity.BossRoom.Gameplay", + "Unity.BossRoom.ApplicationLifecycle.Messages", + "Unity.BossRoom.Infrastructure", + "Unity.BossRoom.UnityServices", + "Unity.Netcode.Runtime", + "Unity.Collections", + "Unity.Multiplayer.Samples.Utilities", + "Unity.BossRoom.Utils", + "Unity.BossRoom.ConnectionManagement", + "VContainer", + "VContainer.EnableCodeGen" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Scripts/ApplicationLifecycle/Unity.BossRoom.ApplicationLifecycle.asmdef.meta b/Assets/Scripts/ApplicationLifecycle/Unity.BossRoom.ApplicationLifecycle.asmdef.meta new file mode 100644 index 0000000..ff7efc8 --- /dev/null +++ b/Assets/Scripts/ApplicationLifecycle/Unity.BossRoom.ApplicationLifecycle.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 421132ebf115d4a6b89edcf90971c2f6 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Audio.meta b/Assets/Scripts/Audio.meta new file mode 100644 index 0000000..40812c6 --- /dev/null +++ b/Assets/Scripts/Audio.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 73afac358deca4bc698e0bdb7d770d8d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Audio/AudioMixerConfigurator.cs b/Assets/Scripts/Audio/AudioMixerConfigurator.cs new file mode 100644 index 0000000..0e9017e --- /dev/null +++ b/Assets/Scripts/Audio/AudioMixerConfigurator.cs @@ -0,0 +1,58 @@ +using Unity.BossRoom.Utils; +using UnityEngine; +using UnityEngine.Audio; + +namespace Unity.BossRoom.Audio +{ + /// + /// Initializes the game's AudioMixer to use volumes stored in preferences. Provides + /// a public function that can be called when these values change. + /// + public class AudioMixerConfigurator : MonoBehaviour + { + [SerializeField] + private AudioMixer m_Mixer; + + [SerializeField] + private string m_MixerVarMainVolume = "OverallVolume"; + + [SerializeField] + private string m_MixerVarMusicVolume = "MusicVolume"; + + public static AudioMixerConfigurator Instance { get; private set; } + + /// + /// The audio sliders use a value between 0.0001 and 1, but the mixer works in decibels -- by default, -80 to 0. + /// To convert, we use log10(slider) multiplied by 20. Why 20? because log10(.0001)*20=-80, which is the + /// bottom range for our mixer, meaning it's disabled. + /// + private const float k_VolumeLog10Multiplier = 20; + + private void Awake() + { + Instance = this; + DontDestroyOnLoad(gameObject); + } + + private void Start() + { + // note that trying to configure the AudioMixer during Awake does not work, must be initialized in Start + Configure(); + } + + public void Configure() + { + m_Mixer.SetFloat(m_MixerVarMainVolume, GetVolumeInDecibels(ClientPrefs.GetMasterVolume())); + m_Mixer.SetFloat(m_MixerVarMusicVolume, GetVolumeInDecibels(ClientPrefs.GetMusicVolume())); + } + + private float GetVolumeInDecibels(float volume) + { + if (volume <= 0) // sanity-check in case we have bad prefs data + { + volume = 0.0001f; + } + return Mathf.Log10(volume) * k_VolumeLog10Multiplier; + } + } +} diff --git a/Assets/Scripts/Audio/AudioMixerConfigurator.cs.meta b/Assets/Scripts/Audio/AudioMixerConfigurator.cs.meta new file mode 100644 index 0000000..3d4c278 --- /dev/null +++ b/Assets/Scripts/Audio/AudioMixerConfigurator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e49a0047dd875594a8b6209502628f62 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Audio/ClientMusicPlayer.cs b/Assets/Scripts/Audio/ClientMusicPlayer.cs new file mode 100644 index 0000000..8dc3459 --- /dev/null +++ b/Assets/Scripts/Audio/ClientMusicPlayer.cs @@ -0,0 +1,70 @@ +using UnityEngine; + +namespace Unity.BossRoom.Audio +{ + /// + /// Music player that handles start of boss battle, victory and restart + /// + [RequireComponent(typeof(AudioSource))] + public class ClientMusicPlayer : MonoBehaviour + { + [SerializeField] + private AudioClip m_ThemeMusic; + + [SerializeField] + private AudioClip m_BossMusic; + + [SerializeField] + private AudioClip m_VictoryMusic; + + [SerializeField] + private AudioSource m_source; + + /// + /// static accessor for ClientMusicPlayer + /// + public static ClientMusicPlayer Instance { get; private set; } + + public void PlayThemeMusic(bool restart) + { + PlayTrack(m_ThemeMusic, true, restart); + } + + public void PlayBossMusic() + { + // this can be caled multiple times - play with restart = false + PlayTrack(m_BossMusic, true, false); + } + + public void PlayVictoryMusic() + { + PlayTrack(m_VictoryMusic, false, false); + } + + private void PlayTrack(AudioClip clip, bool looping, bool restart) + { + if (m_source.isPlaying) + { + // if we dont want to restart the clip, do nothing if it is playing + if (!restart && m_source.clip == clip) { return; } + m_source.Stop(); + } + m_source.clip = clip; + m_source.loop = looping; + m_source.time = 0; + m_source.Play(); + } + + private void Awake() + { + m_source = GetComponent(); + + if (Instance != null) + { + throw new System.Exception("Multiple ClientMuscPlayers!"); + } + DontDestroyOnLoad(gameObject); + Instance = this; + } + } +} diff --git a/Assets/Scripts/Audio/ClientMusicPlayer.cs.meta b/Assets/Scripts/Audio/ClientMusicPlayer.cs.meta new file mode 100644 index 0000000..4bdbcba --- /dev/null +++ b/Assets/Scripts/Audio/ClientMusicPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c2c1ea707825db94e99095dcec332c19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Audio/Unity.BossRoom.Audio.asmdef b/Assets/Scripts/Audio/Unity.BossRoom.Audio.asmdef new file mode 100644 index 0000000..6908cc3 --- /dev/null +++ b/Assets/Scripts/Audio/Unity.BossRoom.Audio.asmdef @@ -0,0 +1,16 @@ +{ + "name": "Unity.BossRoom.Audio", + "rootNamespace": "", + "references": [ + "Unity.BossRoom.Utils" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Scripts/Audio/Unity.BossRoom.Audio.asmdef.meta b/Assets/Scripts/Audio/Unity.BossRoom.Audio.asmdef.meta new file mode 100644 index 0000000..474e6d0 --- /dev/null +++ b/Assets/Scripts/Audio/Unity.BossRoom.Audio.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b44ecd51ecea1474ebbb97f7d7c7cf81 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraUtils.meta b/Assets/Scripts/CameraUtils.meta new file mode 100644 index 0000000..3489bc9 --- /dev/null +++ b/Assets/Scripts/CameraUtils.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 648dbab01fd4a48c2914c58b5035c8aa +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraUtils/CameraController.cs b/Assets/Scripts/CameraUtils/CameraController.cs new file mode 100644 index 0000000..802e4e0 --- /dev/null +++ b/Assets/Scripts/CameraUtils/CameraController.cs @@ -0,0 +1,32 @@ +using Cinemachine; +using UnityEngine; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.CameraUtils +{ + public class CameraController : MonoBehaviour + { + private CinemachineFreeLook m_MainCamera; + + void Start() + { + AttachCamera(); + } + + private void AttachCamera() + { + m_MainCamera = GameObject.FindObjectOfType(); + Assert.IsNotNull(m_MainCamera, "CameraController.AttachCamera: Couldn't find gameplay freelook camera"); + + if (m_MainCamera) + { + // camera body / aim + m_MainCamera.Follow = transform; + m_MainCamera.LookAt = transform; + // default rotation / zoom + m_MainCamera.m_Heading.m_Bias = 40f; + m_MainCamera.m_YAxis.Value = 0.5f; + } + } + } +} diff --git a/Assets/Scripts/CameraUtils/CameraController.cs.meta b/Assets/Scripts/CameraUtils/CameraController.cs.meta new file mode 100644 index 0000000..4b9fc8a --- /dev/null +++ b/Assets/Scripts/CameraUtils/CameraController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 537d3fd538859a54c9b3209e615eb5b2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraUtils/Unity.BossRoom.CameraUtils.asmdef b/Assets/Scripts/CameraUtils/Unity.BossRoom.CameraUtils.asmdef new file mode 100644 index 0000000..ea57eae --- /dev/null +++ b/Assets/Scripts/CameraUtils/Unity.BossRoom.CameraUtils.asmdef @@ -0,0 +1,16 @@ +{ + "name": "Unity.BossRoom.CameraUtils", + "rootNamespace": "", + "references": [ + "Cinemachine" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} diff --git a/Assets/Scripts/CameraUtils/Unity.BossRoom.CameraUtils.asmdef.meta b/Assets/Scripts/CameraUtils/Unity.BossRoom.CameraUtils.asmdef.meta new file mode 100644 index 0000000..75c31ee --- /dev/null +++ b/Assets/Scripts/CameraUtils/Unity.BossRoom.CameraUtils.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f9a1f64e21cf44ebd850a08ad9afa8fe +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ConnectionManagement.meta b/Assets/Scripts/ConnectionManagement.meta new file mode 100644 index 0000000..be09995 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 61d45fed196941a4ba46456cde402137 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ConnectionManagement/ConnectionManager.cs b/Assets/Scripts/ConnectionManagement/ConnectionManager.cs new file mode 100644 index 0000000..22068b3 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionManager.cs @@ -0,0 +1,181 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Utils; +using Unity.Netcode; +using UnityEngine; +using UUnity.BossRoom.ConnectionManagement; +using VContainer; + +namespace Unity.BossRoom.ConnectionManagement +{ + public enum ConnectStatus + { + Undefined, + Success, //client successfully connected. This may also be a successful reconnect. + ServerFull, //can't join, server is already at capacity. + LoggedInAgain, //logged in on a separate client, causing this one to be kicked out. + UserRequestedDisconnect, //Intentional Disconnect triggered by the user. + GenericDisconnect, //server disconnected, but no specific reason given. + Reconnecting, //client lost connection and is attempting to reconnect. + IncompatibleBuildType, //client build type is incompatible with server. + HostEndedSession, //host intentionally ended the session. + StartHostFailed, // server failed to bind + StartClientFailed // failed to connect to server and/or invalid network endpoint + } + + public struct ReconnectMessage + { + public int CurrentAttempt; + public int MaxAttempt; + + public ReconnectMessage(int currentAttempt, int maxAttempt) + { + CurrentAttempt = currentAttempt; + MaxAttempt = maxAttempt; + } + } + + public struct ConnectionEventMessage : INetworkSerializeByMemcpy + { + public ConnectStatus ConnectStatus; + public FixedPlayerName PlayerName; + } + + [Serializable] + public class ConnectionPayload + { + public string playerId; + public string playerName; + public bool isDebug; + } + + /// + /// This state machine handles connection through the NetworkManager. It is responsible for listening to + /// NetworkManger callbacks and other outside calls and redirecting them to the current ConnectionState object. + /// + public class ConnectionManager : MonoBehaviour + { + ConnectionState m_CurrentState; + + [Inject] + NetworkManager m_NetworkManager; + public NetworkManager NetworkManager => m_NetworkManager; + + [SerializeField] + int m_NbReconnectAttempts = 2; + + public int NbReconnectAttempts => m_NbReconnectAttempts; + + [Inject] + IObjectResolver m_Resolver; + + public int MaxConnectedPlayers = 8; + + internal readonly OfflineState m_Offline = new OfflineState(); + internal readonly ClientConnectingState m_ClientConnecting = new ClientConnectingState(); + internal readonly ClientConnectedState m_ClientConnected = new ClientConnectedState(); + internal readonly ClientReconnectingState m_ClientReconnecting = new ClientReconnectingState(); + internal readonly StartingHostState m_StartingHost = new StartingHostState(); + internal readonly HostingState m_Hosting = new HostingState(); + + void Awake() + { + DontDestroyOnLoad(gameObject); + } + + void Start() + { + List states = new() { m_Offline, m_ClientConnecting, m_ClientConnected, m_ClientReconnecting, m_StartingHost, m_Hosting }; + foreach (var connectionState in states) + { + m_Resolver.Inject(connectionState); + } + + m_CurrentState = m_Offline; + + NetworkManager.OnClientConnectedCallback += OnClientConnectedCallback; + NetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback; + NetworkManager.OnServerStarted += OnServerStarted; + NetworkManager.ConnectionApprovalCallback += ApprovalCheck; + NetworkManager.OnTransportFailure += OnTransportFailure; + NetworkManager.OnServerStopped += OnServerStopped; + } + + void OnDestroy() + { + NetworkManager.OnClientConnectedCallback -= OnClientConnectedCallback; + NetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback; + NetworkManager.OnServerStarted -= OnServerStarted; + NetworkManager.ConnectionApprovalCallback -= ApprovalCheck; + NetworkManager.OnTransportFailure -= OnTransportFailure; + NetworkManager.OnServerStopped -= OnServerStopped; + } + + internal void ChangeState(ConnectionState nextState) + { + Debug.Log($"{name}: Changed connection state from {m_CurrentState.GetType().Name} to {nextState.GetType().Name}."); + + if (m_CurrentState != null) + { + m_CurrentState.Exit(); + } + m_CurrentState = nextState; + m_CurrentState.Enter(); + } + + void OnClientDisconnectCallback(ulong clientId) + { + m_CurrentState.OnClientDisconnect(clientId); + } + + void OnClientConnectedCallback(ulong clientId) + { + m_CurrentState.OnClientConnected(clientId); + } + + void OnServerStarted() + { + m_CurrentState.OnServerStarted(); + } + + void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response) + { + m_CurrentState.ApprovalCheck(request, response); + } + + void OnTransportFailure() + { + m_CurrentState.OnTransportFailure(); + } + + void OnServerStopped(bool _) // we don't need this parameter as the ConnectionState already carries the relevant information + { + m_CurrentState.OnServerStopped(); + } + + public void StartClientLobby(string playerName) + { + m_CurrentState.StartClientLobby(playerName); + } + + public void StartClientIp(string playerName, string ipaddress, int port) + { + m_CurrentState.StartClientIP(playerName, ipaddress, port); + } + + public void StartHostLobby(string playerName) + { + m_CurrentState.StartHostLobby(playerName); + } + + public void StartHostIp(string playerName, string ipaddress, int port) + { + m_CurrentState.StartHostIP(playerName, ipaddress, port); + } + + public void RequestShutdown() + { + m_CurrentState.OnUserRequestedShutdown(); + } + } +} diff --git a/Assets/Scripts/ConnectionManagement/ConnectionManager.cs.meta b/Assets/Scripts/ConnectionManagement/ConnectionManager.cs.meta new file mode 100644 index 0000000..7ec8d30 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionManager.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: bf51ea31bbc84cc3aa883cc5f1caae06 +timeCreated: 1653418961 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/ConnectionMethod.cs b/Assets/Scripts/ConnectionManagement/ConnectionMethod.cs new file mode 100644 index 0000000..3a0b608 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionMethod.cs @@ -0,0 +1,211 @@ +using System; +using System.Threading.Tasks; +using Unity.BossRoom.UnityServices.Lobbies; +using Unity.BossRoom.Utils; +using Unity.Netcode.Transports.UTP; +using Unity.Networking.Transport.Relay; +using Unity.Services.Authentication; +using Unity.Services.Core; +using Unity.Services.Relay; +using Unity.Services.Relay.Models; +using UnityEngine; + +namespace Unity.BossRoom.ConnectionManagement +{ + /// + /// ConnectionMethod contains all setup needed to setup NGO to be ready to start a connection, either host or client side. + /// Please override this abstract class to add a new transport or way of connecting. + /// + public abstract class ConnectionMethodBase + { + protected ConnectionManager m_ConnectionManager; + readonly ProfileManager m_ProfileManager; + protected readonly string m_PlayerName; + protected const string k_DtlsConnType = "dtls"; + + /// + /// Setup the host connection prior to starting the NetworkManager + /// + /// + public abstract Task SetupHostConnectionAsync(); + + + /// + /// Setup the client connection prior to starting the NetworkManager + /// + /// + public abstract Task SetupClientConnectionAsync(); + + /// + /// Setup the client for reconnection prior to reconnecting + /// + /// + /// success = true if succeeded in setting up reconnection, false if failed. + /// shouldTryAgain = true if we should try again after failing, false if not. + /// + public abstract Task<(bool success, bool shouldTryAgain)> SetupClientReconnectionAsync(); + + public ConnectionMethodBase(ConnectionManager connectionManager, ProfileManager profileManager, string playerName) + { + m_ConnectionManager = connectionManager; + m_ProfileManager = profileManager; + m_PlayerName = playerName; + } + + protected void SetConnectionPayload(string playerId, string playerName) + { + var payload = JsonUtility.ToJson(new ConnectionPayload() + { + playerId = playerId, + playerName = playerName, + isDebug = Debug.isDebugBuild + }); + + var payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload); + + m_ConnectionManager.NetworkManager.NetworkConfig.ConnectionData = payloadBytes; + } + + /// Using authentication, this makes sure your session is associated with your account and not your device. This means you could reconnect + /// from a different device for example. A playerId is also a bit more permanent than player prefs. In a browser for example, + /// player prefs can be cleared as easily as cookies. + /// The forked flow here is for debug purposes and to make UGS optional in Boss Room. This way you can study the sample without + /// setting up a UGS account. It's recommended to investigate your own initialization and IsSigned flows to see if you need + /// those checks on your own and react accordingly. We offer here the option for offline access for debug purposes, but in your own game you + /// might want to show an error popup and ask your player to connect to the internet. + protected string GetPlayerId() + { + if (Services.Core.UnityServices.State != ServicesInitializationState.Initialized) + { + return ClientPrefs.GetGuid() + m_ProfileManager.Profile; + } + + return AuthenticationService.Instance.IsSignedIn ? AuthenticationService.Instance.PlayerId : ClientPrefs.GetGuid() + m_ProfileManager.Profile; + } + } + + /// + /// Simple IP connection setup with UTP + /// + class ConnectionMethodIP : ConnectionMethodBase + { + string m_Ipaddress; + ushort m_Port; + + public ConnectionMethodIP(string ip, ushort port, ConnectionManager connectionManager, ProfileManager profileManager, string playerName) + : base(connectionManager, profileManager, playerName) + { + m_Ipaddress = ip; + m_Port = port; + m_ConnectionManager = connectionManager; + } + + public override async Task SetupClientConnectionAsync() + { + SetConnectionPayload(GetPlayerId(), m_PlayerName); + var utp = (UnityTransport)m_ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport; + utp.SetConnectionData(m_Ipaddress, m_Port); + } + + public override async Task<(bool success, bool shouldTryAgain)> SetupClientReconnectionAsync() + { + // Nothing to do here + return (true, true); + } + + public override async Task SetupHostConnectionAsync() + { + SetConnectionPayload(GetPlayerId(), m_PlayerName); // Need to set connection payload for host as well, as host is a client too + var utp = (UnityTransport)m_ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport; + utp.SetConnectionData(m_Ipaddress, m_Port); + } + } + + /// + /// UTP's Relay connection setup using the Lobby integration + /// + class ConnectionMethodRelay : ConnectionMethodBase + { + LobbyServiceFacade m_LobbyServiceFacade; + LocalLobby m_LocalLobby; + + public ConnectionMethodRelay(LobbyServiceFacade lobbyServiceFacade, LocalLobby localLobby, ConnectionManager connectionManager, ProfileManager profileManager, string playerName) + : base(connectionManager, profileManager, playerName) + { + m_LobbyServiceFacade = lobbyServiceFacade; + m_LocalLobby = localLobby; + m_ConnectionManager = connectionManager; + } + + public override async Task SetupClientConnectionAsync() + { + Debug.Log("Setting up Unity Relay client"); + + SetConnectionPayload(GetPlayerId(), m_PlayerName); + + if (m_LobbyServiceFacade.CurrentUnityLobby == null) + { + throw new Exception("Trying to start relay while Lobby isn't set"); + } + + Debug.Log($"Setting Unity Relay client with join code {m_LocalLobby.RelayJoinCode}"); + + // Create client joining allocation from join code + var joinedAllocation = await RelayService.Instance.JoinAllocationAsync(m_LocalLobby.RelayJoinCode); + Debug.Log($"client: {joinedAllocation.ConnectionData[0]} {joinedAllocation.ConnectionData[1]}, " + + $"host: {joinedAllocation.HostConnectionData[0]} {joinedAllocation.HostConnectionData[1]}, " + + $"client: {joinedAllocation.AllocationId}"); + + await m_LobbyServiceFacade.UpdatePlayerDataAsync(joinedAllocation.AllocationId.ToString(), m_LocalLobby.RelayJoinCode); + + // Configure UTP with allocation + var utp = (UnityTransport)m_ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport; + utp.SetRelayServerData(new RelayServerData(joinedAllocation, k_DtlsConnType)); + } + + public override async Task<(bool success, bool shouldTryAgain)> SetupClientReconnectionAsync() + { + if (m_LobbyServiceFacade.CurrentUnityLobby == null) + { + Debug.Log("Lobby does not exist anymore, stopping reconnection attempts."); + return (false, false); + } + + // When using Lobby with Relay, if a user is disconnected from the Relay server, the server will notify the + // Lobby service and mark the user as disconnected, but will not remove them from the lobby. They then have + // some time to attempt to reconnect (defined by the "Disconnect removal time" parameter on the dashboard), + // after which they will be removed from the lobby completely. + // See https://docs.unity.com/lobby/reconnect-to-lobby.html + var lobby = await m_LobbyServiceFacade.ReconnectToLobbyAsync(); + var success = lobby != null; + Debug.Log(success ? "Successfully reconnected to Lobby." : "Failed to reconnect to Lobby."); + return (success, true); // return a success if reconnecting to lobby returns a lobby + } + + public override async Task SetupHostConnectionAsync() + { + Debug.Log("Setting up Unity Relay host"); + + SetConnectionPayload(GetPlayerId(), m_PlayerName); // Need to set connection payload for host as well, as host is a client too + + // Create relay allocation + Allocation hostAllocation = await RelayService.Instance.CreateAllocationAsync(m_ConnectionManager.MaxConnectedPlayers, region: null); + var joinCode = await RelayService.Instance.GetJoinCodeAsync(hostAllocation.AllocationId); + + Debug.Log($"server: connection data: {hostAllocation.ConnectionData[0]} {hostAllocation.ConnectionData[1]}, " + + $"allocation ID:{hostAllocation.AllocationId}, region:{hostAllocation.Region}"); + + m_LocalLobby.RelayJoinCode = joinCode; + + // next line enables lobby and relay services integration + await m_LobbyServiceFacade.UpdateLobbyDataAndUnlockAsync(); + await m_LobbyServiceFacade.UpdatePlayerDataAsync(hostAllocation.AllocationIdBytes.ToString(), joinCode); + + // Setup UTP with relay connection info + var utp = (UnityTransport)m_ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport; + utp.SetRelayServerData(new RelayServerData(hostAllocation, k_DtlsConnType)); // This is with DTLS enabled for a secure connection + + Debug.Log($"Created relay allocation with join code {m_LocalLobby.RelayJoinCode}"); + } + } +} diff --git a/Assets/Scripts/ConnectionManagement/ConnectionMethod.cs.meta b/Assets/Scripts/ConnectionManagement/ConnectionMethod.cs.meta new file mode 100644 index 0000000..364fe45 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionMethod.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e414e30101f84433b92459054c280675 +timeCreated: 1665689296 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState.meta b/Assets/Scripts/ConnectionManagement/ConnectionState.meta new file mode 100644 index 0000000..59ade19 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 1cc324f17b2a4dd482dd7e2fbc96b165 +timeCreated: 1653419932 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectedState.cs b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectedState.cs new file mode 100644 index 0000000..9d4e0e0 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectedState.cs @@ -0,0 +1,43 @@ +using Unity.BossRoom.UnityServices.Lobbies; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.ConnectionManagement +{ + /// + /// Connection state corresponding to a connected client. When being disconnected, transitions to the + /// ClientReconnecting state if no reason is given, or to the Offline state. + /// + class ClientConnectedState : OnlineState + { + [Inject] + protected LobbyServiceFacade m_LobbyServiceFacade; + + public override void Enter() + { + if (m_LobbyServiceFacade.CurrentUnityLobby != null) + { + m_LobbyServiceFacade.BeginTracking(); + } + } + + public override void Exit() { } + + public override void OnClientDisconnect(ulong _) + { + var disconnectReason = m_ConnectionManager.NetworkManager.DisconnectReason; + if (string.IsNullOrEmpty(disconnectReason) || + disconnectReason == "Disconnected due to host shutting down.") + { + m_ConnectStatusPublisher.Publish(ConnectStatus.Reconnecting); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientReconnecting); + } + else + { + var connectStatus = JsonUtility.FromJson(disconnectReason); + m_ConnectStatusPublisher.Publish(connectStatus); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); + } + } + } +} diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectedState.cs.meta b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectedState.cs.meta new file mode 100644 index 0000000..8e79f04 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectedState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7270b9b80d3841d5a87e2c8f8e175055 +timeCreated: 1653492429 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectingState.cs b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectingState.cs new file mode 100644 index 0000000..fc2fd12 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectingState.cs @@ -0,0 +1,80 @@ +using System; +using System.Threading.Tasks; +using UnityEngine; + +namespace Unity.BossRoom.ConnectionManagement +{ + /// + /// Connection state corresponding to when a client is attempting to connect to a server. Starts the client when + /// entering. If successful, transitions to the ClientConnected state. If not, transitions to the Offline state. + /// + class ClientConnectingState : OnlineState + { + protected ConnectionMethodBase m_ConnectionMethod; + + public ClientConnectingState Configure(ConnectionMethodBase baseConnectionMethod) + { + m_ConnectionMethod = baseConnectionMethod; + return this; + } + + public override void Enter() + { +#pragma warning disable 4014 + ConnectClientAsync(); +#pragma warning restore 4014 + } + + public override void Exit() { } + + public override void OnClientConnected(ulong _) + { + m_ConnectStatusPublisher.Publish(ConnectStatus.Success); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientConnected); + } + + public override void OnClientDisconnect(ulong _) + { + // client ID is for sure ours here + StartingClientFailed(); + } + + void StartingClientFailed() + { + var disconnectReason = m_ConnectionManager.NetworkManager.DisconnectReason; + if (string.IsNullOrEmpty(disconnectReason)) + { + m_ConnectStatusPublisher.Publish(ConnectStatus.StartClientFailed); + } + else + { + var connectStatus = JsonUtility.FromJson(disconnectReason); + m_ConnectStatusPublisher.Publish(connectStatus); + } + m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); + } + + + internal async Task ConnectClientAsync() + { + try + { + // Setup NGO with current connection method + await m_ConnectionMethod.SetupClientConnectionAsync(); + + // NGO's StartClient launches everything + if (!m_ConnectionManager.NetworkManager.StartClient()) + { + throw new Exception("NetworkManager StartClient failed"); + } + } + catch (Exception e) + { + Debug.LogError("Error connecting client, see following exception"); + Debug.LogException(e); + StartingClientFailed(); + throw; + } + } + } +} diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectingState.cs.meta b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectingState.cs.meta new file mode 100644 index 0000000..7e831ac --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientConnectingState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f3ab787f987c4c2990fa223d7b7815c2 +timeCreated: 1653492411 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/ClientReconnectingState.cs b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientReconnectingState.cs new file mode 100644 index 0000000..3b7d039 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientReconnectingState.cs @@ -0,0 +1,141 @@ +using System; +using System.Collections; +using Unity.BossRoom.Infrastructure; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.ConnectionManagement +{ + /// + /// Connection state corresponding to a client attempting to reconnect to a server. It will try to reconnect a + /// number of times defined by the ConnectionManager's NbReconnectAttempts property. If it succeeds, it will + /// transition to the ClientConnected state. If not, it will transition to the Offline state. If given a disconnect + /// reason first, depending on the reason given, may not try to reconnect again and transition directly to the + /// Offline state. + /// + class ClientReconnectingState : ClientConnectingState + { + [Inject] + IPublisher m_ReconnectMessagePublisher; + + Coroutine m_ReconnectCoroutine; + int m_NbAttempts; + + const float k_TimeBeforeFirstAttempt = 1; + const float k_TimeBetweenAttempts = 5; + + public override void Enter() + { + m_NbAttempts = 0; + m_ReconnectCoroutine = m_ConnectionManager.StartCoroutine(ReconnectCoroutine()); + } + + public override void Exit() + { + if (m_ReconnectCoroutine != null) + { + m_ConnectionManager.StopCoroutine(m_ReconnectCoroutine); + m_ReconnectCoroutine = null; + } + m_ReconnectMessagePublisher.Publish(new ReconnectMessage(m_ConnectionManager.NbReconnectAttempts, m_ConnectionManager.NbReconnectAttempts)); + } + + public override void OnClientConnected(ulong _) + { + m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientConnected); + } + + public override void OnClientDisconnect(ulong _) + { + var disconnectReason = m_ConnectionManager.NetworkManager.DisconnectReason; + if (m_NbAttempts < m_ConnectionManager.NbReconnectAttempts) + { + if (string.IsNullOrEmpty(disconnectReason)) + { + m_ReconnectCoroutine = m_ConnectionManager.StartCoroutine(ReconnectCoroutine()); + } + else + { + var connectStatus = JsonUtility.FromJson(disconnectReason); + m_ConnectStatusPublisher.Publish(connectStatus); + switch (connectStatus) + { + case ConnectStatus.UserRequestedDisconnect: + case ConnectStatus.HostEndedSession: + case ConnectStatus.ServerFull: + case ConnectStatus.IncompatibleBuildType: + m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); + break; + default: + m_ReconnectCoroutine = m_ConnectionManager.StartCoroutine(ReconnectCoroutine()); + break; + } + } + } + else + { + if (string.IsNullOrEmpty(disconnectReason)) + { + m_ConnectStatusPublisher.Publish(ConnectStatus.GenericDisconnect); + } + else + { + var connectStatus = JsonUtility.FromJson(disconnectReason); + m_ConnectStatusPublisher.Publish(connectStatus); + } + + m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); + } + } + + IEnumerator ReconnectCoroutine() + { + // If not on first attempt, wait some time before trying again, so that if the issue causing the disconnect + // is temporary, it has time to fix itself before we try again. Here we are using a simple fixed cooldown + // but we could want to use exponential backoff instead, to wait a longer time between each failed attempt. + // See https://en.wikipedia.org/wiki/Exponential_backoff + if (m_NbAttempts > 0) + { + yield return new WaitForSeconds(k_TimeBetweenAttempts); + } + + Debug.Log("Lost connection to host, trying to reconnect..."); + + m_ConnectionManager.NetworkManager.Shutdown(); + + yield return new WaitWhile(() => m_ConnectionManager.NetworkManager.ShutdownInProgress); // wait until NetworkManager completes shutting down + Debug.Log($"Reconnecting attempt {m_NbAttempts + 1}/{m_ConnectionManager.NbReconnectAttempts}..."); + m_ReconnectMessagePublisher.Publish(new ReconnectMessage(m_NbAttempts, m_ConnectionManager.NbReconnectAttempts)); + + // If first attempt, wait some time before attempting to reconnect to give time to services to update + // (i.e. if in a Lobby and the host shuts down unexpectedly, this will give enough time for the lobby to be + // properly deleted so that we don't reconnect to an empty lobby + if (m_NbAttempts == 0) + { + yield return new WaitForSeconds(k_TimeBeforeFirstAttempt); + } + + m_NbAttempts++; + var reconnectingSetupTask = m_ConnectionMethod.SetupClientReconnectionAsync(); + yield return new WaitUntil(() => reconnectingSetupTask.IsCompleted); + + if (!reconnectingSetupTask.IsFaulted && reconnectingSetupTask.Result.success) + { + // If this fails, the OnClientDisconnect callback will be invoked by Netcode + var connectingTask = ConnectClientAsync(); + yield return new WaitUntil(() => connectingTask.IsCompleted); + } + else + { + if (!reconnectingSetupTask.Result.shouldTryAgain) + { + // setting number of attempts to max so no new attempts are made + m_NbAttempts = m_ConnectionManager.NbReconnectAttempts; + } + // Calling OnClientDisconnect to mark this attempt as failed and either start a new one or give up + // and return to the Offline state + OnClientDisconnect(0); + } + } + } +} diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/ClientReconnectingState.cs.meta b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientReconnectingState.cs.meta new file mode 100644 index 0000000..5d7715f --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/ClientReconnectingState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e12f04688dea419bb3d3a8e7bfcd0342 +timeCreated: 1653492448 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/ConnectionState.cs b/Assets/Scripts/ConnectionManagement/ConnectionState/ConnectionState.cs new file mode 100644 index 0000000..eed9a87 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/ConnectionState.cs @@ -0,0 +1,45 @@ +using System; +using Unity.BossRoom.Infrastructure; +using Unity.Netcode; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.ConnectionManagement +{ + /// + /// Base class representing a connection state. + /// + abstract class ConnectionState + { + [Inject] + protected ConnectionManager m_ConnectionManager; + + [Inject] + protected IPublisher m_ConnectStatusPublisher; + + public abstract void Enter(); + + public abstract void Exit(); + + public virtual void OnClientConnected(ulong clientId) { } + public virtual void OnClientDisconnect(ulong clientId) { } + + public virtual void OnServerStarted() { } + + public virtual void StartClientIP(string playerName, string ipaddress, int port) { } + + public virtual void StartClientLobby(string playerName) { } + + public virtual void StartHostIP(string playerName, string ipaddress, int port) { } + + public virtual void StartHostLobby(string playerName) { } + + public virtual void OnUserRequestedShutdown() { } + + public virtual void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response) { } + + public virtual void OnTransportFailure() { } + + public virtual void OnServerStopped() { } + } +} diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/ConnectionState.cs.meta b/Assets/Scripts/ConnectionManagement/ConnectionState/ConnectionState.cs.meta new file mode 100644 index 0000000..685f777 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/ConnectionState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fd3577069d6545268e671a1038ea1316 +timeCreated: 1653580125 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs b/Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs new file mode 100644 index 0000000..b0645e2 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs @@ -0,0 +1,164 @@ +using System; +using Unity.BossRoom.Infrastructure; +using Unity.BossRoom.UnityServices.Lobbies; +using Unity.Multiplayer.Samples.BossRoom; +using Unity.Multiplayer.Samples.Utilities; +using Unity.Netcode; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.ConnectionManagement +{ + /// + /// Connection state corresponding to a listening host. Handles incoming client connections. When shutting down or + /// being timed out, transitions to the Offline state. + /// + class HostingState : OnlineState + { + [Inject] + LobbyServiceFacade m_LobbyServiceFacade; + [Inject] + IPublisher m_ConnectionEventPublisher; + + // used in ApprovalCheck. This is intended as a bit of light protection against DOS attacks that rely on sending silly big buffers of garbage. + const int k_MaxConnectPayload = 1024; + + public override void Enter() + { + //The "BossRoom" server always advances to CharSelect immediately on start. Different games + //may do this differently. + SceneLoaderWrapper.Instance.LoadScene("CharSelect", useNetworkSceneManager: true); + + if (m_LobbyServiceFacade.CurrentUnityLobby != null) + { + m_LobbyServiceFacade.BeginTracking(); + } + } + + public override void Exit() + { + SessionManager.Instance.OnServerEnded(); + } + + public override void OnClientConnected(ulong clientId) + { + var playerData = SessionManager.Instance.GetPlayerData(clientId); + if (playerData != null) + { + m_ConnectionEventPublisher.Publish(new ConnectionEventMessage() { ConnectStatus = ConnectStatus.Success, PlayerName = playerData.Value.PlayerName }); + } + else + { + // This should not happen since player data is assigned during connection approval + Debug.LogError($"No player data associated with client {clientId}"); + var reason = JsonUtility.ToJson(ConnectStatus.GenericDisconnect); + m_ConnectionManager.NetworkManager.DisconnectClient(clientId, reason); + } + + } + + public override void OnClientDisconnect(ulong clientId) + { + if (clientId != m_ConnectionManager.NetworkManager.LocalClientId) + { + var playerId = SessionManager.Instance.GetPlayerId(clientId); + if (playerId != null) + { + var sessionData = SessionManager.Instance.GetPlayerData(playerId); + if (sessionData.HasValue) + { + m_ConnectionEventPublisher.Publish(new ConnectionEventMessage() { ConnectStatus = ConnectStatus.GenericDisconnect, PlayerName = sessionData.Value.PlayerName }); + } + SessionManager.Instance.DisconnectClient(clientId); + } + } + } + + public override void OnUserRequestedShutdown() + { + var reason = JsonUtility.ToJson(ConnectStatus.HostEndedSession); + for (var i = m_ConnectionManager.NetworkManager.ConnectedClientsIds.Count - 1; i >= 0; i--) + { + var id = m_ConnectionManager.NetworkManager.ConnectedClientsIds[i]; + if (id != m_ConnectionManager.NetworkManager.LocalClientId) + { + m_ConnectionManager.NetworkManager.DisconnectClient(id, reason); + } + } + m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); + } + + public override void OnServerStopped() + { + m_ConnectStatusPublisher.Publish(ConnectStatus.GenericDisconnect); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); + } + + /// + /// This logic plugs into the "ConnectionApprovalResponse" exposed by Netcode.NetworkManager. It is run every time a client connects to us. + /// The complementary logic that runs when the client starts its connection can be found in ClientConnectingState. + /// + /// + /// Multiple things can be done here, some asynchronously. For example, it could authenticate your user against an auth service like UGS' auth service. It can + /// also send custom messages to connecting users before they receive their connection result (this is useful to set status messages client side + /// when connection is refused, for example). + /// Note on authentication: It's usually harder to justify having authentication in a client hosted game's connection approval. Since the host can't be trusted, + /// clients shouldn't send it private authentication tokens you'd usually send to a dedicated server. + /// + /// The initial request contains, among other things, binary data passed into StartClient. In our case, this is the client's GUID, + /// which is a unique identifier for their install of the game that persists across app restarts. + /// Our response to the approval process. In case of connection refusal with custom return message, we delay using the Pending field. + public override void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response) + { + var connectionData = request.Payload; + var clientId = request.ClientNetworkId; + if (connectionData.Length > k_MaxConnectPayload) + { + // If connectionData too high, deny immediately to avoid wasting time on the server. This is intended as + // a bit of light protection against DOS attacks that rely on sending silly big buffers of garbage. + response.Approved = false; + return; + } + + var payload = System.Text.Encoding.UTF8.GetString(connectionData); + var connectionPayload = JsonUtility.FromJson(payload); // https://docs.unity3d.com/2020.2/Documentation/Manual/JSONSerialization.html + var gameReturnStatus = GetConnectStatus(connectionPayload); + + if (gameReturnStatus == ConnectStatus.Success) + { + SessionManager.Instance.SetupConnectingPlayerSessionData(clientId, connectionPayload.playerId, + new SessionPlayerData(clientId, connectionPayload.playerName, new NetworkGuid(), 0, true)); + + // connection approval will create a player object for you + response.Approved = true; + response.CreatePlayerObject = true; + response.Position = Vector3.zero; + response.Rotation = Quaternion.identity; + return; + } + + response.Approved = false; + response.Reason = JsonUtility.ToJson(gameReturnStatus); + if (m_LobbyServiceFacade.CurrentUnityLobby != null) + { + m_LobbyServiceFacade.RemovePlayerFromLobbyAsync(connectionPayload.playerId); + } + } + + ConnectStatus GetConnectStatus(ConnectionPayload connectionPayload) + { + if (m_ConnectionManager.NetworkManager.ConnectedClientsIds.Count >= m_ConnectionManager.MaxConnectedPlayers) + { + return ConnectStatus.ServerFull; + } + + if (connectionPayload.isDebug != Debug.isDebugBuild) + { + return ConnectStatus.IncompatibleBuildType; + } + + return SessionManager.Instance.IsDuplicateConnection(connectionPayload.playerId) ? + ConnectStatus.LoggedInAgain : ConnectStatus.Success; + } + } +} diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs.meta b/Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs.meta new file mode 100644 index 0000000..1327add --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e68e625645f549a1b4bd7bef7c5a0553 +timeCreated: 1653492465 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs b/Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs new file mode 100644 index 0000000..34dc047 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs @@ -0,0 +1,65 @@ +using System; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.UnityServices.Lobbies; +using Unity.BossRoom.Utils; +using Unity.Multiplayer.Samples.Utilities; +using UnityEngine; +using UnityEngine.SceneManagement; +using VContainer; + +namespace UUnity.BossRoom.ConnectionManagement +{ + /// + /// Connection state corresponding to when the NetworkManager is shut down. From this state we can transition to the + /// ClientConnecting sate, if starting as a client, or the StartingHost state, if starting as a host. + /// + class OfflineState : ConnectionState + { + [Inject] + LobbyServiceFacade m_LobbyServiceFacade; + [Inject] + ProfileManager m_ProfileManager; + [Inject] + LocalLobby m_LocalLobby; + + const string k_MainMenuSceneName = "MainMenu"; + + public override void Enter() + { + m_LobbyServiceFacade.EndTracking(); + m_ConnectionManager.NetworkManager.Shutdown(); + if (SceneManager.GetActiveScene().name != k_MainMenuSceneName) + { + SceneLoaderWrapper.Instance.LoadScene(k_MainMenuSceneName, useNetworkSceneManager: false); + } + } + + public override void Exit() { } + + public override void StartClientIP(string playerName, string ipaddress, int port) + { + var connectionMethod = new ConnectionMethodIP(ipaddress, (ushort)port, m_ConnectionManager, m_ProfileManager, playerName); + m_ConnectionManager.m_ClientReconnecting.Configure(connectionMethod); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientConnecting.Configure(connectionMethod)); + } + + public override void StartClientLobby(string playerName) + { + var connectionMethod = new ConnectionMethodRelay(m_LobbyServiceFacade, m_LocalLobby, m_ConnectionManager, m_ProfileManager, playerName); + m_ConnectionManager.m_ClientReconnecting.Configure(connectionMethod); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_ClientConnecting.Configure(connectionMethod)); + } + + public override void StartHostIP(string playerName, string ipaddress, int port) + { + var connectionMethod = new ConnectionMethodIP(ipaddress, (ushort)port, m_ConnectionManager, m_ProfileManager, playerName); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_StartingHost.Configure(connectionMethod)); + } + + public override void StartHostLobby(string playerName) + { + var connectionMethod = new ConnectionMethodRelay(m_LobbyServiceFacade, m_LocalLobby, m_ConnectionManager, m_ProfileManager, playerName); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_StartingHost.Configure(connectionMethod)); + } + } +} diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs.meta b/Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs.meta new file mode 100644 index 0000000..56c93ce --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 8ed235e210874c0ab81fdeeda17719d3 +timeCreated: 1653489057 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/OnlineState.cs b/Assets/Scripts/ConnectionManagement/ConnectionState/OnlineState.cs new file mode 100644 index 0000000..1930d04 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/OnlineState.cs @@ -0,0 +1,21 @@ +namespace Unity.BossRoom.ConnectionManagement +{ + /// + /// Base class representing an online connection state. + /// + abstract class OnlineState : ConnectionState + { + public override void OnUserRequestedShutdown() + { + // This behaviour will be the same for every online state + m_ConnectStatusPublisher.Publish(ConnectStatus.UserRequestedDisconnect); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); + } + + public override void OnTransportFailure() + { + // This behaviour will be the same for every online state + m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); + } + } +} diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/OnlineState.cs.meta b/Assets/Scripts/ConnectionManagement/ConnectionState/OnlineState.cs.meta new file mode 100644 index 0000000..a38d5fa --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/OnlineState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 594fa0ef1a1542f8abeea6567e2e6ebe +timeCreated: 1660069528 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/StartingHostState.cs b/Assets/Scripts/ConnectionManagement/ConnectionState/StartingHostState.cs new file mode 100644 index 0000000..9008ade --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/StartingHostState.cs @@ -0,0 +1,91 @@ +using System; +using Unity.BossRoom.Infrastructure; +using Unity.BossRoom.UnityServices.Lobbies; +using Unity.Multiplayer.Samples.BossRoom; +using Unity.Netcode; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.ConnectionManagement +{ + /// + /// Connection state corresponding to a host starting up. Starts the host when entering the state. If successful, + /// transitions to the Hosting state, if not, transitions back to the Offline state. + /// + class StartingHostState : OnlineState + { + [Inject] + LobbyServiceFacade m_LobbyServiceFacade; + [Inject] + LocalLobby m_LocalLobby; + ConnectionMethodBase m_ConnectionMethod; + + public StartingHostState Configure(ConnectionMethodBase baseConnectionMethod) + { + m_ConnectionMethod = baseConnectionMethod; + return this; + } + + public override void Enter() + { + StartHost(); + } + + public override void Exit() { } + + public override void OnServerStarted() + { + m_ConnectStatusPublisher.Publish(ConnectStatus.Success); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_Hosting); + } + + public override void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response) + { + var connectionData = request.Payload; + var clientId = request.ClientNetworkId; + // This happens when starting as a host, before the end of the StartHost call. In that case, we simply approve ourselves. + if (clientId == m_ConnectionManager.NetworkManager.LocalClientId) + { + var payload = System.Text.Encoding.UTF8.GetString(connectionData); + var connectionPayload = JsonUtility.FromJson(payload); // https://docs.unity3d.com/2020.2/Documentation/Manual/JSONSerialization.html + + SessionManager.Instance.SetupConnectingPlayerSessionData(clientId, connectionPayload.playerId, + new SessionPlayerData(clientId, connectionPayload.playerName, new NetworkGuid(), 0, true)); + + // connection approval will create a player object for you + response.Approved = true; + response.CreatePlayerObject = true; + } + } + + public override void OnServerStopped() + { + StartHostFailed(); + } + + async void StartHost() + { + try + { + await m_ConnectionMethod.SetupHostConnectionAsync(); + + // NGO's StartHost launches everything + if (!m_ConnectionManager.NetworkManager.StartHost()) + { + StartHostFailed(); + } + } + catch (Exception) + { + StartHostFailed(); + throw; + } + } + + void StartHostFailed() + { + m_ConnectStatusPublisher.Publish(ConnectStatus.StartHostFailed); + m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline); + } + } +} diff --git a/Assets/Scripts/ConnectionManagement/ConnectionState/StartingHostState.cs.meta b/Assets/Scripts/ConnectionManagement/ConnectionState/StartingHostState.cs.meta new file mode 100644 index 0000000..cd73e97 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/ConnectionState/StartingHostState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 1cd9417bc2d94aff86c9abadb47f6da6 +timeCreated: 1655322586 \ No newline at end of file diff --git a/Assets/Scripts/ConnectionManagement/SessionPlayerData.cs b/Assets/Scripts/ConnectionManagement/SessionPlayerData.cs new file mode 100644 index 0000000..4e1a655 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/SessionPlayerData.cs @@ -0,0 +1,39 @@ +using Unity.BossRoom.Infrastructure; +using Unity.Multiplayer.Samples.BossRoom; +using UnityEngine; + +namespace Unity.BossRoom.ConnectionManagement +{ + public struct SessionPlayerData : ISessionPlayerData + { + public string PlayerName; + public int PlayerNumber; + public Vector3 PlayerPosition; + public Quaternion PlayerRotation; + /// Instead of using a NetworkGuid (two ulongs) we could just use an int or even a byte-sized index into an array of possible avatars defined in our game data source + public NetworkGuid AvatarNetworkGuid; + public int CurrentHitPoints; + public bool HasCharacterSpawned; + + public SessionPlayerData(ulong clientID, string name, NetworkGuid avatarNetworkGuid, int currentHitPoints = 0, bool isConnected = false, bool hasCharacterSpawned = false) + { + ClientID = clientID; + PlayerName = name; + PlayerNumber = -1; + PlayerPosition = Vector3.zero; + PlayerRotation = Quaternion.identity; + AvatarNetworkGuid = avatarNetworkGuid; + CurrentHitPoints = currentHitPoints; + IsConnected = isConnected; + HasCharacterSpawned = hasCharacterSpawned; + } + + public bool IsConnected { get; set; } + public ulong ClientID { get; set; } + + public void Reinitialize() + { + HasCharacterSpawned = false; + } + } +} diff --git a/Assets/Scripts/ConnectionManagement/SessionPlayerData.cs.meta b/Assets/Scripts/ConnectionManagement/SessionPlayerData.cs.meta new file mode 100644 index 0000000..240c3ff --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/SessionPlayerData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6588420a2cf7d9240bc408f6ba2c7e35 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ConnectionManagement/Unity.BossRoom.ConnectionManagement.asmdef b/Assets/Scripts/ConnectionManagement/Unity.BossRoom.ConnectionManagement.asmdef new file mode 100644 index 0000000..0d83eed --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/Unity.BossRoom.ConnectionManagement.asmdef @@ -0,0 +1,26 @@ +{ + "name": "Unity.BossRoom.ConnectionManagement", + "rootNamespace": "", + "references": [ + "Unity.Netcode.Runtime", + "Unity.Multiplayer.Samples.Utilities", + "Unity.BossRoom.UnityServices", + "Unity.BossRoom.Infrastructure", + "Unity.Services.Core", + "Unity.Services.Authentication", + "Unity.BossRoom.Utils", + "Unity.Services.Lobbies", + "Unity.Networking.Transport", + "VContainer", + "Unity.Services.Relay" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} diff --git a/Assets/Scripts/ConnectionManagement/Unity.BossRoom.ConnectionManagement.asmdef.meta b/Assets/Scripts/ConnectionManagement/Unity.BossRoom.ConnectionManagement.asmdef.meta new file mode 100644 index 0000000..c4ff547 --- /dev/null +++ b/Assets/Scripts/ConnectionManagement/Unity.BossRoom.ConnectionManagement.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6df647c78c32a1c4f858e9619b600ec7 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor.meta b/Assets/Scripts/Editor.meta new file mode 100644 index 0000000..e8f8585 --- /dev/null +++ b/Assets/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4d8e857cd78824f0f9d114bc13db8eb3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/BakingMenu.cs b/Assets/Scripts/Editor/BakingMenu.cs new file mode 100644 index 0000000..f615227 --- /dev/null +++ b/Assets/Scripts/Editor/BakingMenu.cs @@ -0,0 +1,119 @@ +using System; +using UnityEngine; +using UnityEditor; +using UnityEngine.Rendering; + +namespace Unity.BossRoom.Editor +{ + /// + /// This is a script that creates a menu for baking lights (and changing other lighting features) for Boss Room. + /// + public abstract class BakingMenu + { + static void HandleEnvLights(bool realtimeLightsEnabled, bool bakedLightsEnabled, string lightingStatus) + { + var bakedLights = GameObject.FindGameObjectsWithTag("LightingBaked"); + var realtimeLights = GameObject.FindGameObjectsWithTag("LightingRealtime"); + + foreach (var index in bakedLights) + { + index.GetComponent().enabled = bakedLightsEnabled; + } + + foreach (var index in realtimeLights) + { + index.GetComponent().enabled = realtimeLightsEnabled; + } + + Debug.Log("Environment lights set to " + lightingStatus + ": " + realtimeLights.Length); + } + + static void HandleLightProbes(bool lightProbesEnabled, string lightProbesStatus) + { + var lightProbes = GameObject.FindGameObjectsWithTag("LightingProbes"); + + if (lightProbes == null || lightProbes.Length == 0) + { + Debug.Log("No light probes found in scene"); + } + else + { + foreach (var index in lightProbes) + { + index.GetComponent().enabled = lightProbesEnabled; + Debug.Log("Light probes " + lightProbesStatus); + } + } + } + + static void HandleReflectionProbes(ReflectionProbeMode reflectionProbeMode, string refProbesStatus) + { + var reflectionProbes = GameObject.FindGameObjectsWithTag("LightingReflectionProbe"); + + if (reflectionProbes == null || reflectionProbes.Length == 0) + { + Debug.Log("No reflection probes found in scene"); + } + else + { + foreach (var index in reflectionProbes) + { + index.GetComponent().mode = reflectionProbeMode; + Debug.Log("Reflection probes set to " + refProbesStatus); + } + } + } + + [MenuItem("Boss Room/Lighting Setup/Environment Lights/Baked")] + static void SetEnvLightsBaked() + { + HandleEnvLights(false, true, "Baked"); + } + + [MenuItem("Boss Room/Lighting Setup/Environment Lights/Realtime (except area lights)")] + static void SetEnvLightsRealtime() + { + HandleEnvLights(true, false, "Realtime"); + } + + [MenuItem("Boss Room/Lighting Setup/Light Probes/Enabled")] + static void SetLightProbesEnabled() + { + HandleLightProbes(true, "enabled"); + } + + [MenuItem("Boss Room/Lighting Setup/Light Probes/Disabled")] + static void SetLightProbesDisabled() + { + HandleLightProbes(false, "disabled"); + } + + [MenuItem("Boss Room/Lighting Setup/Reflection Probes/Baked")] + static void SetRefProbesBaked() + { + HandleReflectionProbes(ReflectionProbeMode.Baked, "baked"); + } + + [MenuItem("Boss Room/Lighting Setup/Reflection Probes/Realtime")] + static void SetRefProbesRealtime() + { + HandleReflectionProbes(ReflectionProbeMode.Realtime, "realtime"); + } + + [MenuItem("Boss Room/Lighting Setup/All Baked")] + static void AllBaked() + { + SetEnvLightsBaked(); + SetRefProbesBaked(); + Debug.Log("All lights and reflection probes in scene set to Baked"); + } + + [MenuItem("Boss Room/Lighting Setup/All Realtime (except area lights)")] + static void AllRealtime() + { + SetEnvLightsRealtime(); + SetRefProbesRealtime(); + Debug.Log("All lights (except for area lights) and reflection probes in scene set to Realtime"); + } + } +} diff --git a/Assets/Scripts/Editor/BakingMenu.cs.meta b/Assets/Scripts/Editor/BakingMenu.cs.meta new file mode 100644 index 0000000..6983b20 --- /dev/null +++ b/Assets/Scripts/Editor/BakingMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 20e1e2dba588f8d49a82a2b2c45df2e7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/BuildHelpers.cs b/Assets/Scripts/Editor/BuildHelpers.cs new file mode 100644 index 0000000..e52a4a8 --- /dev/null +++ b/Assets/Scripts/Editor/BuildHelpers.cs @@ -0,0 +1,243 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Threading; +using System.Threading.Tasks; +using UnityEngine; +using UnityEditor; +using UnityEditor.Build.Reporting; + +/// +/// Utility menus to easily create our builds for our playtests. If you're just exploring this project, you shouldn't need those. They are mostly to make +/// multiplatform build creation easier and is meant for internal usage. +/// +internal static class BuildHelpers +{ + const string k_MenuRoot = "Boss Room/Playtest Builds/"; + const string k_Build = k_MenuRoot + "Build"; + const string k_DeleteBuilds = k_MenuRoot + "Delete All Builds (keeps cache)"; + const string k_AllToggleName = k_MenuRoot + "Toggle All"; + const string k_MobileToggleName = k_MenuRoot + "Toggle Mobile"; + const string k_IOSToggleName = k_MenuRoot + "Toggle iOS"; + const string k_AndroidToggleName = k_MenuRoot + "Toggle Android"; + const string k_DesktopToggleName = k_MenuRoot + "Toggle Desktop"; + const string k_MacOSToggleName = k_MenuRoot + "Toggle MacOS"; + const string k_WindowsToggleName = k_MenuRoot + "Toggle Windows"; + const string k_DisableProjectIDToggleName = k_MenuRoot + "Skip Project ID Check"; // double negative in the name since menu is unchecked by default + const string k_SkipAutoDeleteToggleName = k_MenuRoot + "Skip Auto Delete Builds"; + + const int k_MenuGroupingBuild = 0; // to add separator in menus + const int k_MenuGroupingPlatforms = 11; + const int k_MenuGroupingOtherToggles = 22; + + static BuildTarget s_CurrentEditorBuildTarget; + static BuildTargetGroup s_CurrentEditorBuildTargetGroup; + static int s_NbBuildsDone; + + static string BuildPathRootDirectory => Path.Combine(Path.GetDirectoryName(Application.dataPath), "Builds", "Playtest"); + static string BuildPathDirectory(string platformName) => Path.Combine(BuildPathRootDirectory, platformName); + public static string BuildPath(string platformName) => Path.Combine(BuildPathDirectory(platformName), "BossRoomPlaytest"); + + [MenuItem(k_Build, false, k_MenuGroupingBuild)] + static async void Build() + { + s_NbBuildsDone = 0; + bool buildiOS = Menu.GetChecked(k_IOSToggleName); + bool buildAndroid = Menu.GetChecked(k_AndroidToggleName); + bool buildMacOS = Menu.GetChecked(k_MacOSToggleName); + bool buildWindows = Menu.GetChecked(k_WindowsToggleName); + + bool skipAutoDelete = Menu.GetChecked(k_SkipAutoDeleteToggleName); + + Debug.Log($"Starting build: buildiOS?:{buildiOS} buildAndroid?:{buildAndroid} buildMacOS?:{buildMacOS} buildWindows?:{buildWindows}"); + if (string.IsNullOrEmpty(CloudProjectSettings.projectId) && !Menu.GetChecked(k_DisableProjectIDToggleName)) + { + string errorMessage = $"Project ID was supposed to be setup and wasn't, make sure to set it up or disable project ID check with the [{k_DisableProjectIDToggleName}] menu"; + EditorUtility.DisplayDialog("Error Custom Build", errorMessage, "ok"); + throw new Exception(errorMessage); + } + + SaveCurrentBuildTarget(); + + try + { + // deleting so we don't end up testing on outdated builds if there's a build failure + if (!skipAutoDelete) DeleteBuilds(); + + if (buildiOS) await BuildPlayerUtilityAsync(BuildTarget.iOS, "", true); + if (buildAndroid) await BuildPlayerUtilityAsync(BuildTarget.Android, ".apk", true); // there's the possibility of an error where it + + // complains about NDK missing. Building manually on android then trying again seems to work? Can't find anything on this. + if (buildMacOS) await BuildPlayerUtilityAsync(BuildTarget.StandaloneOSX, ".app", true); + if (buildWindows) await BuildPlayerUtilityAsync(BuildTarget.StandaloneWindows64, ".exe", true); + } + catch + { + EditorUtility.DisplayDialog("Exception while building", "See console for details", "ok"); + throw; + } + finally + { + Debug.Log($"Count builds done: {s_NbBuildsDone}"); + RestoreBuildTarget(); + } + } + + [MenuItem(k_Build, true)] + static bool CanBuild() + { + return Menu.GetChecked(k_IOSToggleName) || + Menu.GetChecked(k_AndroidToggleName) || + Menu.GetChecked(k_MacOSToggleName) || + Menu.GetChecked(k_WindowsToggleName); + } + + static void RestoreBuildTarget() + { + Debug.Log($"restoring editor to initial build target {s_CurrentEditorBuildTarget}"); + EditorUserBuildSettings.SwitchActiveBuildTarget(s_CurrentEditorBuildTargetGroup, s_CurrentEditorBuildTarget); + } + + static void SaveCurrentBuildTarget() + { + s_CurrentEditorBuildTarget = EditorUserBuildSettings.activeBuildTarget; + s_CurrentEditorBuildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup; + } + + [MenuItem(k_AllToggleName, false, k_MenuGroupingPlatforms)] + static void ToggleAll() + { + var newValue = ToggleMenu(k_AllToggleName); + ToggleMenu(k_DesktopToggleName, newValue); + ToggleMenu(k_MacOSToggleName, newValue); + ToggleMenu(k_WindowsToggleName, newValue); + ToggleMenu(k_MobileToggleName, newValue); + ToggleMenu(k_IOSToggleName, newValue); + ToggleMenu(k_AndroidToggleName, newValue); + } + + [MenuItem(k_MobileToggleName, false, k_MenuGroupingPlatforms)] + static void ToggleMobile() + { + var newValue = ToggleMenu(k_MobileToggleName); + ToggleMenu(k_IOSToggleName, newValue); + ToggleMenu(k_AndroidToggleName, newValue); + } + + [MenuItem(k_IOSToggleName, false, k_MenuGroupingPlatforms)] + static void ToggleiOS() + { + ToggleMenu(k_IOSToggleName); + } + + [MenuItem(k_AndroidToggleName, false, k_MenuGroupingPlatforms)] + static void ToggleAndroid() + { + ToggleMenu(k_AndroidToggleName); + } + + [MenuItem(k_DesktopToggleName, false, k_MenuGroupingPlatforms)] + static void ToggleDesktop() + { + var newValue = ToggleMenu(k_DesktopToggleName); + ToggleMenu(k_MacOSToggleName, newValue); + ToggleMenu(k_WindowsToggleName, newValue); + } + + [MenuItem(k_MacOSToggleName, false, k_MenuGroupingPlatforms)] + static void ToggleMacOS() + { + ToggleMenu(k_MacOSToggleName); + } + + [MenuItem(k_WindowsToggleName, false, k_MenuGroupingPlatforms)] + static void ToggleWindows() + { + ToggleMenu(k_WindowsToggleName); + } + + [MenuItem(k_DisableProjectIDToggleName, false, k_MenuGroupingOtherToggles)] + static void ToggleProjectID() + { + ToggleMenu(k_DisableProjectIDToggleName); + } + + [MenuItem(k_SkipAutoDeleteToggleName, false, k_MenuGroupingOtherToggles)] + static void ToggleAutoDelete() + { + ToggleMenu(k_SkipAutoDeleteToggleName); + } + + static bool ToggleMenu(string menuName, bool? valueToSet = null) + { + bool toSet = !Menu.GetChecked(menuName); + if (valueToSet != null) + { + toSet = valueToSet.Value; + } + + Menu.SetChecked(menuName, toSet); + return toSet; + } + + static async Task BuildPlayerUtilityAsync(BuildTarget buildTarget = BuildTarget.NoTarget, string buildPathExtension = null, bool buildDebug = false) + { + s_NbBuildsDone++; + Debug.Log($"Starting build for {buildTarget.ToString()}"); + + await Task.Delay(100); // skipping some time to make sure debug logs are flushed before we build + + var buildPathToUse = BuildPath(buildTarget.ToString()); + buildPathToUse += buildPathExtension; + + var buildPlayerOptions = new BuildPlayerOptions(); + + List scenesToInclude = new List(); + foreach (var scene in EditorBuildSettings.scenes) + { + if (scene.enabled) + { + scenesToInclude.Add(scene.path); + } + } + + buildPlayerOptions.scenes = scenesToInclude.ToArray(); + buildPlayerOptions.locationPathName = buildPathToUse; + buildPlayerOptions.target = buildTarget; + var buildOptions = BuildOptions.None; + if (buildDebug) + { + buildOptions |= BuildOptions.Development; + } + + buildOptions |= BuildOptions.StrictMode; + buildPlayerOptions.options = buildOptions; + + BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions); + BuildSummary summary = report.summary; + + if (summary.result == BuildResult.Succeeded) + { + Debug.Log($"Build succeeded: {summary.totalSize} bytes at {summary.outputPath}"); + } + else + { + string debugString = buildDebug ? "debug" : "release"; + throw new Exception($"Build failed for {debugString}:{buildTarget}! {report.summary.totalErrors} errors"); + } + } + + [MenuItem(k_DeleteBuilds, false, k_MenuGroupingBuild)] + public static void DeleteBuilds() + { + if (Directory.Exists(BuildPathRootDirectory)) + { + Directory.Delete(BuildPathRootDirectory, recursive: true); + Debug.Log($"deleted {BuildPathRootDirectory}"); + } + else + { + Debug.Log($"Build directory does not exist ({BuildPathRootDirectory}). No cleanup to do"); + } + } +} diff --git a/Assets/Scripts/Editor/BuildHelpers.cs.meta b/Assets/Scripts/Editor/BuildHelpers.cs.meta new file mode 100644 index 0000000..4069845 --- /dev/null +++ b/Assets/Scripts/Editor/BuildHelpers.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3034a09a9ffb54a08be046bd5398a476 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/Readme.meta b/Assets/Scripts/Editor/Readme.meta new file mode 100644 index 0000000..c80553f --- /dev/null +++ b/Assets/Scripts/Editor/Readme.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 964c044b0ba6ff842a5a79554366eec6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/Readme/Readme.cs b/Assets/Scripts/Editor/Readme/Readme.cs new file mode 100644 index 0000000..b661fe1 --- /dev/null +++ b/Assets/Scripts/Editor/Readme/Readme.cs @@ -0,0 +1,27 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Editor +{ + /// + /// Custom readme class based on the readme created for URP. For more context, see: + /// https://github.com/Unity-Technologies/Graphics/tree/master/com.unity.template-universal + /// + [CreateAssetMenu] + public class Readme : ScriptableObject + { + public Texture2D icon; + public string title; + public Section[] sections; + public bool loadedLayout; + + [Serializable] + public class Section + { + public string heading; + public string text; + public string linkText; + public string url; + } + } +} diff --git a/Assets/Scripts/Editor/Readme/Readme.cs.meta b/Assets/Scripts/Editor/Readme/Readme.cs.meta new file mode 100644 index 0000000..5ad628c --- /dev/null +++ b/Assets/Scripts/Editor/Readme/Readme.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5ce0e387261ddc34ba81ca7f2f1f7f73 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - icon: {fileID: 2800000, guid: d4743ba2e2a59f946b2125c074582ce7, type: 3} + executionOrder: 0 + icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/Readme/ReadmeEditor.cs b/Assets/Scripts/Editor/Readme/ReadmeEditor.cs new file mode 100644 index 0000000..e5a6261 --- /dev/null +++ b/Assets/Scripts/Editor/Readme/ReadmeEditor.cs @@ -0,0 +1,187 @@ +using UnityEngine; +using UnityEditor; +using System; +using System.IO; +using System.Reflection; + +namespace Unity.BossRoom.Editor +{ + /// + /// Custom readme editor window based on the readme created for URP. For more context, see: + /// https://github.com/Unity-Technologies/Graphics/tree/master/com.unity.template-universal + /// + [CustomEditor(typeof(Readme))] + [InitializeOnLoad] + public class ReadmeEditor : UnityEditor.Editor + { + const string k_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; + + const float k_Space = 16f; + + bool m_Initialized; + + [SerializeField] + GUIStyle m_LinkStyle; + + GUIStyle LinkStyle + { + get { return m_LinkStyle; } + } + + [SerializeField] + GUIStyle m_TitleStyle; + + GUIStyle TitleStyle + { + get { return m_TitleStyle; } + } + + [SerializeField] + GUIStyle m_HeadingStyle; + + GUIStyle HeadingStyle + { + get { return m_HeadingStyle; } + } + + [SerializeField] + GUIStyle m_BodyStyle; + + GUIStyle BodyStyle + { + get { return m_BodyStyle; } + } + + static ReadmeEditor() + { + EditorApplication.delayCall += SelectReadmeAutomatically; + } + + static void SelectReadmeAutomatically() + { + if (!SessionState.GetBool(k_ShowedReadmeSessionStateName, false)) + { + var readme = SelectReadme(); + SessionState.SetBool(k_ShowedReadmeSessionStateName, true); + + if (readme && !readme.loadedLayout) + { + LoadLayout(); + readme.loadedLayout = true; + } + } + } + + static void LoadLayout() + { + var assembly = typeof(EditorApplication).Assembly; + var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); + var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); + method?.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false }); + } + + [MenuItem("Boss Room/Show Sample Instructions")] + static Readme SelectReadme() + { + var ids = AssetDatabase.FindAssets("Readme t:Readme"); + if (ids.Length == 1) + { + var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); + + Selection.objects = new UnityEngine.Object[] { readmeObject }; + + return (Readme)readmeObject; + } + else + { + Debug.Log("Couldn't find a readme"); + return null; + } + } + + protected override void OnHeaderGUI() + { + var readme = (Readme)target; + Init(); + + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + GUILayout.Label(readme.title, TitleStyle); + } + GUILayout.EndHorizontal(); + } + + public override void OnInspectorGUI() + { + var readme = (Readme)target; + Init(); + + foreach (var section in readme.sections) + { + if (!string.IsNullOrEmpty(section.heading)) + { + GUILayout.Label(section.heading, HeadingStyle); + } + + if (!string.IsNullOrEmpty(section.text)) + { + GUILayout.Label(section.text, BodyStyle); + } + + if (!string.IsNullOrEmpty(section.linkText)) + { + if (LinkLabel(new GUIContent(section.linkText))) + { + Application.OpenURL(section.url); + } + } + + GUILayout.Space(k_Space); + } + } + + + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); + m_BodyStyle.wordWrap = true; + m_BodyStyle.fontSize = 14; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontSize = 18; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f); + m_LinkStyle.stretchWidth = false; + + m_Initialized = true; + } + + bool LinkLabel(GUIContent label, params GUILayoutOption[] options) + { + var position = GUILayoutUtility.GetRect(label, LinkStyle, options); + + Handles.BeginGUI(); + Handles.color = LinkStyle.normal.textColor; + Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); + Handles.color = Color.white; + Handles.EndGUI(); + + EditorGUIUtility.AddCursorRect(position, MouseCursor.Link); + + return GUI.Button(position, label, LinkStyle); + } + } +} diff --git a/Assets/Scripts/Editor/Readme/ReadmeEditor.cs.meta b/Assets/Scripts/Editor/Readme/ReadmeEditor.cs.meta new file mode 100644 index 0000000..88dac7e --- /dev/null +++ b/Assets/Scripts/Editor/Readme/ReadmeEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e071f34aab1e7c245b3c500b5e8bd8eb +timeCreated: 1484146680 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/SceneBootstrapper.cs b/Assets/Scripts/Editor/SceneBootstrapper.cs new file mode 100644 index 0000000..36a3ff6 --- /dev/null +++ b/Assets/Scripts/Editor/SceneBootstrapper.cs @@ -0,0 +1,165 @@ +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; + +namespace Unity.BossRoom.Editor +{ + /// + /// Class that permits auto-loading a bootstrap scene when the editor switches play state. This class is + /// initialized when Unity is opened and when scripts are recompiled. This is to be able to subscribe to + /// EditorApplication's playModeStateChanged event, which is when we wish to open a new scene. + /// + /// + /// A critical edge case scenario regarding NetworkManager is accounted for here. + /// A NetworkObject's GlobalObjectIdHash value is currently generated in OnValidate() which is invoked during a + /// build and when the asset is loaded/viewed in the editor. + /// If we were to manually open Bootstrap scene via EditorSceneManager.OpenScene(...) as the editor is exiting play + /// mode, Bootstrap scene would be entering play mode within the editor prior to having loaded any assets, meaning + /// NetworkManager itself has no entry within the AssetDatabase cache. As a result of this, any referenced Network + /// Prefabs wouldn't have any entry either. + /// To account for this necessary AssetDatabase step, whenever we're redirecting from a new scene, or a scene + /// existing in our EditorBuildSettings, we forcefully stop the editor, open Bootstrap scene, and re-enter play + /// mode. This provides the editor the chance to create AssetDatabase cache entries for the Network Prefabs assigned + /// to the NetworkManager. + /// If we are entering play mode directly from Bootstrap scene, no additional steps need to be taken and the scene + /// is loaded normally. + /// + [InitializeOnLoad] + public class SceneBootstrapper + { + const string k_PreviousSceneKey = "PreviousScene"; + const string k_ShouldLoadBootstrapSceneKey = "LoadBootstrapScene"; + + const string k_LoadBootstrapSceneOnPlay = "Boss Room/Load Bootstrap Scene On Play"; + const string k_DoNotLoadBootstrapSceneOnPlay = "Boss Room/Don't Load Bootstrap Scene On Play"; + + const string k_TestRunnerSceneName = "InitTestScene"; + + static bool s_RestartingToSwitchScene; + + static string BootstrapScene => EditorBuildSettings.scenes[0].path; + + // to track where to go back to + static string PreviousScene + { + get => EditorPrefs.GetString(k_PreviousSceneKey); + set => EditorPrefs.SetString(k_PreviousSceneKey, value); + } + + static bool ShouldLoadBootstrapScene + { + get + { + if (!EditorPrefs.HasKey(k_ShouldLoadBootstrapSceneKey)) + { + EditorPrefs.SetBool(k_ShouldLoadBootstrapSceneKey, true); + } + + return EditorPrefs.GetBool(k_ShouldLoadBootstrapSceneKey, true); + } + set => EditorPrefs.SetBool(k_ShouldLoadBootstrapSceneKey, value); + } + + static SceneBootstrapper() + { + EditorApplication.playModeStateChanged += EditorApplicationOnplayModeStateChanged; + } + + [MenuItem(k_LoadBootstrapSceneOnPlay, true)] + static bool ShowLoadBootstrapSceneOnPlay() + { + return !ShouldLoadBootstrapScene; + } + + [MenuItem(k_LoadBootstrapSceneOnPlay)] + static void EnableLoadBootstrapSceneOnPlay() + { + ShouldLoadBootstrapScene = true; + } + + [MenuItem(k_DoNotLoadBootstrapSceneOnPlay, true)] + static bool ShowDoNotLoadBootstrapSceneOnPlay() + { + return ShouldLoadBootstrapScene; + } + + [MenuItem(k_DoNotLoadBootstrapSceneOnPlay)] + static void DisableDoNotLoadBootstrapSceneOnPlay() + { + ShouldLoadBootstrapScene = false; + } + + static void EditorApplicationOnplayModeStateChanged(PlayModeStateChange playModeStateChange) + { + if (IsTestRunnerActive()) + { + return; + } + + if (!ShouldLoadBootstrapScene) + { + return; + } + + if (s_RestartingToSwitchScene) + { + if (playModeStateChange == PlayModeStateChange.EnteredPlayMode) + { + // for some reason there's multiple start and stops events happening while restarting the editor playmode. We're making sure to + // set stoppingAndStarting only when we're done and we've entered playmode. This way we won't corrupt "activeScene" with the multiple + // start and stop and will be able to return to the scene we were editing at first + s_RestartingToSwitchScene = false; + } + return; + } + + if (playModeStateChange == PlayModeStateChange.ExitingEditMode) + { + // cache previous scene so we return to this scene after play session, if possible + PreviousScene = EditorSceneManager.GetActiveScene().path; + + if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) + { + // user either hit "Save" or "Don't Save"; open bootstrap scene + + if (!string.IsNullOrEmpty(BootstrapScene) && + System.Array.Exists(EditorBuildSettings.scenes, scene => scene.path == BootstrapScene)) + { + var activeScene = EditorSceneManager.GetActiveScene(); + + s_RestartingToSwitchScene = activeScene.path == string.Empty || !BootstrapScene.Contains(activeScene.path); + + // we only manually inject Bootstrap scene if we are in a blank empty scene, + // or if the active scene is not already BootstrapScene + if (s_RestartingToSwitchScene) + { + EditorApplication.isPlaying = false; + + // scene is included in build settings; open it + EditorSceneManager.OpenScene(BootstrapScene); + + EditorApplication.isPlaying = true; + } + } + } + else + { + // user either hit "Cancel" or exited window; don't open bootstrap scene & return to editor + EditorApplication.isPlaying = false; + } + } + else if (playModeStateChange == PlayModeStateChange.EnteredEditMode) + { + if (!string.IsNullOrEmpty(PreviousScene)) + { + EditorSceneManager.OpenScene(PreviousScene); + } + } + } + + static bool IsTestRunnerActive() + { + return EditorSceneManager.GetActiveScene().name.StartsWith(k_TestRunnerSceneName); + } + } +} diff --git a/Assets/Scripts/Editor/SceneBootstrapper.cs.meta b/Assets/Scripts/Editor/SceneBootstrapper.cs.meta new file mode 100644 index 0000000..5ab2f6a --- /dev/null +++ b/Assets/Scripts/Editor/SceneBootstrapper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a745989579294a7409885f8dc7300e45 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/Unity.BossRoom.Editor.asmdef b/Assets/Scripts/Editor/Unity.BossRoom.Editor.asmdef new file mode 100644 index 0000000..3bf0325 --- /dev/null +++ b/Assets/Scripts/Editor/Unity.BossRoom.Editor.asmdef @@ -0,0 +1,19 @@ +{ + "name": "Unity.BossRoom.Editor", + "rootNamespace": "", + "references": [ + "Unity.Netcode.Runtime", + "Unity.BossRoom.Gameplay" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Scripts/Editor/Unity.BossRoom.Editor.asmdef.meta b/Assets/Scripts/Editor/Unity.BossRoom.Editor.asmdef.meta new file mode 100644 index 0000000..c5e2f0a --- /dev/null +++ b/Assets/Scripts/Editor/Unity.BossRoom.Editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3e9b11706472e4eb398521028538a894 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay.meta b/Assets/Scripts/Gameplay.meta new file mode 100644 index 0000000..88f832f --- /dev/null +++ b/Assets/Scripts/Gameplay.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e1150b7b4258644458ea056339226de4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action.meta b/Assets/Scripts/Gameplay/Action.meta new file mode 100644 index 0000000..84c26f6 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5ec107f53c08ae849aed16f2ecd0b94f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/Action.cs b/Assets/Scripts/Gameplay/Action/Action.cs new file mode 100644 index 0000000..e440776 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Action.cs @@ -0,0 +1,339 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.VisualEffects; +using Unity.Netcode; +using UnityEngine; +using BlockingMode = Unity.BossRoom.Gameplay.Actions.BlockingModeType; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// The abstract parent class that all Actions derive from. + /// + /// + /// The Action System is a generalized mechanism for Characters to "do stuff" in a networked way. Actions + /// include everything from your basic character attack, to a fancy skill like the Archer's Volley Shot, but also + /// include more mundane things like pulling a lever. + /// For every ActionLogic enum, there will be one specialization of this class. + /// There is only ever one active Action (also called the "blocking" action) at a time on a character, but multiple + /// Actions may exist at once, with subsequent Actions pending behind the currently active one, and possibly + /// "non-blocking" actions running in the background. See ActionPlayer.cs + /// + /// The flow for Actions is: + /// Initially: Start() + /// Every frame: ShouldBecomeNonBlocking() (only if Action is blocking), then Update() + /// On shutdown: End() or Cancel() + /// After shutdown: ChainIntoNewAction() (only if Action was blocking, and only if End() was called, not Cancel()) + /// + /// Note also that if Start() returns false, no other functions are called on the Action, not even End(). + /// + /// This Action system has not been designed to be generic and extractable to be reused in other projects - keep that in mind when reading through this code. + /// A better action system would need to be more accessible and customizable by game designers and allow more design emergence. It'd have ways to define smaller atomic action steps and have a generic way to define and access character data. It would also need to be more performant, as actions would scale with your number of characters and concurrent actions. + /// + public abstract class Action : ScriptableObject + { + /// + /// An index into the GameDataSource array of action prototypes. Set at runtime by GameDataSource class. If action is not itself a prototype - will contain the action id of the prototype reference. + /// This field is used to identify actions in a way that can be sent over the network. + /// + [NonSerialized] + public ActionID ActionID; + + /// + /// The default hit react animation; several different ActionFXs make use of this. + /// + public const string k_DefaultHitReact = "HitReact1"; + + + protected ActionRequestData m_Data; + + /// + /// Time when this Action was started (from Time.time) in seconds. Set by the ActionPlayer or ActionVisualization. + /// + public float TimeStarted { get; set; } + + /// + /// How long the Action has been running (since its Start was called)--in seconds, measured via Time.time. + /// + public float TimeRunning { get { return (Time.time - TimeStarted); } } + + /// + /// RequestData we were instantiated with. Value should be treated as readonly. + /// + public ref ActionRequestData Data => ref m_Data; + + /// + /// Data Description for this action. + /// + public ActionConfig Config; + + public bool IsChaseAction => ActionID == GameDataSource.Instance.GeneralChaseActionPrototype.ActionID; + public bool IsStunAction => ActionID == GameDataSource.Instance.StunnedActionPrototype.ActionID; + public bool IsGeneralTargetAction => ActionID == GameDataSource.Instance.GeneralTargetActionPrototype.ActionID; + + /// + /// Constructor. The "data" parameter should not be retained after passing in to this method, because we take ownership of its internal memory. + /// Needs to be called by the ActionFactory. + /// + public void Initialize(ref ActionRequestData data) + { + m_Data = data; + ActionID = data.ActionID; + } + + /// + /// This function resets the action before returning it to the pool + /// + public virtual void Reset() + { + m_Data = default; + ActionID = default; + TimeStarted = 0; + } + + /// + /// Called when the Action starts actually playing (which may be after it is created, because of queueing). + /// + /// false if the action decided it doesn't want to run after all, true otherwise. + public abstract bool OnStart(ServerCharacter serverCharacter); + + + /// + /// Called each frame while the action is running. + /// + /// true to keep running, false to stop. The Action will stop by default when its duration expires, if it has a duration set. + public abstract bool OnUpdate(ServerCharacter clientCharacter); + + /// + /// Called each frame (before OnUpdate()) for the active ("blocking") Action, asking if it should become a background Action. + /// + /// true to become a non-blocking Action, false to remain a blocking Action + public virtual bool ShouldBecomeNonBlocking() + { + return Config.BlockingMode == BlockingModeType.OnlyDuringExecTime ? TimeRunning >= Config.ExecTimeSeconds : false; + } + + /// + /// Called when the Action ends naturally. By default just calls Cancel() + /// + public virtual void End(ServerCharacter serverCharacter) + { + Cancel(serverCharacter); + } + + /// + /// This will get called when the Action gets canceled. The Action should clean up any ongoing effects at this point. + /// (e.g. an Action that involves moving should cancel the current active move). + /// + public virtual void Cancel(ServerCharacter serverCharacter) { } + + /// + /// Called *AFTER* End(). At this point, the Action has ended, meaning its Update() etc. functions will never be + /// called again. If the Action wants to immediately segue into a different Action, it can do so here. The new + /// Action will take effect in the next Update(). + /// + /// Note that this is not called on prematurely cancelled Actions, only on ones that have their End() called. + /// + /// the new Action to immediately transition to + /// true if there's a new action, false otherwise + public virtual bool ChainIntoNewAction(ref ActionRequestData newAction) { return false; } + + /// + /// Called on the active ("blocking") Action when this character collides with another. + /// + /// + /// + public virtual void CollisionEntered(ServerCharacter serverCharacter, Collision collision) { } + + public enum BuffableValue + { + PercentHealingReceived, // unbuffed value is 1.0. Reducing to 0 would mean "no healing". 2 would mean "double healing" + PercentDamageReceived, // unbuffed value is 1.0. Reducing to 0 would mean "no damage". 2 would mean "double damage" + ChanceToStunTramplers, // unbuffed value is 0. If > 0, is the chance that someone trampling this character becomes stunned + } + + /// + /// Called on all active Actions to give them a chance to alter the outcome of a gameplay calculation. Note + /// that this is used for both "buffs" (positive gameplay benefits) and "debuffs" (gameplay penalties). + /// + /// + /// In a more complex game with lots of buffs and debuffs, this function might be replaced by a separate + /// BuffRegistry component. This would let you add fancier features, such as defining which effects + /// "stack" with other ones, and could provide a UI that lists which are affecting each character + /// and for how long. + /// + /// Which gameplay variable being calculated + /// The original ("un-buffed") value + /// The final ("buffed") value + public virtual void BuffValue(BuffableValue buffType, ref float buffedValue) { } + + /// + /// Static utility function that returns the default ("un-buffed") value for a BuffableValue. + /// (This just ensures that there's one place for all these constants.) + /// + public static float GetUnbuffedValue(Action.BuffableValue buffType) + { + switch (buffType) + { + case BuffableValue.PercentDamageReceived: return 1; + case BuffableValue.PercentHealingReceived: return 1; + case BuffableValue.ChanceToStunTramplers: return 0; + default: throw new System.Exception($"Unknown buff type {buffType}"); + } + } + + public enum GameplayActivity + { + AttackedByEnemy, + Healed, + StoppedChargingUp, + UsingAttackAction, // called immediately before we perform the attack Action + } + + /// + /// Called on active Actions to let them know when a notable gameplay event happens. + /// + /// + /// When a GameplayActivity of AttackedByEnemy or Healed happens, OnGameplayAction() is called BEFORE BuffValue() is called. + /// + /// + /// + public virtual void OnGameplayActivity(ServerCharacter serverCharacter, GameplayActivity activityType) { } + + + + /// + /// True if this actionFX began running immediately, prior to getting a confirmation from the server. + /// + public bool AnticipatedClient { get; protected set; } + + /// + /// Starts the ActionFX. Derived classes may return false if they wish to end immediately without their Update being called. + /// + /// + /// Derived class should be sure to call base.OnStart() in their implementation, but note that this resets "Anticipated" to false. + /// + /// true to play, false to be immediately cleaned up. + public virtual bool OnStartClient(ClientCharacter clientCharacter) + { + AnticipatedClient = false; //once you start for real you are no longer an anticipated action. + TimeStarted = UnityEngine.Time.time; + return true; + } + + public virtual bool OnUpdateClient(ClientCharacter clientCharacter) + { + return ActionConclusion.Continue; + } + /// + /// End is always called when the ActionFX finishes playing. This is a good place for derived classes to put + /// wrap-up logic (perhaps playing the "puff of smoke" that rises when a persistent fire AOE goes away). Derived + /// classes should aren't required to call base.End(); by default, the method just calls 'Cancel', to handle the + /// common case where Cancel and End do the same thing. + /// + public virtual void EndClient(ClientCharacter clientCharacter) + { + CancelClient(clientCharacter); + } + + /// + /// Cancel is called when an ActionFX is interrupted prematurely. It is kept logically distinct from End to allow + /// for the possibility that an Action might want to play something different if it is interrupted, rather than + /// completing. For example, a "ChargeShot" action might want to emit a projectile object in its End method, but + /// instead play a "Stagger" animation in its Cancel method. + /// + public virtual void CancelClient(ClientCharacter clientCharacter) { } + + /// + /// Should this ActionFX be created anticipatively on the owning client? + /// + /// The ActionVisualization that would be playing this ActionFX. + /// The request being sent to the server + /// If true ActionVisualization should pre-emptively create the ActionFX on the owning client, before hearing back from the server. + public static bool ShouldClientAnticipate(ClientCharacter clientCharacter, ref ActionRequestData data) + { + if (!clientCharacter.CanPerformActions) { return false; } + + var actionDescription = GameDataSource.Instance.GetActionPrototypeByID(data.ActionID).Config; + + //for actions with ShouldClose set, we check our range locally. If we are out of range, we shouldn't anticipate, as we will + //need to execute a ChaseAction (synthesized on the server) prior to actually playing the skill. + bool isTargetEligible = true; + if (data.ShouldClose == true) + { + ulong targetId = (data.TargetIds != null && data.TargetIds.Length > 0) ? data.TargetIds[0] : 0; + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(targetId, out NetworkObject networkObject)) + { + float rangeSquared = actionDescription.Range * actionDescription.Range; + isTargetEligible = (networkObject.transform.position - clientCharacter.transform.position).sqrMagnitude < rangeSquared; + } + } + + //at present all Actionts anticipate except for the Target action, which runs a single instance on the client and is + //responsible for action anticipation on its own. + return isTargetEligible && actionDescription.Logic != ActionLogic.Target; + } + + /// + /// Called when the visualization receives an animation event. + /// + public virtual void OnAnimEventClient(ClientCharacter clientCharacter, string id) { } + + /// + /// Called when this action has finished "charging up". (Which is only meaningful for a + /// few types of actions -- it is not called for other actions.) + /// + /// + public virtual void OnStoppedChargingUpClient(ClientCharacter clientCharacter, float finalChargeUpPercentage) { } + + /// + /// Utility function that instantiates all the graphics in the Spawns list. + /// If parentToOrigin is true, the new graphics are parented to the origin Transform. + /// If false, they are positioned/oriented the same way but are not parented. + /// + protected List InstantiateSpecialFXGraphics(Transform origin, bool parentToOrigin) + { + var returnList = new List(); + foreach (var prefab in Config.Spawns) + { + if (!prefab) { continue; } // skip blank entries in our prefab list + returnList.Add(InstantiateSpecialFXGraphic(prefab, origin, parentToOrigin)); + } + return returnList; + } + + /// + /// Utility function that instantiates one of the graphics from the Spawns list. + /// If parentToOrigin is true, the new graphics are parented to the origin Transform. + /// If false, they are positioned/oriented the same way but are not parented. + /// + protected SpecialFXGraphic InstantiateSpecialFXGraphic(GameObject prefab, Transform origin, bool parentToOrigin) + { + if (prefab.GetComponent() == null) + { + throw new System.Exception($"One of the Spawns on action {this.name} does not have a SpecialFXGraphic component and can't be instantiated!"); + } + var graphicsGO = GameObject.Instantiate(prefab, origin.transform.position, origin.transform.rotation, (parentToOrigin ? origin.transform : null)); + return graphicsGO.GetComponent(); + } + + /// + /// Called when the action is being "anticipated" on the client. For example, if you are the owner of a tank and you swing your hammer, + /// you get this call immediately on the client, before the server round-trip. + /// Overriders should always call the base class in their implementation! + /// + public virtual void AnticipateActionClient(ClientCharacter clientCharacter) + { + AnticipatedClient = true; + TimeStarted = UnityEngine.Time.time; + + if (!string.IsNullOrEmpty(Config.AnimAnticipation)) + { + clientCharacter.OurAnimator.SetTrigger(Config.AnimAnticipation); + } + } + + } +} diff --git a/Assets/Scripts/Gameplay/Action/Action.cs.meta b/Assets/Scripts/Gameplay/Action/Action.cs.meta new file mode 100644 index 0000000..c811641 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Action.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f1a0b3549fd35644090b4eb4c57a8e0e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ActionConfig.cs b/Assets/Scripts/Gameplay/Action/ActionConfig.cs new file mode 100644 index 0000000..1258688 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionConfig.cs @@ -0,0 +1,109 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + [Serializable] + public class ActionConfig + { + [Tooltip("ActionLogic that drives this Action. This corresponds to the actual block of code that executes it.")] + public ActionLogic Logic; + + [Tooltip("Could be damage, could be healing, or other things. This is a base, nominal value that will get modified by game logic when the action takes effect")] + public int Amount; + + [Tooltip("How much it costs in Mana to play this Action")] + public int ManaCost; + + [Tooltip("How far the Action performer can be from the Target")] + public float Range; + + [Tooltip("Duration in seconds that this Action takes to play")] + public float DurationSeconds; + + [Tooltip("Time when the Action should do its \"main thing\" (e.g. when a melee attack should apply damage")] + public float ExecTimeSeconds; + + [Tooltip("How long the effect this Action leaves behind will last, in seconds")] + public float EffectDurationSeconds; + + [Tooltip("After this Action is successfully started, the server will discard any attempts to perform it again until this amount of time has elapsed.")] + public float ReuseTimeSeconds; + + [Tooltip("The Anticipation Animation trigger that gets raised when user starts using this Action, but while the server confirmation hasn't returned")] + public string AnimAnticipation; + + [Tooltip("The primary Animation trigger that gets raised when visualizing this Action")] + public string Anim; + + [Tooltip("The auxiliary Animation trigger for this Action (e.g. to end an animation loop)")] + public string Anim2; + + [Tooltip("The reaction anim to play in response to being hit by this skill")] + public string ReactAnim; + + [Tooltip("The name of an animator variable used by this action")] + public string OtherAnimatorVariable; + + [Tooltip("For Actions that can hit multiple enemies, this determines how much damage is done to non-primary targets")] + public int SplashDamage; + + [Tooltip("For actions that change your speed (e.g. Trample), what speed do we have?")] + public float MoveSpeed; + + [Tooltip("For actions that cause a knockback, how potent is the knockback force?")] + public float KnockbackSpeed; + + [Tooltip("For actions that cause a knockback, how long does it apply force to the target?")] + public float KnockbackDuration; + + [Tooltip("The radius of effect for this action. Default is 0 if not needed")] + public float Radius; + + [Tooltip("Prefab to spawn that will manage this action's input")] + public BaseActionInput ActionInput; + + [Tooltip("Is this Action interruptible by other action-plays or by movement? (Implicitly stops movement when action starts.) Generally, actions with short exec times should not be interruptible in this way.")] + public bool ActionInterruptible; + + [Tooltip("This action is interrupted if any of the following actions is requested")] + public List IsInterruptableBy; + + [Tooltip("Indicates how long this action blocks other actions from happening: during the execution stage, or for as long as it runs?")] + public BlockingModeType BlockingMode; + + [Tooltip("If this Action spawns a projectile, describes it. (\"Charged\" projectiles can list multiple possible shots, ordered from weakest to strongest)")] + public ProjectileInfo[] Projectiles; + + [Tooltip("If this action spawns miscellaneous GameObjects, list their prefabs here (but not projectiles -- those are separate, see above!)")] + public GameObject[] Spawns; + + [Tooltip("If true, this action affects friendly targets, if false Unfriendly. Not all ActionLogics use this parameter.")] + public bool IsFriendly; + + [Header("In-game description info (Only used for player abilities!)")] + [Tooltip("If this Action describes a player ability, this is the ability's iconic representation")] + public Sprite Icon; + + [Tooltip("If this Action describes a player ability, this is the name we show for the ability")] + public string DisplayedName; + + [Tooltip("If this Action describes a player ability, this is the tooltip description we show for the ability")] + [Multiline] + public string Description; + + public bool CanBeInterruptedBy(ActionID actionActionID) + { + foreach (var action in IsInterruptableBy) + { + if (action.ActionID == actionActionID) + { + return true; + } + } + + return false; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ActionConfig.cs.meta b/Assets/Scripts/Gameplay/Action/ActionConfig.cs.meta new file mode 100644 index 0000000..5a1372d --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionConfig.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f0aab8347bbc4533a39cfb18e2560516 +timeCreated: 1659720423 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ActionFactory.cs b/Assets/Scripts/Gameplay/Action/ActionFactory.cs new file mode 100644 index 0000000..0988043 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionFactory.cs @@ -0,0 +1,55 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects; +using UnityEngine.Pool; +using Object = UnityEngine.Object; + +namespace Unity.BossRoom.Gameplay.Actions +{ + public static class ActionFactory + { + private static Dictionary> s_ActionPools = new Dictionary>(); + + private static ObjectPool GetActionPool(ActionID actionID) + { + if (!s_ActionPools.TryGetValue(actionID, out var actionPool)) + { + actionPool = new ObjectPool( + createFunc: () => Object.Instantiate(GameDataSource.Instance.GetActionPrototypeByID(actionID)), + actionOnRelease: action => action.Reset(), + actionOnDestroy: Object.Destroy); + + s_ActionPools.Add(actionID, actionPool); + } + + return actionPool; + } + + + /// + /// Factory method that creates Actions from their request data. + /// + /// the data to instantiate this skill from. + /// the newly created action. + public static Action CreateActionFromData(ref ActionRequestData data) + { + var ret = GetActionPool(data.ActionID).Get(); + ret.Initialize(ref data); + return ret; + } + + public static void ReturnAction(Action action) + { + var pool = GetActionPool(action.ActionID); + pool.Release(action); + } + + public static void PurgePooledActions() + { + foreach (var actionPool in s_ActionPools.Values) + { + actionPool.Clear(); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ActionFactory.cs.meta b/Assets/Scripts/Gameplay/Action/ActionFactory.cs.meta new file mode 100644 index 0000000..8b96bd0 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionFactory.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a54e3fb20d544e569eef1370d20382f5 +timeCreated: 1659720140 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ActionID.cs b/Assets/Scripts/Gameplay/Action/ActionID.cs new file mode 100644 index 0000000..ff28ada --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionID.cs @@ -0,0 +1,44 @@ +using System; +using Unity.Netcode; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// This struct is used by Action system (and GameDataSource) to refer to a specific action in runtime. + /// It wraps a simple integer. + /// + public struct ActionID : INetworkSerializeByMemcpy, IEquatable + { + public int ID; + + public bool Equals(ActionID other) + { + return ID == other.ID; + } + + public override bool Equals(object obj) + { + return obj is ActionID other && Equals(other); + } + + public override int GetHashCode() + { + return ID; + } + + public static bool operator ==(ActionID x, ActionID y) + { + return x.Equals(y); + } + + public static bool operator !=(ActionID x, ActionID y) + { + return !(x == y); + } + + public override string ToString() + { + return $"ActionID({ID})"; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ActionID.cs.meta b/Assets/Scripts/Gameplay/Action/ActionID.cs.meta new file mode 100644 index 0000000..8379c1d --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionID.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c2e806806b224e1d8a031678baf334bd +timeCreated: 1659978915 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ActionPlayers.meta b/Assets/Scripts/Gameplay/Action/ActionPlayers.meta new file mode 100644 index 0000000..c50e007 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionPlayers.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: dd8303684f4c46759bb6149987139aa4 +timeCreated: 1658754108 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ActionPlayers/ClientActionPlayer.cs b/Assets/Scripts/Gameplay/Action/ActionPlayers/ClientActionPlayer.cs new file mode 100644 index 0000000..eb25ea7 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionPlayers/ClientActionPlayer.cs @@ -0,0 +1,164 @@ +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// This is a companion class to ClientCharacter that is specifically responsible for visualizing Actions. Action visualizations have lifetimes + /// and ongoing state, making this class closely analogous in spirit to the Unity.Multiplayer.Samples.BossRoom.Actions.ServerActionPlayer class. + /// + public sealed class ClientActionPlayer + { + private List m_PlayingActions = new List(); + + /// + /// Don't let anticipated actionFXs persist longer than this. This is a safeguard against scenarios + /// where we never get a confirmed action for an action we anticipated. + /// + private const float k_AnticipationTimeoutSeconds = 1; + + public ClientCharacter ClientCharacter { get; private set; } + + public ClientActionPlayer(ClientCharacter clientCharacter) + { + ClientCharacter = clientCharacter; + } + + public void OnUpdate() + { + //do a reverse-walk so we can safely remove inside the loop. + for (int i = m_PlayingActions.Count - 1; i >= 0; --i) + { + var action = m_PlayingActions[i]; + bool keepGoing = action.AnticipatedClient || action.OnUpdateClient(ClientCharacter); // only call OnUpdate() on actions that are past anticipation + bool expirable = action.Config.DurationSeconds > 0f; //non-positive value is a sentinel indicating the duration is indefinite. + bool timeExpired = expirable && action.TimeRunning >= action.Config.DurationSeconds; + bool timedOut = action.AnticipatedClient && action.TimeRunning >= k_AnticipationTimeoutSeconds; + if (!keepGoing || timeExpired || timedOut) + { + if (timedOut) { action.CancelClient(ClientCharacter); } //an anticipated action that timed out shouldn't get its End called. It is canceled instead. + else { action.EndClient(ClientCharacter); } + + m_PlayingActions.RemoveAt(i); + ActionFactory.ReturnAction(action); + } + } + } + + //helper wrapper for a FindIndex call on m_PlayingActions. + private int FindAction(ActionID actionID, bool anticipatedOnly) + { + return m_PlayingActions.FindIndex(a => a.ActionID == actionID && (!anticipatedOnly || a.AnticipatedClient)); + } + + public void OnAnimEvent(string id) + { + foreach (var actionFX in m_PlayingActions) + { + actionFX.OnAnimEventClient(ClientCharacter, id); + } + } + + public void OnStoppedChargingUp(float finalChargeUpPercentage) + { + foreach (var actionFX in m_PlayingActions) + { + actionFX.OnStoppedChargingUpClient(ClientCharacter, finalChargeUpPercentage); + } + } + + /// + /// Called on the client that owns the Character when the player triggers an action. This allows actions to immediately start playing feedback. + /// + /// + /// + /// What is Action Anticipation and what problem does it solve? In short, it lets Actions run logic the moment the input event that triggers them + /// is detected on the local client. The purpose of this is to help mask latency. Because this demo is server authoritative, the default behavior is + /// to only see feedback for your input after a server-client roundtrip. Somewhere over 200ms of round-trip latency, this starts to feel oppressively sluggish. + /// To combat this, you can play visual effects immediately. For example, MeleeActionFX plays both its weapon swing and applies a hit react to the target, + /// without waiting to hear from the server. This can lead to discrepancies when the server doesn't think the target was hit, but on the net, will feel + /// more responsive. + /// + /// An important concept of Action Anticipation is that it is opportunistic--it doesn't make any strong guarantees. You don't get an anticipated + /// action animation if you are already animating in some way, as one example. Another complexity is that you don't know if the server will actually + /// let you play all the actions that you've requested--some may get thrown away, e.g. because you have too many actions in your queue. What this means + /// is that Anticipated Actions (actions that have been constructed but not started) won't match up perfectly with actual approved delivered actions from + /// the server. For that reason, it must always be fine to receive PlayAction and not have an anticipated action already started (this is true for playback + /// Characters belonging to the server and other characters anyway). It also means we need to handle the case where we created an Anticipated Action, but + /// never got a confirmation--actions like that need to eventually get discarded. + /// + /// Another important aspect of Anticipated Actions is that they are an "opt-in" system. You must call base.Start in your Start implementation, but other than + /// that, if you don't have a good way to implement an Anticipation for your action, you don't have to do anything. In this case, that action will play + /// "normally" (with visual feedback starting when the server's action broadcast reaches the client). Every action type will have its own particular set of + /// problems to solve to sell the anticipation effect. For example, in this demo, the mage base attack (FXProjectileTargetedActionFX) just plays the attack animation + /// anticipatively, but it could be revised to create and drive the mage bolt effect as well--leaving only damage to arrive in true server time. + /// + /// How to implement your own Anticipation logic: + /// 1. Isolate the visual feedback you want play anticipatively in a private helper method on your ActionFX, like "PlayAttackAnim". + /// 2. Override ActionFX.AnticipateAction. Be sure to call base.AnticipateAction, as well as play your visual logic (like PlayAttackAnim). + /// 3. In your Start method, be sure to call base.Start (note that this will reset the "Anticipated" field to false). + /// 4. In Start, check if the action was Anticipated. If NOT, then play call your PlayAttackAnim method. + /// + /// + /// The Action that is being requested. + public void AnticipateAction(ref ActionRequestData data) + { + if (!ClientCharacter.IsAnimating() && Action.ShouldClientAnticipate(ClientCharacter, ref data)) + { + var actionFX = ActionFactory.CreateActionFromData(ref data); + actionFX.AnticipateActionClient(ClientCharacter); + m_PlayingActions.Add(actionFX); + } + } + + public void PlayAction(ref ActionRequestData data) + { + var anticipatedActionIndex = FindAction(data.ActionID, true); + + var actionFX = anticipatedActionIndex >= 0 ? m_PlayingActions[anticipatedActionIndex] : ActionFactory.CreateActionFromData(ref data); + if (actionFX.OnStartClient(ClientCharacter)) + { + if (anticipatedActionIndex < 0) + { + m_PlayingActions.Add(actionFX); + } + //otherwise just let the action sit in it's existing slot + } + else if (anticipatedActionIndex >= 0) + { + var removedAction = m_PlayingActions[anticipatedActionIndex]; + m_PlayingActions.RemoveAt(anticipatedActionIndex); + ActionFactory.ReturnAction(removedAction); + } + } + + /// + /// Cancels all playing ActionFX. + /// + public void CancelAllActions() + { + foreach (var action in m_PlayingActions) + { + action.CancelClient(ClientCharacter); + ActionFactory.ReturnAction(action); + } + m_PlayingActions.Clear(); + } + + public void CancelAllActionsWithSamePrototypeID(ActionID actionID) + { + for (int i = m_PlayingActions.Count - 1; i >= 0; --i) + { + if (m_PlayingActions[i].ActionID == actionID) + { + var action = m_PlayingActions[i]; + action.CancelClient(ClientCharacter); + m_PlayingActions.RemoveAt(i); + ActionFactory.ReturnAction(action); + } + } + } + } +} + + diff --git a/Assets/Scripts/Gameplay/Action/ActionPlayers/ClientActionPlayer.cs.meta b/Assets/Scripts/Gameplay/Action/ActionPlayers/ClientActionPlayer.cs.meta new file mode 100644 index 0000000..c2cb561 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionPlayers/ClientActionPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac73f3a9b424550468f04fc5362275b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ActionPlayers/ServerActionPlayer.cs b/Assets/Scripts/Gameplay/Action/ActionPlayers/ServerActionPlayer.cs new file mode 100644 index 0000000..8350c66 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionPlayers/ServerActionPlayer.cs @@ -0,0 +1,478 @@ +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; +using UnityEngine.Pool; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// Class responsible for playing back action inputs from user. + /// + public class ServerActionPlayer + { + private ServerCharacter m_ServerCharacter; + + private ServerCharacterMovement m_Movement; + + private List m_Queue; + + private List m_NonBlockingActions; + + private Dictionary m_LastUsedTimestamps; + + /// + /// To prevent the action queue from growing without bound, we cap its play time to this number of seconds. We can only ever estimate + /// the time-length of the queue, since actions are allowed to block indefinitely. But this is still a useful estimate that prevents + /// us from piling up a large number of small actions. + /// + private const float k_MaxQueueTimeDepth = 1.6f; + + private ActionRequestData m_PendingSynthesizedAction = new ActionRequestData(); + private bool m_HasPendingSynthesizedAction; + + public ServerActionPlayer(ServerCharacter serverCharacter) + { + m_ServerCharacter = serverCharacter; + m_Movement = serverCharacter.Movement; + m_Queue = new List(); + m_NonBlockingActions = new List(); + m_LastUsedTimestamps = new Dictionary(); + } + + /// + /// Perform a sequence of actions. + /// + public void PlayAction(ref ActionRequestData action) + { + if (!action.ShouldQueue && m_Queue.Count > 0 && + (m_Queue[0].Config.ActionInterruptible || + m_Queue[0].Config.CanBeInterruptedBy(action.ActionID))) + { + ClearActions(false); + } + + if (GetQueueTimeDepth() >= k_MaxQueueTimeDepth) + { + //the queue is too big (in execution seconds) to accommodate any more actions, so this action must be discarded. + return; + } + + var newAction = ActionFactory.CreateActionFromData(ref action); + m_Queue.Add(newAction); + if (m_Queue.Count == 1) { StartAction(); } + } + + public void ClearActions(bool cancelNonBlocking) + { + if (m_Queue.Count > 0) + { + // Since this action was canceled, we don't want the player to have to wait Description.ReuseTimeSeconds + // to be able to start it again. It should be restartable immediately! + m_LastUsedTimestamps.Remove(m_Queue[0].ActionID); + m_Queue[0].Cancel(m_ServerCharacter); + } + + //clear the action queue + { + var removedActions = ListPool.Get(); + + foreach (var action in m_Queue) + { + removedActions.Add(action); + } + + m_Queue.Clear(); + + foreach (var action in removedActions) + { + TryReturnAction(action); + } + + ListPool.Release(removedActions); + } + + + if (cancelNonBlocking) + { + var removedActions = ListPool.Get(); + + foreach (var action in m_NonBlockingActions) + { + action.Cancel(m_ServerCharacter); + removedActions.Add(action); + } + m_NonBlockingActions.Clear(); + + foreach (var action in removedActions) + { + TryReturnAction(action); + } + + ListPool.Release(removedActions); + } + } + + /// + /// If an Action is active, fills out 'data' param and returns true. If no Action is active, returns false. + /// This only refers to the blocking action! (multiple non-blocking actions can be running in the background, and + /// this will still return false). + /// + public bool GetActiveActionInfo(out ActionRequestData data) + { + if (m_Queue.Count > 0) + { + data = m_Queue[0].Data; + return true; + } + else + { + data = new ActionRequestData(); + return false; + } + } + + /// + /// Figures out if an action can be played now, or if it would automatically fail because it was + /// used too recently. (Meaning that its ReuseTimeSeconds hasn't elapsed since the last use.) + /// + /// the action we want to run + /// true if the action can be run now, false if more time must elapse before this action can be run + public bool IsReuseTimeElapsed(ActionID actionID) + { + if (m_LastUsedTimestamps.TryGetValue(actionID, out float lastTimeUsed)) + { + var abilityConfig = GameDataSource.Instance.GetActionPrototypeByID(actionID).Config; + + float reuseTime = abilityConfig.ReuseTimeSeconds; + if (reuseTime > 0 && Time.time - lastTimeUsed < reuseTime) + { + // still needs more time! + return false; + } + } + return true; + } + + /// + /// Returns how many actions are actively running. This includes all non-blocking actions, + /// and the one blocking action at the head of the queue (if present). + /// + public int RunningActionCount + { + get + { + return m_NonBlockingActions.Count + (m_Queue.Count > 0 ? 1 : 0); + } + } + + /// + /// Starts the action at the head of the queue, if any. + /// + private void StartAction() + { + if (m_Queue.Count > 0) + { + float reuseTime = m_Queue[0].Config.ReuseTimeSeconds; + if (reuseTime > 0 + && m_LastUsedTimestamps.TryGetValue(m_Queue[0].ActionID, out float lastTimeUsed) + && Time.time - lastTimeUsed < reuseTime) + { + // we've already started one of these too recently + AdvanceQueue(false); // note: this will call StartAction() recursively if there's more stuff in the queue ... + return; // ... so it's important not to try to do anything more here + } + + int index = SynthesizeTargetIfNecessary(0); + SynthesizeChaseIfNecessary(index); + + m_Queue[0].TimeStarted = Time.time; + bool play = m_Queue[0].OnStart(m_ServerCharacter); + if (!play) + { + //actions that exited out in the "Start" method will not have their End method called, by design. + AdvanceQueue(false); // note: this will call StartAction() recursively if there's more stuff in the queue ... + return; // ... so it's important not to try to do anything more here + } + + // if this Action is interruptible, that means movement should interrupt it... character needs to be stationary for this! + // So stop any movement that's already happening before we begin + if (m_Queue[0].Config.ActionInterruptible && !m_Movement.IsPerformingForcedMovement()) + { + m_Movement.CancelMove(); + } + + // remember the moment when we successfully used this Action! + m_LastUsedTimestamps[m_Queue[0].ActionID] = Time.time; + + if (m_Queue[0].Config.ExecTimeSeconds == 0 && m_Queue[0].Config.BlockingMode == BlockingModeType.OnlyDuringExecTime) + { + //this is a non-blocking action with no exec time. It should never be hanging out at the front of the queue (not even for a frame), + //because it could get cleared if a new Action came in in that interval. + m_NonBlockingActions.Add(m_Queue[0]); + AdvanceQueue(false); // note: this will call StartAction() recursively if there's more stuff in the queue ... + return; // ... so it's important not to try to do anything more here + } + } + } + + /// + /// Synthesizes a Chase Action for the action at the Head of the queue, if necessary (the base action must have a target, + /// and must have the ShouldClose flag set). This method must not be called when the queue is empty. + /// + /// The new index of the Action being operated on. + private int SynthesizeChaseIfNecessary(int baseIndex) + { + Action baseAction = m_Queue[baseIndex]; + + if (baseAction.Data.ShouldClose && baseAction.Data.TargetIds != null) + { + ActionRequestData data = new ActionRequestData + { + ActionID = GameDataSource.Instance.GeneralChaseActionPrototype.ActionID, + TargetIds = baseAction.Data.TargetIds, + Amount = baseAction.Config.Range + }; + baseAction.Data.ShouldClose = false; //you only get to do this once! + Action chaseAction = ActionFactory.CreateActionFromData(ref data); + m_Queue.Insert(baseIndex, chaseAction); + return baseIndex + 1; + } + return baseIndex; + } + + /// + /// Targeted skills should implicitly set the active target of the character, if not already set. + /// + /// The new index of the base action in m_Queue + /// + private int SynthesizeTargetIfNecessary(int baseIndex) + { + Action baseAction = m_Queue[baseIndex]; + var targets = baseAction.Data.TargetIds; + + if (targets != null && + targets.Length == 1 && + targets[0] != m_ServerCharacter.TargetId.Value) + { + //if this is a targeted skill (with a single requested target), and it is different from our + //active target, then we synthesize a TargetAction to change our target over. + + ActionRequestData data = new ActionRequestData + { + ActionID = GameDataSource.Instance.GeneralTargetActionPrototype.ActionID, + TargetIds = baseAction.Data.TargetIds + }; + + //this shouldn't run redundantly, because the next time the base Action comes up to play, its Target + //and the active target in our NetState should match. + Action targetAction = ActionFactory.CreateActionFromData(ref data); + m_Queue.Insert(baseIndex, targetAction); + return baseIndex + 1; + } + + return baseIndex; + } + + /// + /// Optionally end the currently playing action, and advance to the next Action that wants to play. + /// + /// if true we call End on the removed element. + private void AdvanceQueue(bool endRemoved) + { + if (m_Queue.Count > 0) + { + if (endRemoved) + { + m_Queue[0].End(m_ServerCharacter); + if (m_Queue[0].ChainIntoNewAction(ref m_PendingSynthesizedAction)) + { + m_HasPendingSynthesizedAction = true; + } + } + var action = m_Queue[0]; + m_Queue.RemoveAt(0); + TryReturnAction(action); + } + + // now start the new Action! ... unless we now have a pending Action that will supercede it + if (!m_HasPendingSynthesizedAction || m_PendingSynthesizedAction.ShouldQueue) + { + StartAction(); + } + } + + private void TryReturnAction(Action action) + { + if (m_Queue.Contains(action)) + { + return; + } + + if (m_NonBlockingActions.Contains(action)) + { + return; + } + + ActionFactory.ReturnAction(action); + } + + public void OnUpdate() + { + if (m_HasPendingSynthesizedAction) + { + m_HasPendingSynthesizedAction = false; + PlayAction(ref m_PendingSynthesizedAction); + } + + if (m_Queue.Count > 0 && m_Queue[0].ShouldBecomeNonBlocking()) + { + // the active action is no longer blocking, meaning it should be moved out of the blocking queue and into the + // non-blocking one. (We use this for e.g. projectile attacks, so the projectiles can keep flying, but + // the player can enqueue other actions in the meantime.) + m_NonBlockingActions.Add(m_Queue[0]); + AdvanceQueue(false); + } + + // if there's a blocking action, update it + if (m_Queue.Count > 0) + { + if (!UpdateAction(m_Queue[0])) + { + AdvanceQueue(true); + } + } + + // if there's non-blocking actions, update them! We do this in reverse-order so we can easily remove expired actions. + for (int i = m_NonBlockingActions.Count - 1; i >= 0; --i) + { + Action runningAction = m_NonBlockingActions[i]; + if (!UpdateAction(runningAction)) + { + // it's dead! + runningAction.End(m_ServerCharacter); + m_NonBlockingActions.RemoveAt(i); + TryReturnAction(runningAction); + } + } + } + + /// + /// Calls a given Action's Update() and decides if the action is still alive. + /// + /// true if the action is still active, false if it's dead + private bool UpdateAction(Action action) + { + bool keepGoing = action.OnUpdate(m_ServerCharacter); + bool expirable = action.Config.DurationSeconds > 0f; //non-positive value is a sentinel indicating the duration is indefinite. + var timeElapsed = Time.time - action.TimeStarted; + bool timeExpired = expirable && timeElapsed >= action.Config.DurationSeconds; + return keepGoing && !timeExpired; + } + + /// + /// How much time will it take all remaining Actions in the queue to play out? This sums up all the time each Action is blocking, + /// which is different from each Action's duration. Note that this is an ESTIMATE. An action may block the queue indefinitely if it wishes. + /// + /// The total "time depth" of the queue, or how long it would take to play in seconds, if no more actions were added. + private float GetQueueTimeDepth() + { + if (m_Queue.Count == 0) { return 0; } + + float totalTime = 0; + foreach (var action in m_Queue) + { + var info = action.Config; + float actionTime = info.BlockingMode == BlockingModeType.OnlyDuringExecTime ? info.ExecTimeSeconds : + info.BlockingMode == BlockingModeType.EntireDuration ? info.DurationSeconds : + throw new System.Exception($"Unrecognized blocking mode: {info.BlockingMode}"); + totalTime += actionTime; + } + + return totalTime - m_Queue[0].TimeRunning; + } + + public void CollisionEntered(Collision collision) + { + if (m_Queue.Count > 0) + { + m_Queue[0].CollisionEntered(m_ServerCharacter, collision); + } + } + + /// + /// Gives all active Actions a chance to alter a gameplay variable. + /// + /// + /// Note that this handles both positive alterations (commonly called "buffs") + /// AND negative ones ("debuffs"). + /// + /// Which gameplay variable is being calculated + /// The final ("buffed") value of the variable + public float GetBuffedValue(Action.BuffableValue buffType) + { + float buffedValue = Action.GetUnbuffedValue(buffType); + if (m_Queue.Count > 0) + { + m_Queue[0].BuffValue(buffType, ref buffedValue); + } + foreach (var action in m_NonBlockingActions) + { + action.BuffValue(buffType, ref buffedValue); + } + return buffedValue; + } + + /// + /// Tells all active Actions that a particular gameplay event happened, such as being hit, + /// getting healed, dying, etc. Actions can change their behavior as a result. + /// + /// The type of event that has occurred + public virtual void OnGameplayActivity(Action.GameplayActivity activityThatOccurred) + { + if (m_Queue.Count > 0) + { + m_Queue[0].OnGameplayActivity(m_ServerCharacter, activityThatOccurred); + } + foreach (var action in m_NonBlockingActions) + { + action.OnGameplayActivity(m_ServerCharacter, activityThatOccurred); + } + } + + + /// + /// Cancels the first instance of the given ActionLogic that is currently running, or all instances if cancelAll is set to true. + /// Searches actively running actions first, then looks at the head action in the queue. + /// + /// The ActionLogic to cancel + /// If true will cancel all instances; if false will just cancel the first running instance. + /// If set, will skip this action (useful for actions canceling other instances of themselves). + public void CancelRunningActionsByLogic(ActionLogic logic, bool cancelAll, Action exceptThis = null) + { + for (int i = m_NonBlockingActions.Count - 1; i >= 0; --i) + { + var action = m_NonBlockingActions[i]; + if (action.Config.Logic == logic && action != exceptThis) + { + action.Cancel(m_ServerCharacter); + m_NonBlockingActions.RemoveAt(i); + TryReturnAction(action); + if (!cancelAll) { return; } + } + } + + if (m_Queue.Count > 0) + { + var action = m_Queue[0]; + if (action.Config.Logic == logic && action != exceptThis) + { + action.Cancel(m_ServerCharacter); + m_Queue.RemoveAt(0); + TryReturnAction(action); + } + } + } + } +} + diff --git a/Assets/Scripts/Gameplay/Action/ActionPlayers/ServerActionPlayer.cs.meta b/Assets/Scripts/Gameplay/Action/ActionPlayers/ServerActionPlayer.cs.meta new file mode 100644 index 0000000..82ab0e3 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionPlayers/ServerActionPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cfede55de1de006448fa960048736574 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ActionUtils.cs b/Assets/Scripts/Gameplay/Action/ActionUtils.cs new file mode 100644 index 0000000..19ed374 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionUtils.cs @@ -0,0 +1,236 @@ +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + public static class ActionUtils + { + //cache Physics Cast hits, to minimize allocs. + static RaycastHit[] s_Hits = new RaycastHit[4]; + // cache layer IDs (after first use). -1 is a sentinel value meaning "uninitialized" + static int s_PCLayer = -1; + static int s_NpcLayer = -1; + static int s_EnvironmentLayer = -1; + + /// + /// When doing line-of-sight checks we assume the characters' "eyes" are at this height above their transform + /// + static readonly Vector3 k_CharacterEyelineOffset = new Vector3(0, 1, 0); + + /// + /// When teleporting to a destination, this is how far away from the destination spot to arrive + /// + const float k_CloseDistanceOffset = 1; + + /// + /// When checking if a teleport-destination is "too close" to the starting spot, anything less than this is too close + /// + const float k_VeryCloseTeleportRange = k_CloseDistanceOffset + 1; + + /// + /// Does a melee foe hit detect. + /// + /// true if the attacker is an NPC (and therefore should hit PCs). False for the reverse. + /// The collider of the attacking GameObject. + /// The range in meters to check for foes. + /// Place an uninitialized RayCastHit[] ref in here. It will be set to the results array. + /// + /// This method does not alloc. It returns a maximum of 4 results. Consume the results immediately, as the array will be overwritten with + /// the next similar query. + /// + /// Total number of foes encountered. + public static int DetectMeleeFoe(bool isNPC, Collider attacker, float range, out RaycastHit[] results) + { + return DetectNearbyEntities(isNPC, !isNPC, attacker, range, out results); + } + + /// + /// Detects friends and/or foes near us. + /// + /// true if we should detect PCs + /// true if we should detect NPCs + /// The collider of the attacking GameObject. + /// The range in meters to check. + /// Place an uninitialized RayCastHit[] ref in here. It will be set to the results array. + /// + public static int DetectNearbyEntities(bool wantPcs, bool wantNpcs, Collider attacker, float range, out RaycastHit[] results) + { + //this simple detect just does a boxcast out from our position in the direction we're facing, out to the range of the attack. + + var myBounds = attacker.bounds; + + if (s_PCLayer == -1) + s_PCLayer = LayerMask.NameToLayer("PCs"); + if (s_NpcLayer == -1) + s_NpcLayer = LayerMask.NameToLayer("NPCs"); + + int mask = 0; + if (wantPcs) + mask |= (1 << s_PCLayer); + if (wantNpcs) + mask |= (1 << s_NpcLayer); + + int numResults = Physics.BoxCastNonAlloc(attacker.transform.position, myBounds.extents, + attacker.transform.forward, s_Hits, Quaternion.identity, range, mask); + + results = s_Hits; + return numResults; + } + + /// + /// Does this NetId represent a valid target? Used by Target Action. The target needs to exist, be a + /// NetworkCharacterState, and be alive. In the future, it will be any non-dead IDamageable. + /// + /// the NetId of the target to investigate + /// true if this is a valid target + public static bool IsValidTarget(ulong targetId) + { + //note that we DON'T check if you're an ally. It's perfectly valid to target friends, + //because there are friendly skills, such as Heal. + + if (NetworkManager.Singleton.SpawnManager == null || !NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(targetId, out var targetChar)) + { + return false; + } + + var targetable = targetChar.GetComponent(); + return targetable != null && targetable.IsValidTarget; + } + + + /// + /// Given the coordinates of two entities, checks to see if there is an obstacle between them. + /// (Since character coordinates are beneath the feet of the visual avatar, we add a small amount of height to + /// these coordinates to simulate their eye-line.) + /// + /// first character's position + /// second character's position + /// the point where an obstruction occurred (or if no obstruction, this is just character2Pos) + /// true if no obstructions, false if there is a Ground-layer object in the way + public static bool HasLineOfSight(Vector3 character1Pos, Vector3 character2Pos, out Vector3 missPos) + { + if (s_EnvironmentLayer == -1) + { + s_EnvironmentLayer = LayerMask.NameToLayer("Environment"); + } + + int mask = 1 << s_EnvironmentLayer; + + character1Pos += k_CharacterEyelineOffset; + character2Pos += k_CharacterEyelineOffset; + var rayDirection = character2Pos - character1Pos; + var distance = rayDirection.magnitude; + + var numHits = Physics.RaycastNonAlloc(new Ray(character1Pos, rayDirection), s_Hits, distance, mask); + if (numHits == 0) + { + missPos = character2Pos; + return true; + } + else + { + missPos = s_Hits[0].point; + return false; + } + } + + /// + /// Helper method that calculates the percent a charge-up action is charged, based on how long it has run, returning a value + /// from 0-1. + /// + /// The time when we finished charging up, or 0 if we're still charging. + /// How long the action has been running. + /// when the action started. + /// the total execution time of the action (usually not its duration). + /// Percent charge-up, from 0 to 1. + public static float GetPercentChargedUp(float stoppedChargingUpTime, float timeRunning, float timeStarted, float execTime) + { + float timeSpentChargingUp; + if (stoppedChargingUpTime == 0) + { + timeSpentChargingUp = timeRunning; // we're still charging up, so all of our runtime has been charge-up time + } + else + { + timeSpentChargingUp = stoppedChargingUpTime - timeStarted; + } + return Mathf.Clamp01(timeSpentChargingUp / execTime); + } + + /// + /// Determines a spot very near a chosen location, so that we can teleport next to the target (rather + /// than teleporting literally on top of the target). Can optionally perform a bunch of additional checks: + /// - can do a line-of-sight check and stop at the first obstruction. + /// - can make sure that the chosen spot is a meaningful distance away from the starting spot. + /// - can make sure that the chosen spot is no further than a specified distance away. + /// + /// character's transform + /// location we want to be next to + /// true if we should be blocked by obstructions such as walls + /// if we should fix up very short teleport destinations, the new location will be this far away (in meters). -1 = don't check for short teleports + /// returned location will be no further away from characterTransform than this. -1 = no max distance + /// new coordinates that are near the destination (or near the first obstruction) + public static Vector3 GetDashDestination(Transform characterTransform, Vector3 targetSpot, bool stopAtObstructions, float distanceToUseIfVeryClose = -1, float maxDistance = -1) + { + Vector3 destinationSpot = targetSpot; + + if (distanceToUseIfVeryClose != -1) + { + // make sure our stopping point is a meaningful distance away! + if (destinationSpot == Vector3.zero || Vector3.Distance(characterTransform.position, destinationSpot) <= k_VeryCloseTeleportRange) + { + // we don't have a meaningful stopping spot. Find a new one based on the character's current direction + destinationSpot = characterTransform.position + characterTransform.forward * distanceToUseIfVeryClose; + } + } + + if (maxDistance != -1) + { + // make sure our stopping point isn't too far away! + float distance = Vector3.Distance(characterTransform.position, destinationSpot); + if (distance > maxDistance) + { + destinationSpot = Vector3.MoveTowards(destinationSpot, characterTransform.position, distance - maxDistance); + } + } + + if (stopAtObstructions) + { + // if we're going to hit an obstruction, stop at the obstruction + if (!HasLineOfSight(characterTransform.position, destinationSpot, out Vector3 collidePos)) + { + destinationSpot = collidePos; + } + } + + // now get a spot "near" the end point + destinationSpot = Vector3.MoveTowards(destinationSpot, characterTransform.position, k_CloseDistanceOffset); + + return destinationSpot; + } + + + } + + /// + /// Small utility to better understand action start and stop conclusion + /// + public static class ActionConclusion + { + public const bool Stop = false; + public const bool Continue = true; + } + + /// + /// Utility comparer to sort through RaycastHits by distance. + /// + public class RaycastHitComparer : IComparer + { + public int Compare(RaycastHit x, RaycastHit y) + { + return x.distance.CompareTo(y.distance); + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ActionUtils.cs.meta b/Assets/Scripts/Gameplay/Action/ActionUtils.cs.meta new file mode 100644 index 0000000..8ad0de7 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ActionUtils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: da8e533df9f2e3d4f9498ba76434ff4b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/BlockingModeType.cs b/Assets/Scripts/Gameplay/Action/BlockingModeType.cs new file mode 100644 index 0000000..84d3b06 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/BlockingModeType.cs @@ -0,0 +1,11 @@ +using System; + +namespace Unity.BossRoom.Gameplay.Actions +{ + [System.Serializable] + public enum BlockingModeType + { + EntireDuration, + OnlyDuringExecTime, + } +} diff --git a/Assets/Scripts/Gameplay/Action/BlockingModeType.cs.meta b/Assets/Scripts/Gameplay/Action/BlockingModeType.cs.meta new file mode 100644 index 0000000..1b3e193 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/BlockingModeType.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 28baff3658a0450596dd2629930705f9 +timeCreated: 1660080004 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions.meta new file mode 100644 index 0000000..4568262 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d1cfb9c967cc482cbfe0293811d49376 +timeCreated: 1658753913 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/AOEAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/AOEAction.cs new file mode 100644 index 0000000..ac32fa0 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/AOEAction.cs @@ -0,0 +1,89 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// Area-of-effect attack Action. The attack is centered on a point provided by the client. + /// + [CreateAssetMenu(menuName = "BossRoom/Actions/AOE Action")] + public class AOEAction : Action + { + /// + /// 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. + /// + 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(); + 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"); + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/AOEAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/AOEAction.cs.meta new file mode 100644 index 0000000..ddc4856 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/AOEAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f7044b4c67382459499bd1d3c09aaecf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.Client.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.Client.cs new file mode 100644 index 0000000..86509ea --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.Client.cs @@ -0,0 +1,64 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.VisualEffects; + +namespace Unity.BossRoom.Gameplay.Actions +{ + public partial class ChargedLaunchProjectileAction + { + /// + /// A list of the special particle graphics we spawned. + /// + /// + /// Performance note: repeatedly creating and destroying GameObjects is not optimal, and on low-resource platforms + /// (like mobile devices), it can lead to major performance problems. On mobile platforms, visual graphics should + /// use object-pooling (i.e. reusing the same GameObjects repeatedly). But that's outside the scope of this demo. + /// + private List m_Graphics = new List(); + + private bool m_ChargeEnded; + + public override bool OnStartClient(ClientCharacter clientCharacter) + { + base.OnStartClient(clientCharacter); + + m_Graphics = InstantiateSpecialFXGraphics(clientCharacter.transform, true); + return true; + } + + public override bool OnUpdateClient(ClientCharacter clientCharacter) + { + return !m_ChargeEnded; + } + + public override void CancelClient(ClientCharacter clientCharacter) + { + if (!m_ChargeEnded) + { + foreach (var graphic in m_Graphics) + { + if (graphic) + { + graphic.Shutdown(); + } + } + } + } + + public override void OnStoppedChargingUpClient(ClientCharacter clientCharacter, float finalChargeUpPercentage) + { + m_ChargeEnded = true; + foreach (var graphic in m_Graphics) + { + if (graphic) + { + graphic.Shutdown(); + } + } + + // the graphics will now take care of themselves and shutdown, so we can forget about 'em + m_Graphics.Clear(); + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.Client.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.Client.cs.meta new file mode 100644 index 0000000..10011f0 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.Client.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 364562c4facd45308843d2b6208dcab3 +timeCreated: 1661383284 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.cs new file mode 100644 index 0000000..9d23305 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.cs @@ -0,0 +1,160 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// A version of LaunchProjectileAction that can be "powered up" by holding down the attack key. + /// + /// + /// The player can hold down the button for this ability to "charge it up" and make it more effective. Once it's been + /// charging for Description.ExecTimeSeconds, it reaches maximum charge. If the player is attacked by an enemy, that + /// also immediately stops the charge-up, but also cancels firing. + /// + /// Once charge-up stops, the projectile is fired (unless it was stopped due to being attacked.) + /// + /// The projectile can have various stats depending on how "charged up" the attack was. The ActionDescription's + /// Projectiles array should contain each tier of projectile, sorted from weakest to strongest. + /// + /// + + [CreateAssetMenu(menuName = "BossRoom/Actions/Charged Launch Projectile Action")] + public partial class ChargedLaunchProjectileAction : LaunchProjectileAction + { + /// + /// Set once we've stopped charging up, for any reason: + /// - the player has let go of the button, + /// - we were attacked, + /// - or the maximum charge was reached. + /// + private float m_StoppedChargingUpTime = 0; + + /// + /// Were we attacked while charging up? (If so, we won't actually fire.) + /// + private bool m_HitByAttack = false; + + public override bool OnStart(ServerCharacter serverCharacter) + { + // if we have an explicit target, make sure we're aimed at them. + // (But if the player just clicked on an attack button, there won't be an explicit target, so we should stay facing however we're facing.) + if (m_Data.TargetIds != null && m_Data.TargetIds.Length > 0) + { + NetworkObject initialTarget = NetworkManager.Singleton.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]]; + if (initialTarget) + { + // face our target + serverCharacter.physicsWrapper.Transform.LookAt(initialTarget.transform.position); + } + } + + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + + // start the "charging up" ActionFX + serverCharacter.clientCharacter.ClientPlayActionRpc(Data); + + // sanity-check our data a bit + Debug.Assert(Config.Projectiles.Length > 1, $"Action {name} has {Config.Projectiles.Length} Projectiles. Expected at least 2!"); + foreach (var projectileInfo in Config.Projectiles) + { + Debug.Assert(projectileInfo.ProjectilePrefab, $"Action {name}: one of the Projectiles is missing its prefab!"); + Debug.Assert(projectileInfo.Range > 0, $"Action {name}: one of the Projectiles has invalid Range!"); + Debug.Assert(projectileInfo.Speed_m_s > 0, $"Action {name}: one of the Projectiles has invalid Speed_m_s!"); + } + return true; + } + + public override void Reset() + { + base.Reset(); + m_ChargeEnded = false; + m_StoppedChargingUpTime = 0; + m_HitByAttack = false; + m_Graphics.Clear(); + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + if (m_StoppedChargingUpTime == 0 && GetPercentChargedUp() >= 1) + { + // we haven't explicitly stopped charging up... but we've reached max charge, so that implicitly stops us + StopChargingUp(clientCharacter); + } + + // we end as soon as we've stopped charging up (and have fired the projectile) + return m_StoppedChargingUpTime == 0; + } + + public override void OnGameplayActivity(ServerCharacter serverCharacter, GameplayActivity activityType) + { + if (activityType == GameplayActivity.AttackedByEnemy) + { + // if we get attacked while charging up, we don't actually get to shoot! + m_HitByAttack = true; + StopChargingUp(serverCharacter); + } + else if (activityType == GameplayActivity.StoppedChargingUp) + { + StopChargingUp(serverCharacter); + } + } + + public override void Cancel(ServerCharacter serverCharacter) + { + StopChargingUp(serverCharacter); + } + + public override void End(ServerCharacter serverCharacter) + { + StopChargingUp(serverCharacter); + } + + private void StopChargingUp(ServerCharacter parent) + { + if (m_StoppedChargingUpTime == 0) + { + m_StoppedChargingUpTime = Time.time; + + if (!string.IsNullOrEmpty(Config.Anim2)) + { + parent.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2); + } + + parent.clientCharacter.ClientStopChargingUpRpc(GetPercentChargedUp()); + if (!m_HitByAttack) + { + LaunchProjectile(parent); + } + } + } + + private float GetPercentChargedUp() + { + return ActionUtils.GetPercentChargedUp(m_StoppedChargingUpTime, TimeRunning, TimeStarted, Config.ExecTimeSeconds); + } + + /// + /// Overridden from base-class to choose a different projectile depending on how "charged up" we got. + /// To do this, we assume that the Projectiles list is ordered from weakest to strongest. + /// + /// + /// To reward players that fully charge-up their attack, we only return the strongest projectile when the + /// charge-up is at 100%. The other tiers of projectile are used for lesser charge-up amounts. + /// + /// the projectile that should be used + protected override ProjectileInfo GetProjectileInfo() + { + if (Config.Projectiles.Length == 0) // uh oh, this is bad data + throw new System.Exception($"Action {name} has no Projectiles!"); + + // choose which prefab to use based on how charged-up we got. + // Note how we cast the result to an int, which implicitly rounds down. + // Thus, only a 100% maxed charge can return the most powerful prefab. + int projectileIdx = (int)(GetPercentChargedUp() * (Config.Projectiles.Length - 1)); + + return Config.Projectiles[projectileIdx]; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.cs.meta new file mode 100644 index 0000000..40abc98 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedLaunchProjectileAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 48c76b5b71edaea47ae235b755aa840e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.Client.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.Client.cs new file mode 100644 index 0000000..d42237c --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.Client.cs @@ -0,0 +1,70 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.VisualEffects; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + public partial class ChargedShieldAction + { + /// + /// The "charging up" graphics. These are disabled as soon as the player stops charging up + /// + SpecialFXGraphic m_ChargeGraphics; + + /// + /// The "I'm fully charged" graphics. This is null until instantiated + /// + SpecialFXGraphic m_ShieldGraphics; + + public override bool OnUpdateClient(ClientCharacter clientCharacter) + { + return IsChargingUp() || (Time.time - m_StoppedChargingUpTime) < Config.EffectDurationSeconds; + } + + public override void CancelClient(ClientCharacter clientCharacter) + { + if (IsChargingUp()) + { + // we never actually stopped "charging up" so do necessary clean up here + if (m_ChargeGraphics) + { + m_ChargeGraphics.Shutdown(); + } + } + + if (m_ShieldGraphics) + { + m_ShieldGraphics.Shutdown(); + } + } + + public override void OnStoppedChargingUpClient(ClientCharacter clientCharacter, float finalChargeUpPercentage) + { + if (!IsChargingUp()) { return; } + + m_StoppedChargingUpTime = Time.time; + if (m_ChargeGraphics) + { + m_ChargeGraphics.Shutdown(); + m_ChargeGraphics = null; + } + + // if fully charged, we show a special graphic + if (Mathf.Approximately(finalChargeUpPercentage, 1)) + { + m_ShieldGraphics = InstantiateSpecialFXGraphic(Config.Spawns[1], clientCharacter.transform, true); + } + } + + public override void AnticipateActionClient(ClientCharacter clientCharacter) + { + // because this action can be visually started and stopped as often and as quickly as the player wants, it's possible + // for several copies of this action to be playing at once. This can lead to situations where several + // dying versions of the action raise the end-trigger, but the animator only lowers it once, leaving the trigger + // in a raised state. So we'll make sure that our end-trigger isn't raised yet. (Generally a good idea anyway.) + clientCharacter.OurAnimator.ResetTrigger(Config.Anim2); + base.AnticipateActionClient(clientCharacter); + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.Client.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.Client.cs.meta new file mode 100644 index 0000000..25c8e2f --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.Client.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7c9a0e40d26840509dcb370b0ac2e0cf +timeCreated: 1661382947 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.cs new file mode 100644 index 0000000..390d172 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.cs @@ -0,0 +1,176 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// A defensive action where the character becomes resistant to damage. + /// + /// + /// The player can hold down the button for this ability to "charge it up" and make it more effective. Once it's been + /// charging for Description.ExecTimeSeconds, it reaches maximum charge. If the player is attacked by an enemy, that + /// also immediately stops the charge-up. + /// + /// Once the charge-up stops (for any reason), the Action lasts for Description.EffectTimeSeconds before elapsing. During + /// this time, all incoming damage is reduced by a percentage from 50% to 100%, depending on how "charged up" it was. + /// + /// When the Action is fully charged up, it provides a special additional benefit: if the boss tries to trample this + /// character, the boss becomes Stunned. + /// + [CreateAssetMenu(menuName = "BossRoom/Actions/Charged Shield Action")] + public partial class ChargedShieldAction : Action + { + /// + /// Set once we've stopped charging up, for any reason: + /// - the player has let go of the button, + /// - we were attacked, + /// - or the maximum charge was reached. + /// + private float m_StoppedChargingUpTime = 0; + + public override bool OnStart(ServerCharacter serverCharacter) + { + if (m_Data.TargetIds != null && m_Data.TargetIds.Length > 0) + { + NetworkObject initialTarget = NetworkManager.Singleton.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]]; + if (initialTarget) + { + // face our target, if we had one + serverCharacter.physicsWrapper.Transform.LookAt(initialTarget.transform.position); + } + } + + // because this action can be visually started and stopped as often and as quickly as the player wants, it's possible + // for several copies of this action to be playing at once. This can lead to situations where several + // dying versions of the action raise the end-trigger, but the animator only lowers it once, leaving the trigger + // in a raised state. So we'll make sure that our end-trigger isn't raised yet. (Generally a good idea anyway.) + serverCharacter.serverAnimationHandler.NetworkAnimator.ResetTrigger(Config.Anim2); + + // raise the start trigger to start the animation loop! + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + + serverCharacter.clientCharacter.ClientPlayActionRpc(Data); + return true; + } + + public override void Reset() + { + base.Reset(); + m_ChargeGraphics = null; + m_ShieldGraphics = null; + m_StoppedChargingUpTime = 0; + } + + private bool IsChargingUp() + { + return m_StoppedChargingUpTime == 0; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + if (m_StoppedChargingUpTime == 0) + { + // we haven't explicitly stopped charging up... but if we've reached max charge, that implicitly stops us + if (TimeRunning >= Config.ExecTimeSeconds) + { + StopChargingUp(clientCharacter); + } + } + + // we stop once the charge-up has ended and our effect duration has elapsed + return m_StoppedChargingUpTime == 0 || Time.time < (m_StoppedChargingUpTime + Config.EffectDurationSeconds); + } + + public override bool ShouldBecomeNonBlocking() + { + return m_StoppedChargingUpTime != 0; + } + + private float GetPercentChargedUp() + { + return ActionUtils.GetPercentChargedUp(m_StoppedChargingUpTime, TimeRunning, TimeStarted, Config.ExecTimeSeconds); + } + + public override void BuffValue(BuffableValue buffType, ref float buffedValue) + { + if (buffType == BuffableValue.PercentDamageReceived) + { + float percentChargedUp = GetPercentChargedUp(); + + // the amount of damage reduction starts at 50% (for not-charged-up), then slowly increases to 100% depending on how charged-up we got + float percentDamageReduction = 0.5f + ((percentChargedUp * percentChargedUp) / 2); + + // Now that we know how much damage to reduce it by, we need to set buffedValue to the inverse (because + // it's looking for how much damage to DO, not how much to REDUCE BY). Also note how we don't just SET + // buffedValue... we multiply our buff in with the current value. This lets our Action "stack" + // with any other Actions that also alter this variable.) + buffedValue *= 1 - percentDamageReduction; + } + else if (buffType == BuffableValue.ChanceToStunTramplers) + { + // if we are at "full charge", we stun enemies that try to trample us! + if (GetPercentChargedUp() >= 1) + { + buffedValue = 1; + } + } + } + + public override void OnGameplayActivity(ServerCharacter serverCharacter, GameplayActivity activityType) + { + // for this particular type of Action, being attacked immediately causes you to stop charging up + if (activityType == GameplayActivity.AttackedByEnemy || activityType == GameplayActivity.StoppedChargingUp) + { + StopChargingUp(serverCharacter); + } + } + + public override void Cancel(ServerCharacter serverCharacter) + { + StopChargingUp(serverCharacter); + + // if stepped into invincibility, decrement invincibility counter + if (Mathf.Approximately(GetPercentChargedUp(), 1f)) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.Animator.SetInteger(Config.OtherAnimatorVariable, + serverCharacter.serverAnimationHandler.NetworkAnimator.Animator.GetInteger(Config.OtherAnimatorVariable) - 1); + } + } + + private void StopChargingUp(ServerCharacter parent) + { + if (IsChargingUp()) + { + m_StoppedChargingUpTime = Time.time; + parent.clientCharacter.ClientStopChargingUpRpc(GetPercentChargedUp()); + + parent.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2); + + parent.serverAnimationHandler.NetworkAnimator.ResetTrigger(Config.Anim); + + //tell the animator controller to enter "invincibility mode" (where we don't flinch from damage) + if (Mathf.Approximately(GetPercentChargedUp(), 1f)) + { + // increment our "invincibility counter". We use an integer count instead of a boolean because the player + // can restart their shield before the first one has ended, thereby getting two stacks of invincibility. + // So each active copy of the charge-up increments the invincibility counter, and the animator controller + // knows anything greater than zero means we shouldn't show hit-reacts. + parent.serverAnimationHandler.NetworkAnimator.Animator.SetInteger(Config.OtherAnimatorVariable, + parent.serverAnimationHandler.NetworkAnimator.Animator.GetInteger(Config.OtherAnimatorVariable) + 1); + } + } + } + + public override bool OnStartClient(ClientCharacter clientCharacter) + { + Assert.IsTrue(Config.Spawns.Length == 2, $"Found {Config.Spawns.Length} spawns for action {name}. Should be exactly 2: a charge-up particle and a fully-charged particle"); + + base.OnStartClient(clientCharacter); + m_ChargeGraphics = InstantiateSpecialFXGraphic(Config.Spawns[0], clientCharacter.transform, true); + return true; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.cs.meta new file mode 100644 index 0000000..a7be2ee --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aafc23990163f454baddc8f023748274 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ChaseAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChaseAction.cs new file mode 100644 index 0000000..4970a37 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChaseAction.cs @@ -0,0 +1,125 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + [CreateAssetMenu(menuName = "BossRoom/Actions/Chase Action")] + public class ChaseAction : Action + { + private NetworkObject m_Target; + + Transform m_TargetTransform; + + /// + /// Called when the Action starts actually playing (which may be after it is created, because of queueing). + /// + /// false if the action decided it doesn't want to run after all, true otherwise. + public override bool OnStart(ServerCharacter serverCharacter) + { + if (!HasValidTarget()) + { + Debug.Log("Failed to start ChaseAction. The target entity wasn't submitted or doesn't exist anymore"); + return ActionConclusion.Stop; + } + + m_Target = NetworkManager.Singleton.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]]; + + if (PhysicsWrapper.TryGetPhysicsWrapper(m_Data.TargetIds[0], out var physicsWrapper)) + { + m_TargetTransform = physicsWrapper.Transform; + } + else + { + m_TargetTransform = m_Target.transform; + } + + Vector3 currentTargetPos = m_TargetTransform.position; + + if (StopIfDone(serverCharacter)) + { + serverCharacter.physicsWrapper.Transform.LookAt(currentTargetPos); //even if we didn't move, snap to face the target! + return ActionConclusion.Stop; + } + + if (!serverCharacter.Movement.IsPerformingForcedMovement()) + { + serverCharacter.Movement.FollowTransform(m_TargetTransform); + } + return ActionConclusion.Continue; + } + + public override void Reset() + { + base.Reset(); + m_Target = null; + m_TargetTransform = null; + } + + /// + /// Returns true if our ActionRequestData came with a valid target. For the ChaseAction, this is pretty liberal (could be friend or foe, could be + /// dead or alive--just needs to be present). + /// + private bool HasValidTarget() + { + return m_Data.TargetIds != null && + m_Data.TargetIds.Length > 0 && + NetworkManager.Singleton.SpawnManager.SpawnedObjects.ContainsKey(m_Data.TargetIds[0]); + } + + /// + /// Tests to see if we've reached our target. Returns true if we've reached our target, false otherwise (in which case it also stops our movement). + /// + private bool StopIfDone(ServerCharacter parent) + { + if (m_TargetTransform == null) + { + //if the target disappeared on us, then just stop. + Cancel(parent); + return true; + } + + float distToTarget2 = (parent.physicsWrapper.Transform.position - m_TargetTransform.position).sqrMagnitude; + if ((m_Data.Amount * m_Data.Amount) > distToTarget2) + { + //we made it! we're done. + Cancel(parent); + return true; + } + + return false; + } + + /// + /// Called each frame while the action is running. + /// + /// true to keep running, false to stop. The Action will stop by default when its duration expires, if it has a duration set. + public override bool OnUpdate(ServerCharacter clientCharacter) + { + if (StopIfDone(clientCharacter)) { return ActionConclusion.Stop; } + + // Keep re-assigning our chase target whenever possible. + // This way, if we get Knocked Back mid-chase, we pick right back up and continue the chase. + if (!clientCharacter.Movement.IsPerformingForcedMovement()) + { + clientCharacter.Movement.FollowTransform(m_TargetTransform); + } + + return ActionConclusion.Continue; + } + + public override void Cancel(ServerCharacter serverCharacter) + { + if (serverCharacter.Movement && !serverCharacter.Movement.IsPerformingForcedMovement()) + { + serverCharacter.Movement.CancelMove(); + } + } + + public override bool OnUpdateClient(ClientCharacter clientCharacter) + { + return ActionConclusion.Continue; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ChaseAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChaseAction.cs.meta new file mode 100644 index 0000000..bab53b8 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ChaseAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc4a33f0facd1914f81611eb7038be06 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/DashAttackAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/DashAttackAction.cs new file mode 100644 index 0000000..4cde3d5 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/DashAttackAction.cs @@ -0,0 +1,117 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// Causes the attacker to teleport near a target spot, then perform a melee attack. The client + /// visualization moves the character locally beforehand, making the character appear to dash to the + /// destination spot. + /// + /// After the ExecTime has elapsed, the character is immune to damage until the action ends. + /// + /// Since the "Range" field means "range when we can teleport to our target", we need another + /// field to mean "range of our melee attack after dashing". We'll use the "Radius" field of the + /// ActionDescription for that. + /// + /// + /// See MeleeAction for relevant discussion about targeting; we use the same concept here: preferring + /// the chosen target, but using whatever is actually within striking distance at time of attack. + /// + [CreateAssetMenu(menuName = "BossRoom/Actions/Dash Attack Action")] + public class DashAttackAction : Action + { + private Vector3 m_TargetSpot; + + private bool m_Dashed; + + public override bool OnStart(ServerCharacter serverCharacter) + { + // remember the exact spot we'll stop. + m_TargetSpot = ActionUtils.GetDashDestination(serverCharacter.physicsWrapper.Transform, Data.Position, true, Config.Range, Config.Range); + + // snap to face our destination. This ensures the client visualization faces the right way while "pretending" to dash + serverCharacter.physicsWrapper.Transform.LookAt(m_TargetSpot); + + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + + // tell clients to visualize this action + serverCharacter.clientCharacter.ClientPlayActionRpc(Data); + + return ActionConclusion.Continue; + } + + public override void Reset() + { + base.Reset(); + m_TargetSpot = default; + m_Dashed = false; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + return ActionConclusion.Continue; + } + + public override void End(ServerCharacter serverCharacter) + { + // Anim2 contains the name of the end-loop-sequence trigger + if (!string.IsNullOrEmpty(Config.Anim2)) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2); + } + + // we're done, time to teleport! + serverCharacter.Movement.Teleport(m_TargetSpot); + + // and then swing! + PerformMeleeAttack(serverCharacter); + } + + public override void Cancel(ServerCharacter serverCharacter) + { + // OtherAnimatorVariable contains the name of the cancellation trigger + if (!string.IsNullOrEmpty(Config.OtherAnimatorVariable)) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.OtherAnimatorVariable); + } + + // because the client-side visualization of the action moves the character visualization around, + // we need to explicitly end the client-side visuals when we abort + serverCharacter.clientCharacter.ClientCancelActionsByPrototypeIDRpc(ActionID); + + } + + public override void BuffValue(BuffableValue buffType, ref float buffedValue) + { + if (TimeRunning >= Config.ExecTimeSeconds && buffType == BuffableValue.PercentDamageReceived) + { + // we suffer no damage during the "dash" (client-side pretend movement) + buffedValue = 0; + } + } + + private void PerformMeleeAttack(ServerCharacter parent) + { + // perform a typical melee-hit. But note that we are using the Radius field for range, not the Range field! + IDamageable foe = MeleeAction.GetIdealMeleeFoe(Config.IsFriendly ^ parent.IsNpc, + parent.physicsWrapper.DamageCollider, + Config.Radius, + (Data.TargetIds != null && Data.TargetIds.Length > 0 ? Data.TargetIds[0] : 0)); + + if (foe != null) + { + foe.ReceiveHP(parent, -Config.Amount); + } + } + + public override bool OnUpdateClient(ClientCharacter clientCharacter) + { + if (m_Dashed) { return ActionConclusion.Stop; } // we're done! + + return ActionConclusion.Continue; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/DashAttackAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/DashAttackAction.cs.meta new file mode 100644 index 0000000..978e948 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/DashAttackAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: da83192fdb317c24d9053c8d28133cc8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/DropAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/DropAction.cs new file mode 100644 index 0000000..a2ecbc6 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/DropAction.cs @@ -0,0 +1,60 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// Action for dropping "Heavy" items. + /// + [CreateAssetMenu(menuName = "BossRoom/Actions/Drop Action")] + public class DropAction : Action + { + float m_ActionStartTime; + + NetworkObject m_HeldNetworkObject; + + public override bool OnStart(ServerCharacter serverCharacter) + { + m_ActionStartTime = Time.time; + + // play animation of dropping a heavy object, if one is already held + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue( + serverCharacter.HeldNetworkObject.Value, out var heldObject)) + { + m_HeldNetworkObject = heldObject; + + Data.TargetIds = null; + + if (!string.IsNullOrEmpty(Config.Anim)) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + } + } + + return true; + } + + public override void Reset() + { + base.Reset(); + m_ActionStartTime = 0; + m_HeldNetworkObject = null; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + if (Time.time > m_ActionStartTime + Config.ExecTimeSeconds) + { + // drop the pot in space + m_HeldNetworkObject.transform.SetParent(null); + clientCharacter.HeldNetworkObject.Value = 0; + + return ActionConclusion.Stop; + } + + return ActionConclusion.Continue; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/DropAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/DropAction.cs.meta new file mode 100644 index 0000000..7ec779b --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/DropAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4f14438f9b760854d913d57c42a9115b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/EmoteAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/EmoteAction.cs new file mode 100644 index 0000000..a41c527 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/EmoteAction.cs @@ -0,0 +1,35 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + [CreateAssetMenu(menuName = "BossRoom/Actions/Emote Action")] + public class EmoteAction : Action + { + public override bool OnStart(ServerCharacter serverCharacter) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + return false; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + // since we return false at Start(), this method should not execute + throw new InvalidOperationException("No logic defined."); + } + + 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; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/EmoteAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/EmoteAction.cs.meta new file mode 100644 index 0000000..a3666a5 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/EmoteAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 419b9dac932a7fb48b27e1cb23939d96 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.Client.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.Client.cs new file mode 100644 index 0000000..568de14 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.Client.cs @@ -0,0 +1,153 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Unity.BossRoom.Gameplay.Actions +{ + public partial class FXProjectileTargetedAction + { + // have we actually played an impact? + private bool m_ImpactPlayed; + // the time the FX projectile spends in the air + private float m_ProjectileDuration; + // the currently-live projectile. (Note that the projectile will normally destroy itself! We only care in case someone calls Cancel() on us) + private FXProjectile m_Projectile; + // the enemy we're aiming at + private NetworkObject m_Target; + Transform m_TargetTransform; + + public override bool OnStartClient(ClientCharacter clientCharacter) + { + base.OnStartClient(clientCharacter); + m_Target = GetTarget(clientCharacter); + + if (m_Target && PhysicsWrapper.TryGetPhysicsWrapper(m_Target.NetworkObjectId, out var physicsWrapper)) + { + m_TargetTransform = physicsWrapper.Transform; + } + + if (Config.Projectiles.Length < 1 || Config.Projectiles[0].ProjectilePrefab == null) + throw new System.Exception($"Action {name} has no valid ProjectileInfo!"); + + return true; + } + + public override bool OnUpdateClient(ClientCharacter clientCharacter) + { + if (TimeRunning >= Config.ExecTimeSeconds && m_Projectile == null) + { + // figure out how long the pretend-projectile will be flying to the target + var targetPos = m_TargetTransform ? m_TargetTransform.position : Data.Position; + var initialDistance = Vector3.Distance(targetPos, clientCharacter.transform.position); + m_ProjectileDuration = initialDistance / Config.Projectiles[0].Speed_m_s; + + // create the projectile. It will control itself from here on out + m_Projectile = SpawnAndInitializeProjectile(clientCharacter); + } + + // we keep going until the projectile's duration ends + return TimeRunning <= m_ProjectileDuration + Config.ExecTimeSeconds; + } + + public override void CancelClient(ClientCharacter clientCharacter) + { + if (m_Projectile) + { + // we aborted post-projectile-launch (somehow)! Tell the graphics! (It will destroy itself, possibly after playing some more FX) + m_Projectile.Cancel(); + } + } + + public override void EndClient(ClientCharacter clientCharacter) + { + PlayHitReact(); + } + + void PlayHitReact() + { + if (m_ImpactPlayed) + return; + m_ImpactPlayed = true; + + if (NetworkManager.Singleton.IsServer) + { + return; + } + + if (m_Target && m_Target.TryGetComponent(out ServerCharacter clientCharacter) && clientCharacter.clientCharacter != null) + { + var hitReact = !string.IsNullOrEmpty(Config.ReactAnim) ? Config.ReactAnim : k_DefaultHitReact; + clientCharacter.clientCharacter.OurAnimator.SetTrigger(hitReact); + } + } + + NetworkObject GetTarget(ClientCharacter parent) + { + if (Data.TargetIds == null || Data.TargetIds.Length == 0) + { + return null; + } + + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out NetworkObject targetObject) && targetObject != null) + { + // make sure this isn't a friend (or if it is, make sure this is a friendly-fire action) + var targetable = targetObject.GetComponent(); + if (targetable != null && targetable.IsNpc == (Config.IsFriendly ^ parent.serverCharacter.IsNpc)) + { + // not a valid target + return null; + } + + return targetObject; + } + else + { + // target could have legitimately disappeared in the time it took to queue this action... but that's pretty unlikely, so we'll log about it to ease debugging + Debug.Log($"FXProjectileTargetedActionFX was targeted at ID {Data.TargetIds[0]}, but that target can't be found in spawned object list! (May have just been deleted?)"); + return null; + } + } + + FXProjectile SpawnAndInitializeProjectile(ClientCharacter parent) + { + var projectileGO = Object.Instantiate(Config.Projectiles[0].ProjectilePrefab, parent.transform.position, parent.transform.rotation, null); + + var projectile = projectileGO.GetComponent(); + if (!projectile) + { + throw new System.Exception($"FXProjectileTargetedAction tried to spawn projectile {projectileGO.name}, as dictated for action {name}, but the object doesn't have a FXProjectile component!"); + } + + // now that we have our projectile, initialize it so it'll fly at the target appropriately + projectile.Initialize(parent.transform.position, m_TargetTransform, Data.Position, m_ProjectileDuration); + return projectile; + } + + public override void AnticipateActionClient(ClientCharacter clientCharacter) + { + base.AnticipateActionClient(clientCharacter); + + // see if this is going to be a "miss" because the player tried to click through a wall. If so, + // we change our data in the same way that the server will (changing our target point to the spot on the wall) + Vector3 targetSpot = Data.Position; + if (Data.TargetIds != null && Data.TargetIds.Length > 0) + { + var targetObj = NetworkManager.Singleton.SpawnManager.SpawnedObjects[Data.TargetIds[0]]; + if (targetObj) + { + targetSpot = targetObj.transform.position; + } + } + + if (!ActionUtils.HasLineOfSight(clientCharacter.transform.position, targetSpot, out Vector3 collidePos)) + { + // we do not have line of sight to the target point. So our target instead becomes the obstruction point + Data.TargetIds = null; + Data.Position = collidePos; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.Client.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.Client.cs.meta new file mode 100644 index 0000000..4d0c2f4 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.Client.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c9de337cde4243e9af8bd55400f2cf9f +timeCreated: 1661382827 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.cs new file mode 100644 index 0000000..2cbf680 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.cs @@ -0,0 +1,129 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// Action that represents an always-hit raybeam-style ranged attack. A particle is shown from caster to target, and then the + /// target takes damage. (It is not possible to escape the hit; the target ALWAYS takes damage.) This is intended for fairly + /// swift particles; the time before it's applied is based on a simple distance-check at the attack's start. + /// (If no target is provided (because the user clicked on an empty spot on the map) or if the caster doesn't have line of + /// sight to the target (because it's behind a wall), we still perform an action, it just hits nothing. + /// + + [CreateAssetMenu(menuName = "BossRoom/Actions/FX Projectile Targeted Action")] + public partial class FXProjectileTargetedAction : Action + { + private bool m_ImpactedTarget; + private float m_TimeUntilImpact; + private IDamageable m_DamageableTarget; + + public override bool OnStart(ServerCharacter serverCharacter) + { + m_DamageableTarget = GetDamageableTarget(serverCharacter); + + // figure out where the player wants us to aim at... + Vector3 targetPos = m_DamageableTarget != null ? m_DamageableTarget.transform.position : m_Data.Position; + + // then make sure we can actually see that point! + if (!ActionUtils.HasLineOfSight(serverCharacter.physicsWrapper.Transform.position, targetPos, out Vector3 collidePos)) + { + // we do not have line of sight to the target point. So our target instead becomes the obstruction point + m_DamageableTarget = null; + targetPos = collidePos; + + // and update our action data so that when we send it to the clients, it will be up-to-date + Data.TargetIds = new ulong[0]; + Data.Position = targetPos; + } + + // turn to face our target! + serverCharacter.physicsWrapper.Transform.LookAt(targetPos); + + // figure out how long the pretend-projectile will be flying to the target + float distanceToTargetPos = Vector3.Distance(targetPos, serverCharacter.physicsWrapper.Transform.position); + m_TimeUntilImpact = Config.ExecTimeSeconds + (distanceToTargetPos / Config.Projectiles[0].Speed_m_s); + + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + // tell clients to visualize this action + serverCharacter.clientCharacter.ClientPlayActionRpc(Data); + return true; + } + + public override void Reset() + { + base.Reset(); + + m_ImpactedTarget = false; + m_TimeUntilImpact = 0; + m_DamageableTarget = null; + m_ImpactPlayed = false; + m_ProjectileDuration = 0; + m_Projectile = null; + m_Target = null; + m_TargetTransform = null; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + if (!m_ImpactedTarget && m_TimeUntilImpact <= TimeRunning) + { + m_ImpactedTarget = true; + if (m_DamageableTarget != null) + { + m_DamageableTarget.ReceiveHP(clientCharacter, -Config.Projectiles[0].Damage); + } + } + return true; + } + + public override void Cancel(ServerCharacter serverCharacter) + { + if (!m_ImpactedTarget) + { + serverCharacter.clientCharacter.ClientCancelActionsByPrototypeIDRpc(ActionID); + } + } + + /// + /// Returns our intended target, or null if not found/no target. + /// + private IDamageable GetDamageableTarget(ServerCharacter parent) + { + if (Data.TargetIds == null || Data.TargetIds.Length == 0) + { + return null; + } + + NetworkObject obj; + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out obj) && obj != null) + { + // make sure this isn't a friend (or if it is, make sure this is a friendly-fire action) + var serverChar = obj.GetComponent(); + if (serverChar && serverChar.IsNpc == (Config.IsFriendly ^ parent.IsNpc)) + { + // not a valid target + return null; + } + + if (PhysicsWrapper.TryGetPhysicsWrapper(Data.TargetIds[0], out var physicsWrapper)) + { + return physicsWrapper.DamageCollider.GetComponent(); + } + else + { + return obj.GetComponent(); + } + } + else + { + // target could have legitimately disappeared in the time it took to queue this action... but that's pretty unlikely, so we'll log about it to ease debugging + Debug.Log($"FXProjectileTargetedAction was targeted at ID {Data.TargetIds[0]}, but that target can't be found in spawned object list! (May have just been deleted?)"); + return null; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.cs.meta new file mode 100644 index 0000000..44069e8 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/FXProjectileTargetedAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b4188d885b829e4d8b1f0e84c9d3de5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/LaunchProjectileAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/LaunchProjectileAction.cs new file mode 100644 index 0000000..e2995a6 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/LaunchProjectileAction.cs @@ -0,0 +1,107 @@ +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 +{ + /// + /// Action responsible for creating a projectile object. + /// + [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; + } + + /// + /// 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! + /// + /// thrown if no Projectiles are valid + protected virtual ProjectileInfo GetProjectileInfo() + { + foreach (var projectileInfo in Config.Projectiles) + { + if (projectileInfo.ProjectilePrefab && projectileInfo.ProjectilePrefab.GetComponent()) + return projectileInfo; + } + throw new System.Exception($"Action {name} has no usable Projectiles!"); + } + + /// + /// Instantiates and configures the arrow. Repeatedly calling this does nothing. + /// + /// + /// This calls GetProjectilePrefab() to find the prefab it should instantiate. + /// + 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().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; + } + + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/LaunchProjectileAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/LaunchProjectileAction.cs.meta new file mode 100644 index 0000000..3bd1018 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/LaunchProjectileAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc739547e94150344ae64a6d5a9da4e0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.Client.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.Client.cs new file mode 100644 index 0000000..a593a01 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.Client.cs @@ -0,0 +1,144 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.VisualEffects; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + public partial class MeleeAction + { + //have we actually played an impact? This won't necessarily happen for all swings. Sometimes you're just swinging at space. + private bool m_ImpactPlayed; + + /// + /// When we detect if our original target is still around, we use a bit of padding on the range check. + /// + private const float k_RangePadding = 3f; + + /// + /// List of active special graphics playing on the target. + /// + private List m_SpawnedGraphics = null; + + public override bool OnStartClient(ClientCharacter clientCharacter) + { + base.OnStartClient(clientCharacter); + + // we can optionally have special particles that should play on the target. If so, add them now. + // (don't wait until impact, because the particles need to start sooner!) + if (Data.TargetIds != null + && Data.TargetIds.Length > 0 + && NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out var targetNetworkObj) + && targetNetworkObj != null) + { + float padRange = Config.Range + k_RangePadding; + + Vector3 targetPosition; + if (PhysicsWrapper.TryGetPhysicsWrapper(Data.TargetIds[0], out var physicsWrapper)) + { + targetPosition = physicsWrapper.Transform.position; + } + else + { + targetPosition = targetNetworkObj.transform.position; + } + + if ((clientCharacter.transform.position - targetPosition).sqrMagnitude < (padRange * padRange)) + { + // target is in range! Play the graphics + m_SpawnedGraphics = InstantiateSpecialFXGraphics(physicsWrapper ? physicsWrapper.Transform : targetNetworkObj.transform, true); + } + } + + return true; + } + + public override bool OnUpdateClient(ClientCharacter clientCharacter) + { + return ActionConclusion.Continue; + } + + public override void OnAnimEventClient(ClientCharacter clientCharacter, string id) + { + if (id == "impact" && !m_ImpactPlayed) + { + PlayHitReact(clientCharacter); + } + } + + public override void EndClient(ClientCharacter clientCharacter) + { + //if this didn't already happen, make sure it gets a chance to run. This could have failed to run because + //our animationclip didn't have the "impact" event properly configured (as one possibility). + PlayHitReact(clientCharacter); + base.EndClient(clientCharacter); + } + + public override void CancelClient(ClientCharacter clientCharacter) + { + // if we had any special target graphics, tell them we're done + if (m_SpawnedGraphics != null) + { + foreach (var spawnedGraphic in m_SpawnedGraphics) + { + if (spawnedGraphic) + { + spawnedGraphic.Shutdown(); + } + } + } + } + + void PlayHitReact(ClientCharacter parent) + { + if (m_ImpactPlayed) { return; } + + m_ImpactPlayed = true; + + if (NetworkManager.Singleton.IsServer) + { + return; + } + + //Is my original target still in range? Then definitely get him! + if (Data.TargetIds != null && + Data.TargetIds.Length > 0 && + NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out var targetNetworkObj) + && targetNetworkObj != null) + { + float padRange = Config.Range + k_RangePadding; + + Vector3 targetPosition; + if (PhysicsWrapper.TryGetPhysicsWrapper(Data.TargetIds[0], out var movementContainer)) + { + targetPosition = movementContainer.Transform.position; + } + else + { + targetPosition = targetNetworkObj.transform.position; + } + + if ((parent.transform.position - targetPosition).sqrMagnitude < (padRange * padRange)) + { + if (targetNetworkObj.NetworkObjectId != parent.NetworkObjectId) + { + string hitAnim = Config.ReactAnim; + if (string.IsNullOrEmpty(hitAnim)) { hitAnim = k_DefaultHitReact; } + + if (targetNetworkObj.TryGetComponent(out var serverCharacter) + && serverCharacter.clientCharacter != null + && serverCharacter.clientCharacter.OurAnimator) + { + serverCharacter.clientCharacter.OurAnimator.SetTrigger(hitAnim); + } + } + } + } + + //in the future we may do another physics check to handle the case where a target "ran under our weapon". + //But for now, if the original target is no longer present, then we just don't play our hit react on anything. + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.Client.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.Client.cs.meta new file mode 100644 index 0000000..60450a8 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.Client.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a9ea586b7f0841e2a20ffee4bb6095dd +timeCreated: 1661383438 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.cs new file mode 100644 index 0000000..b19f26b --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.cs @@ -0,0 +1,124 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// Action that represents a swing of a melee weapon. It is not explicitly targeted, but rather detects the foe that was hit with a physics check. + /// + /// + /// Q: Why do we DetectFoe twice, once in Start, once when we actually connect? + /// A: The weapon swing doesn't happen instantaneously. We want to broadcast the action to other clients as fast as possible to minimize latency, + /// but this poses a conundrum. At the moment the swing starts, you don't know for sure if you've hit anybody yet. There are a few possible resolutions to this: + /// 1. Do the DetectFoe operation once--in Start. + /// Pros: Simple! Only one physics cast per swing--saves on perf. + /// Cons: Is unfair. You can step out of the swing of an attack, but no matter how far you go, you'll still be hit. The reverse is also true--you can + /// "step into an attack", and it won't affect you. This will feel terrible to the attacker. + /// 2. Do the DetectFoe operation once--in Update. Send a separate RPC to the targeted entity telling it to play its hit react. + /// Pros: Always shows the correct behavior. The entity that gets hit plays its hit react (if any). + /// Cons: You need another RPC. Adds code complexity and bandwidth. You also don't have enough information when you start visualizing the swing on + /// the client to do any intelligent animation handshaking. If your server->client latency is even a little uneven, your "attack" animation + /// won't line up correctly with the hit react, making combat look floaty and disjointed. + /// 3. Do the DetectFoe operation twice, once in Start and once in Update. + /// Pros: Is fair--you do the hit-detect at the moment of the swing striking home. And will generally play the hit react on the right target. + /// Cons: Requires more complicated visualization logic. The initial broadcast foe can only ever be treated as a "hint". The graphics logic + /// needs to do its own range checking to pick the best candidate to play the hit react on. + /// + /// As so often happens in networked games (and games in general), there's no perfect solution--just sets of tradeoffs. For our example, we're showing option "3". + /// + [CreateAssetMenu(menuName = "BossRoom/Actions/Melee Action")] + public partial class MeleeAction : Action + { + private bool m_ExecutionFired; + private ulong m_ProvisionalTarget; + + public override bool OnStart(ServerCharacter serverCharacter) + { + ulong target = (Data.TargetIds != null && Data.TargetIds.Length > 0) ? Data.TargetIds[0] : serverCharacter.TargetId.Value; + IDamageable foe = DetectFoe(serverCharacter, target); + if (foe != null) + { + m_ProvisionalTarget = foe.NetworkObjectId; + Data.TargetIds = new ulong[] { foe.NetworkObjectId }; + } + + // snap to face the right direction + if (Data.Direction != Vector3.zero) + { + serverCharacter.physicsWrapper.Transform.forward = Data.Direction; + } + + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + serverCharacter.clientCharacter.ClientPlayActionRpc(Data); + return true; + } + + public override void Reset() + { + base.Reset(); + m_ExecutionFired = false; + m_ProvisionalTarget = 0; + m_ImpactPlayed = false; + m_SpawnedGraphics = null; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + if (!m_ExecutionFired && (Time.time - TimeStarted) >= Config.ExecTimeSeconds) + { + m_ExecutionFired = true; + var foe = DetectFoe(clientCharacter, m_ProvisionalTarget); + if (foe != null) + { + foe.ReceiveHP(clientCharacter, -Config.Amount); + } + } + + return true; + } + + /// + /// Returns the ServerCharacter of the foe we hit, or null if none found. + /// + /// + private IDamageable DetectFoe(ServerCharacter parent, ulong foeHint = 0) + { + return GetIdealMeleeFoe(Config.IsFriendly ^ parent.IsNpc, parent.physicsWrapper.DamageCollider, Config.Range, foeHint); + } + + /// + /// Utility used by Actions to perform Melee attacks. Performs a melee hit-test + /// and then looks through the results to find an alive target, preferring the provided + /// enemy. + /// + /// true if the attacker is an NPC (and therefore should hit PCs). False for the reverse. + /// The collider of the attacking GameObject. + /// The range in meters to check for foes. + /// The NetworkObjectId of our preferred foe, or 0 if no preference + /// ideal target's IDamageable, or null if no valid target found + public static IDamageable GetIdealMeleeFoe(bool isNPC, Collider ourCollider, float meleeRange, ulong preferredTargetNetworkId) + { + RaycastHit[] results; + int numResults = ActionUtils.DetectMeleeFoe(isNPC, ourCollider, meleeRange, out results); + + IDamageable foundFoe = null; + + //everything that got hit by the raycast should have an IDamageable component, so we can retrieve that and see if they're appropriate targets. + //we always prefer the hinted foe. If he's still in range, he should take the damage, because he's who the client visualization + //system will play the hit-react on (in case there's any ambiguity). + for (int i = 0; i < numResults; i++) + { + var damageable = results[i].collider.GetComponent(); + if (damageable != null && damageable.IsDamageable() && + (damageable.NetworkObjectId == preferredTargetNetworkId || foundFoe == null)) + { + foundFoe = damageable; + } + } + + return foundFoe; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.cs.meta new file mode 100644 index 0000000..291da17 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/MeleeAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 62b840a5705be5b4b9c5f9926aafcc85 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/PickUpAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/PickUpAction.cs new file mode 100644 index 0000000..ede2501 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/PickUpAction.cs @@ -0,0 +1,132 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Animations; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// Action for picking up "Heavy" items. For simplicity, this class will perform both the pickup (reparenting) of a + /// NetworkObject, as well as the drop (deparenting). + /// + [CreateAssetMenu(menuName = "BossRoom/Actions/Pick Up Action")] + public class PickUpAction : Action + { + const string k_HeavyTag = "Heavy"; + const string k_NpcLayer = "NPCs"; + const string k_FailedPickupTrigger = "PickUpFailed"; + + static RaycastHitComparer s_RaycastHitComparer = new RaycastHitComparer(); + + RaycastHit[] m_RaycastHits = new RaycastHit[8]; + float m_ActionStartTime; + bool m_AttemptedPickup; + + public override bool OnStart(ServerCharacter serverCharacter) + { + m_ActionStartTime = Time.time; + + // play pickup animation based if a heavy object is not already held + if (!NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue( + serverCharacter.HeldNetworkObject.Value, out var heldObject)) + { + if (!string.IsNullOrEmpty(Config.Anim)) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + } + } + + return true; + } + + public override void Reset() + { + base.Reset(); + m_ActionStartTime = 0; + m_AttemptedPickup = false; + } + + bool TryPickUp(ServerCharacter parent) + { + var numResults = Physics.RaycastNonAlloc(parent.physicsWrapper.Transform.position, + parent.physicsWrapper.Transform.forward, + m_RaycastHits, + Config.Range, + 1 << LayerMask.NameToLayer(k_NpcLayer)); + + Array.Sort(m_RaycastHits, 0, numResults, s_RaycastHitComparer); + + // collider must contain "Heavy" tag, the heavy object must not be parented to another NetworkObject, and + // parenting attempt must be successful + if (numResults == 0 || !m_RaycastHits[0].collider.TryGetComponent(out NetworkObject heavyNetworkObject) || + !m_RaycastHits[0].collider.gameObject.CompareTag(k_HeavyTag) || + (heavyNetworkObject.transform.parent != null && + heavyNetworkObject.transform.parent.TryGetComponent(out NetworkObject parentNetworkObject)) || + !heavyNetworkObject.TrySetParent(parent.transform)) + { + parent.serverAnimationHandler.NetworkAnimator.SetTrigger(k_FailedPickupTrigger); + return false; + } + + parent.HeldNetworkObject.Value = heavyNetworkObject.NetworkObjectId; + + Data.TargetIds = new ulong[] { heavyNetworkObject.NetworkObjectId }; + + // clear current target on successful parenting attempt + parent.TargetId.Value = 0; + + // snap to face the right direction + if (Data.Direction != Vector3.zero) + { + parent.transform.forward = Data.Direction; + } + + // try to set the heavy object follow the hand bone transform, through PositionConstraint component + var positionConstraint = heavyNetworkObject.GetComponent(); + if (positionConstraint) + { + if (parent.TryGetComponent(out ServerCharacter serverCharacter)) + { + var constraintSource = new ConstraintSource() + { + sourceTransform = serverCharacter.clientCharacter.CharacterSwap.CharacterModel.handSocket.transform, + weight = 1 + }; + positionConstraint.AddSource(constraintSource); + positionConstraint.constraintActive = true; + } + } + + return true; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + if (!m_AttemptedPickup && Time.time > m_ActionStartTime + Config.ExecTimeSeconds) + { + m_AttemptedPickup = true; + if (!TryPickUp(clientCharacter)) + { + // pickup attempt unsuccessful; action can be terminated + return ActionConclusion.Stop; + } + } + + return ActionConclusion.Continue; + } + + public override void Cancel(ServerCharacter serverCharacter) + { + if (serverCharacter.LifeState == LifeState.Fainted) + { + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(serverCharacter.HeldNetworkObject.Value, out var heavyNetworkObject)) + { + heavyNetworkObject.transform.SetParent(null); + } + serverCharacter.HeldNetworkObject.Value = 0; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/PickUpAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/PickUpAction.cs.meta new file mode 100644 index 0000000..53e0db3 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/PickUpAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b38b67c65fb9bbd45b0130138fc3c393 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ProjectileInfo.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/ProjectileInfo.cs new file mode 100644 index 0000000..790544a --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ProjectileInfo.cs @@ -0,0 +1,20 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + [Serializable] + public struct ProjectileInfo + { + [Tooltip("Prefab used for the projectile")] + public GameObject ProjectilePrefab; + [Tooltip("Projectile's speed in meters/second")] + public float Speed_m_s; + [Tooltip("Maximum range of the Projectile")] + public float Range; + [Tooltip("Damage of the Projectile on hit")] + public int Damage; + [Tooltip("Max number of enemies this projectile can hit before disappearing")] + public int MaxVictims; + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ProjectileInfo.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/ProjectileInfo.cs.meta new file mode 100644 index 0000000..4bdbb6c --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ProjectileInfo.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4247b69c91a249a5a6860fd7e7351b90 +timeCreated: 1660079982 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ReviveAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/ReviveAction.cs new file mode 100644 index 0000000..153e01f --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ReviveAction.cs @@ -0,0 +1,69 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Gameplay.Actions +{ + [CreateAssetMenu(menuName = "BossRoom/Actions/Revive Action")] + public class ReviveAction : Action + { + private bool m_ExecFired; + private ServerCharacter m_TargetCharacter; + + public override bool OnStart(ServerCharacter serverCharacter) + { + if (m_Data.TargetIds == null || m_Data.TargetIds.Length == 0 || !NetworkManager.Singleton.SpawnManager.SpawnedObjects.ContainsKey(m_Data.TargetIds[0])) + { + Debug.Log("Failed to start ReviveAction. The target entity wasn't submitted or doesn't exist anymore"); + return false; + } + + var targetNetworkObject = NetworkManager.Singleton.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]]; + m_TargetCharacter = targetNetworkObject.GetComponent(); + + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + + return true; + } + + public override void Reset() + { + base.Reset(); + m_ExecFired = false; + m_TargetCharacter = null; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + if (!m_ExecFired && Time.time - TimeStarted >= Config.ExecTimeSeconds) + { + m_ExecFired = true; + + if (m_TargetCharacter.LifeState == LifeState.Fainted) + { + Assert.IsTrue(Config.Amount > 0, "Revive amount must be greater than 0."); + m_TargetCharacter.Revive(clientCharacter, Config.Amount); + } + else + { + //cancel the action if the target is alive! + Cancel(clientCharacter); + return false; + } + } + + return true; + } + + public override void Cancel(ServerCharacter serverCharacter) + { + if (!string.IsNullOrEmpty(Config.Anim2)) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/ReviveAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/ReviveAction.cs.meta new file mode 100644 index 0000000..d347644 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/ReviveAction.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 1122d1ad1a0b437c8a0e586ecb64449d +timeCreated: 1610045410 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/StealthModeAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/StealthModeAction.cs new file mode 100644 index 0000000..efba0d0 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/StealthModeAction.cs @@ -0,0 +1,123 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.VisualEffects; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// Causes the character to become hidden to enemies and other players. Notes: + /// - Stealth starts after the ExecTimeSeconds has elapsed. If they are attacked during the Exec time, stealth is aborted. + /// - Stealth ends when the player attacks or is damaged. + /// + [CreateAssetMenu(menuName = "BossRoom/Actions/Stealth Mode Action")] + public class StealthModeAction : Action + { + private bool m_IsStealthStarted = false; + private bool m_IsStealthEnded = false; + + /// + /// When non-null, a list of all graphics spawned. + /// (If null, means we haven't been running long enough yet, or we aren't using any graphics because we're invisible on this client) + /// These are created from the Description.Spawns list. Each prefab in that list should have a SpecialFXGraphic component. + /// + private List m_SpawnedGraphics = null; + + public override bool OnStart(ServerCharacter serverCharacter) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + + serverCharacter.clientCharacter.ClientPlayActionRpc(Data); + + return true; + } + + public override void Reset() + { + base.Reset(); + m_IsStealthEnded = false; + m_IsStealthStarted = false; + m_SpawnedGraphics = null; + } + + public override bool ShouldBecomeNonBlocking() + { + return TimeRunning >= Config.ExecTimeSeconds; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + if (TimeRunning >= Config.ExecTimeSeconds && !m_IsStealthStarted && !m_IsStealthEnded) + { + // start actual stealth-mode... NOW! + m_IsStealthStarted = true; + clientCharacter.IsStealthy.Value = true; + } + return !m_IsStealthEnded; + } + + public override void Cancel(ServerCharacter serverCharacter) + { + if (!string.IsNullOrEmpty(Config.Anim2)) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2); + } + + EndStealth(serverCharacter); + } + + public override void OnGameplayActivity(ServerCharacter serverCharacter, GameplayActivity activityType) + { + // we break stealth after using an attack. (Or after being hit, which could happen during exec time before we're stealthed, or even afterwards, such as from an AoE attack) + if (activityType == GameplayActivity.UsingAttackAction || activityType == GameplayActivity.AttackedByEnemy) + { + EndStealth(serverCharacter); + } + } + + private void EndStealth(ServerCharacter parent) + { + if (!m_IsStealthEnded) + { + m_IsStealthEnded = true; + if (m_IsStealthStarted) + { + parent.IsStealthy.Value = false; + } + + // note that we cancel the ActionFX here, and NOT in Cancel(). That's to handle the case where someone + // presses the Stealth button twice in a row: "end this Stealth action and start a new one". If we cancelled + // all actions of this type in Cancel(), we'd end up cancelling both the old AND the new one, because + // the new one would already be in the clients' actionFX queue. + parent.clientCharacter.ClientCancelActionsByPrototypeIDRpc(ActionID); + } + } + + public override bool OnUpdateClient(ClientCharacter clientCharacter) + { + if (TimeRunning >= Config.ExecTimeSeconds && m_SpawnedGraphics == null && clientCharacter.IsOwner) + { + m_SpawnedGraphics = InstantiateSpecialFXGraphics(clientCharacter.transform, true); + } + + return ActionConclusion.Continue; + } + + public override void CancelClient(ClientCharacter clientCharacter) + { + if (m_SpawnedGraphics != null) + { + foreach (var graphic in m_SpawnedGraphics) + { + if (graphic) + { + graphic.transform.SetParent(null); + graphic.Shutdown(); + } + } + } + } + + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/StealthModeAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/StealthModeAction.cs.meta new file mode 100644 index 0000000..03a5e11 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/StealthModeAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 391381dfd0985674f97b855a5959c93d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/StunnedAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/StunnedAction.cs new file mode 100644 index 0000000..2be227e --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/StunnedAction.cs @@ -0,0 +1,50 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// Action that plays while a character is Stunned. The character does nothing... just sits there. + /// + /// If desired, we can make the character take extra damage from attacks while stunned! + /// The 'Amount' field of our ActionDescription is used as a multiplier on damage suffered. + /// (Set it to 1 if you don't want to take more damage while stunned... set it to 2 to take double damage, + /// or 0.5 to take half damage, etc.) + /// + [CreateAssetMenu(menuName = "BossRoom/Actions/Stunned Action")] + public class StunnedAction : Action + { + public override bool OnStart(ServerCharacter serverCharacter) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + return true; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + return true; + } + + public override void BuffValue(BuffableValue buffType, ref float buffedValue) + { + if (buffType == BuffableValue.PercentDamageReceived) + { + buffedValue *= Config.Amount; + } + } + + 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; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/StunnedAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/StunnedAction.cs.meta new file mode 100644 index 0000000..c890fd8 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/StunnedAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ae63b30e2324d324d8e3ce38e31203db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.Client.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.Client.cs new file mode 100644 index 0000000..be7c2a4 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.Client.cs @@ -0,0 +1,110 @@ +using System; +using Unity.BossRoom.Gameplay.UserInput; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace Unity.BossRoom.Gameplay.Actions +{ + public partial class TargetAction + { + private GameObject m_TargetReticule; + private ulong m_CurrentTarget; + private ulong m_NewTarget; + + private const float k_ReticuleGroundHeight = 0.2f; + + public override bool OnStartClient(ClientCharacter clientCharacter) + { + base.OnStartClient(clientCharacter); + clientCharacter.serverCharacter.TargetId.OnValueChanged += OnTargetChanged; + clientCharacter.serverCharacter.GetComponent().ActionInputEvent += OnActionInput; + + return true; + } + + private void OnTargetChanged(ulong oldTarget, ulong newTarget) + { + m_NewTarget = newTarget; + } + + public override bool OnUpdateClient(ClientCharacter clientCharacter) + { + if (m_CurrentTarget != m_NewTarget) + { + m_CurrentTarget = m_NewTarget; + + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(m_CurrentTarget, out NetworkObject targetObject)) + { + var targetEntity = targetObject != null ? targetObject.GetComponent() : null; + if (targetEntity != null) + { + ValidateReticule(clientCharacter, targetObject); + m_TargetReticule.SetActive(true); + + var parentTransform = targetObject.transform; + if (targetObject.TryGetComponent(out ServerCharacter serverCharacter) && serverCharacter.clientCharacter) + { + //for characters, attach the reticule to the child graphics object. + parentTransform = serverCharacter.clientCharacter.transform; + } + + m_TargetReticule.transform.parent = parentTransform; + m_TargetReticule.transform.localPosition = new Vector3(0, k_ReticuleGroundHeight, 0); + } + } + else + { + // null check here in case the target was destroyed along with the target reticule + if (m_TargetReticule != null) + { + m_TargetReticule.transform.parent = null; + m_TargetReticule.SetActive(false); + } + } + } + + return true; + } + + /// + /// Ensures that the TargetReticule GameObject exists. This must be done prior to enabling it because it can be destroyed + /// "accidentally" if its parent is destroyed while it is detached. + /// + void ValidateReticule(ClientCharacter parent, NetworkObject targetObject) + { + if (m_TargetReticule == null) + { + m_TargetReticule = Object.Instantiate(parent.TargetReticulePrefab); + } + + bool target_isnpc = targetObject.GetComponent().IsNpc; + bool myself_isnpc = parent.serverCharacter.CharacterClass.IsNpc; + bool hostile = target_isnpc != myself_isnpc; + + m_TargetReticule.GetComponent().material = hostile ? parent.ReticuleHostileMat : parent.ReticuleFriendlyMat; + } + + public override void CancelClient(ClientCharacter clientCharacter) + { + GameObject.Destroy(m_TargetReticule); + + clientCharacter.serverCharacter.TargetId.OnValueChanged -= OnTargetChanged; + if (clientCharacter.TryGetComponent(out ClientInputSender inputSender)) + { + inputSender.ActionInputEvent -= OnActionInput; + } + } + + private void OnActionInput(ActionRequestData data) + { + //this method runs on the owning client, and allows us to anticipate our new target for purposes of FX visualization. + if (GameDataSource.Instance.GetActionPrototypeByID(data.ActionID).IsGeneralTargetAction) + { + m_NewTarget = data.TargetIds[0]; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.Client.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.Client.cs.meta new file mode 100644 index 0000000..2496712 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.Client.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 85463d22b32f46519478b3a59c7e68dc +timeCreated: 1661383155 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.cs new file mode 100644 index 0000000..63e9a55 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.cs @@ -0,0 +1,96 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// The "Target" Action is not a skill, but rather the result of a user left-clicking an enemy. This + /// Action runs persistently, and automatically resets the NetworkCharacterState.Target property if the + /// target becomes ineligible (dies or disappears). Note that while Actions in general can have multiple targets, + /// you as a player can only have a single target selected at a time (the character that your target reticule appears under). + /// + [CreateAssetMenu(menuName = "BossRoom/Actions/Target Action")] + public partial class TargetAction : Action + { + public override bool OnStart(ServerCharacter serverCharacter) + { + //we must always clear the existing target, even if we don't run. This is how targets get cleared--running a TargetAction + //with no target selected. + serverCharacter.TargetId.Value = 0; + + //there can only be one TargetAction at a time! + serverCharacter.ActionPlayer.CancelRunningActionsByLogic(ActionLogic.Target, true, this); + + if (Data.TargetIds == null || Data.TargetIds.Length == 0) { return false; } + + serverCharacter.TargetId.Value = TargetId; + + FaceTarget(serverCharacter, TargetId); + + return true; + } + + public override void Reset() + { + base.Reset(); + m_TargetReticule = null; + m_CurrentTarget = 0; + m_NewTarget = 0; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + bool isValid = ActionUtils.IsValidTarget(TargetId); + + if (clientCharacter.ActionPlayer.RunningActionCount == 1 && !clientCharacter.Movement.IsMoving() && isValid) + { + //we're the only action running, and we're not moving, so let's swivel to face our target, just to be cool! + FaceTarget(clientCharacter, TargetId); + } + + return isValid; + } + + public override void Cancel(ServerCharacter serverCharacter) + { + if (serverCharacter.TargetId.Value == TargetId) + { + serverCharacter.TargetId.Value = 0; + } + } + + private ulong TargetId { get { return Data.TargetIds[0]; } } + + /// + /// Only call this after validating the target via IsValidTarget. + /// + /// + private void FaceTarget(ServerCharacter parent, ulong targetId) + { + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(targetId, out var targetObject)) + { + Vector3 targetObjectPosition; + + if (targetObject.TryGetComponent(out ServerCharacter serverCharacter)) + { + targetObjectPosition = serverCharacter.physicsWrapper.Transform.position; + } + else + { + targetObjectPosition = targetObject.transform.position; + } + + Vector3 diff = targetObjectPosition - parent.physicsWrapper.Transform.position; + + diff.y = 0; + if (diff != Vector3.zero) + { + parent.physicsWrapper.Transform.forward = diff; + } + } + } + } +} + diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.cs.meta new file mode 100644 index 0000000..7b1b843 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/TargetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dcb6ce7ac2cb8d440ace425964946be3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs new file mode 100644 index 0000000..db1b4b9 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs @@ -0,0 +1,115 @@ +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 +{ + /// + /// Action responsible for creating a physics-based thrown object. + /// + [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; + } + + /// + /// 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! + /// + /// thrown if no Projectiles are valid + ProjectileInfo GetProjectileInfo() + { + foreach (var projectileInfo in Config.Projectiles) + { + if (projectileInfo.ProjectilePrefab) + { + return projectileInfo; + } + } + throw new System.Exception($"Action {this.name} has no usable Projectiles!"); + } + + /// + /// Instantiates and configures the thrown object. Repeatedly calling this does nothing. + /// + /// + /// This calls GetProjectilePrefab() to find the prefab it should instantiate. + /// + 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(); + + 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); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs.meta new file mode 100644 index 0000000..91c365f --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/TossAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 241b732a2b5d7f14fa126f5f31fbfc19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.Client.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.Client.cs new file mode 100644 index 0000000..b5c10e9 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.Client.cs @@ -0,0 +1,55 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.VisualEffects; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + public partial class TrampleAction + { + /// + /// We spawn the "visual cue" graphics a moment after we begin our action. + /// (A little extra delay helps ensure we have the correct orientation for the + /// character, so the graphics are oriented in the right direction!) + /// + private const float k_GraphicsSpawnDelay = 0.3f; + + /// + /// Prior to spawning graphics, this is null. Once we spawn the graphics, this is a list of everything we spawned. + /// + /// + /// Mobile performance note: constantly creating new GameObjects like this has bad performance on mobile and should + /// be replaced with object-pooling (i.e. reusing the same art GameObjects repeatedly). But that's outside the scope of this demo. + /// + private List m_SpawnedGraphics = null; + + public override bool OnUpdateClient(ClientCharacter clientCharacter) + { + float age = Time.time - TimeStarted; + if (age > k_GraphicsSpawnDelay && m_SpawnedGraphics == null) + { + m_SpawnedGraphics = InstantiateSpecialFXGraphics(clientCharacter.transform, false); + } + + return true; + } + + public override void CancelClient(ClientCharacter clientCharacter) + { + // we've been aborted -- destroy the "cue graphics" + if (m_SpawnedGraphics != null) + { + foreach (var fx in m_SpawnedGraphics) + { + if (fx) + { + fx.Shutdown(); + } + } + } + + m_SpawnedGraphics = null; + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.Client.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.Client.cs.meta new file mode 100644 index 0000000..1e0dc8a --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.Client.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 878339da6ef6429fbce5ae789cfb153c +timeCreated: 1661383049 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.cs b/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.cs new file mode 100644 index 0000000..70fd601 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.cs @@ -0,0 +1,265 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// This represents a "charge-across-the-screen" attack. The character deals damage to every enemy hit. + /// + /// + /// It's called "Trample" instead of "Charge" because we already use the word "charge" + /// to describe "charging up" an attack. + /// + [CreateAssetMenu(menuName = "BossRoom/Actions/Trample Action")] + public partial class TrampleAction : Action + { + public StunnedAction StunnedActionPrototype; + + /// + /// This is an internal indicator of which stage of the Action we're in. + /// + private enum ActionStage + { + Windup, // performing animations prior to actually moving + Charging, // running across the screen and hitting characters + Complete, // ending action + } + + /// + /// When we begin our charge-attack, anyone within this range is treated as having already been touching us. + /// + private const float k_PhysicalTouchDistance = 1; + + /// + /// Our ActionStage, as of last Update + /// + private ActionStage m_PreviousStage; + + /// + /// Keeps track of which Colliders we've already hit, so that our attack doesn't hit the same character twice. + /// + private HashSet m_CollidedAlready = new HashSet(); + + /// + /// Set to true in the special-case scenario where we are stunned by one of the characters we tried to trample + /// + private bool m_WasStunned; + + public override bool OnStart(ServerCharacter serverCharacter) + { + m_PreviousStage = ActionStage.Windup; + + if (m_Data.TargetIds != null && m_Data.TargetIds.Length > 0) + { + NetworkObject 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); + } + } + + // reset our "stop" trigger (in case the previous run of the trample action was aborted due to e.g. being stunned) + if (!string.IsNullOrEmpty(Config.Anim2)) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.ResetTrigger(Config.Anim2); + } + // start the animation sequence! + if (!string.IsNullOrEmpty(Config.Anim)) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim); + } + + serverCharacter.clientCharacter.ClientPlayActionRpc(Data); + return true; + } + + public override void Reset() + { + base.Reset(); + m_PreviousStage = default; + m_CollidedAlready.Clear(); + m_SpawnedGraphics = null; + m_WasStunned = false; + } + + private ActionStage GetCurrentStage() + { + float timeSoFar = Time.time - TimeStarted; + if (timeSoFar < Config.ExecTimeSeconds) + { + return ActionStage.Windup; + } + if (timeSoFar < Config.DurationSeconds) + { + return ActionStage.Charging; + } + return ActionStage.Complete; + } + + public override bool OnUpdate(ServerCharacter clientCharacter) + { + ActionStage newState = GetCurrentStage(); + if (newState != m_PreviousStage && newState == ActionStage.Charging) + { + // we've just started to charge across the screen! Anyone currently touching us gets hit + SimulateCollisionWithNearbyFoes(clientCharacter); + clientCharacter.Movement.StartForwardCharge(Config.MoveSpeed, Config.DurationSeconds - Config.ExecTimeSeconds); + } + + m_PreviousStage = newState; + return newState != ActionStage.Complete && !m_WasStunned; + } + + /// + /// We've crashed into a victim! This function determines what happens to them... and to us! + /// It's possible for us to be stunned by our victim if they have a special power that allows that. + /// This function checks for that special case; if we become stunned, the victim is entirely unharmed, + /// and further collisions with other victims will also have no effect. + /// + /// The character we've collided with + private void CollideWithVictim(ServerCharacter parent, ServerCharacter victim) + { + if (victim == parent) + { + // can't collide with ourselves! + return; + } + + if (m_WasStunned) + { + // someone already stunned us, so no further damage can happen + return; + } + + // if we collide with allies, we don't want to hurt them (but we do knock them back, see below) + if (parent.IsNpc != victim.IsNpc) + { + // first see if this victim has the special ability to stun us! + float chanceToStun = victim.GetBuffedValue(BuffableValue.ChanceToStunTramplers); + if (chanceToStun > 0 && Random.Range(0, 1) < chanceToStun) + { + // we're stunned! No collision behavior for the victim. Stun ourselves and abort. + StunSelf(parent); + return; + } + + // We deal a certain amount of damage to our "initial" target and a different amount to all other victims. + int damage; + if (m_Data.TargetIds != null && m_Data.TargetIds.Length > 0 && m_Data.TargetIds[0] == victim.NetworkObjectId) + { + damage = Config.Amount; + } + else + { + damage = Config.SplashDamage; + } + + if (victim.gameObject.TryGetComponent(out IDamageable damageable)) + { + damageable.ReceiveHP(parent, -damage); + } + } + + var victimMovement = victim.Movement; + victimMovement.StartKnockback(parent.physicsWrapper.Transform.position, Config.KnockbackSpeed, Config.KnockbackDuration); + } + + // called by owning class when parent's Collider collides with stuff + public override void CollisionEntered(ServerCharacter serverCharacter, Collision collision) + { + // we only detect other possible victims when we start charging + if (GetCurrentStage() != ActionStage.Charging) + return; + + Collide(serverCharacter, collision.collider); + } + + // here we handle colliding with anything (whether a victim or not) + private void Collide(ServerCharacter parent, Collider collider) + { + if (m_CollidedAlready.Contains(collider)) + return; // already hit them! + + m_CollidedAlready.Add(collider); + + var victim = collider.gameObject.GetComponentInParent(); + if (victim) + { + CollideWithVictim(parent, victim); + } + else if (!m_WasStunned) + { + // they aren't a living, breathing victim, but they might still be destructible... + var damageable = collider.gameObject.GetComponent(); + if (damageable != null) + { + damageable.ReceiveHP(parent, -Config.SplashDamage); + + // lastly, a special case: if the trampler runs into certain breakables, they are stunned! + if ((damageable.GetSpecialDamageFlags() & IDamageable.SpecialDamageFlags.StunOnTrample) == IDamageable.SpecialDamageFlags.StunOnTrample) + { + StunSelf(parent); + } + } + } + } + + private void SimulateCollisionWithNearbyFoes(ServerCharacter parent) + { + // We don't get OnCollisionEnter() calls for things that are already collided with us! + // So when we start charging across the screen, we check to see what's already touching us + // (or close enough) and treat that like a collision. + RaycastHit[] results; + int numResults = ActionUtils.DetectNearbyEntities(true, true, parent.physicsWrapper.DamageCollider, k_PhysicalTouchDistance, out results); + for (int i = 0; i < numResults; i++) + { + Collide(parent, results[i].collider); + } + } + + private void StunSelf(ServerCharacter parent) + { + if (!m_WasStunned) + { + parent.Movement.CancelMove(); + parent.clientCharacter.ClientCancelAllActionsRpc(); + } + m_WasStunned = true; + } + + public override bool ChainIntoNewAction(ref ActionRequestData newAction) + { + if (m_WasStunned) + { + newAction = ActionRequestData.Create(StunnedActionPrototype); + newAction.ShouldQueue = false; + return true; + } + return false; + } + + public override void Cancel(ServerCharacter serverCharacter) + { + if (!string.IsNullOrEmpty(Config.Anim2)) + { + serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.cs.meta b/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.cs.meta new file mode 100644 index 0000000..7c2dc03 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/ConcreteActions/TrampleAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 58e8a6ffaeaf15945b66f091d0f3e00b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/Input.meta b/Assets/Scripts/Gameplay/Action/Input.meta new file mode 100644 index 0000000..307c034 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0ac6a32f137e4f16ae32cc859d10eb7a +timeCreated: 1658754028 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/Input/ActionLogic.cs b/Assets/Scripts/Gameplay/Action/Input/ActionLogic.cs new file mode 100644 index 0000000..deeaed6 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input/ActionLogic.cs @@ -0,0 +1,29 @@ +using System; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// List of all Types of Actions. There is a many-to-one mapping of Actions to ActionLogics. + /// + public enum ActionLogic + { + Melee, + RangedTargeted, + Chase, + Revive, + LaunchProjectile, + Emote, + RangedFXTargeted, + AoE, + Trample, + ChargedShield, + Stunned, + Target, + ChargedLaunchProjectile, + StealthMode, + DashAttack, + ImpToss, + PickUp, + Drop + } +} diff --git a/Assets/Scripts/Gameplay/Action/Input/ActionLogic.cs.meta b/Assets/Scripts/Gameplay/Action/Input/ActionLogic.cs.meta new file mode 100644 index 0000000..3ae924d --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input/ActionLogic.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e1e4cf3ec1a34ee9afc21f01786484ad +timeCreated: 1659982302 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Action/Input/ActionRequestData.cs b/Assets/Scripts/Gameplay/Action/Input/ActionRequestData.cs new file mode 100644 index 0000000..7aa8f69 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input/ActionRequestData.cs @@ -0,0 +1,115 @@ +using System; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// Comprehensive class that contains information needed to play back any action on the server. This is what gets sent client->server when + /// the Action gets played, and also what gets sent server->client to broadcast the action event. Note that the OUTCOMES of the action effect + /// don't ride along with this object when it is broadcast to clients; that information is sync'd separately, usually by NetworkVariables. + /// + public struct ActionRequestData : INetworkSerializable + { + public ActionID ActionID; //index of the action in the list of all actions in the game - a way to recover the reference to the instance at runtime + public Vector3 Position; //center position of skill, e.g. "ground zero" of a fireball skill. + public Vector3 Direction; //direction of skill, if not inferrable from the character's current facing. + public ulong[] TargetIds; //NetworkObjectIds of targets, or null if untargeted. + public float Amount; //can mean different things depending on the Action. For a ChaseAction, it will be target range the ChaseAction is trying to achieve. + public bool ShouldQueue; //if true, this action should queue. If false, it should clear all current actions and play immediately. + public bool ShouldClose; //if true, the server should synthesize a ChaseAction to close to within range of the target before playing the Action. Ignored for untargeted actions. + public bool CancelMovement; // if true, movement is cancelled before playing this action + + //O__O Hey, are you adding something? Be sure to update ActionLogicInfo, as well as the methods below. + + [Flags] + private enum PackFlags + { + None = 0, + HasPosition = 1, + HasDirection = 1 << 1, + HasTargetIds = 1 << 2, + HasAmount = 1 << 3, + ShouldQueue = 1 << 4, + ShouldClose = 1 << 5, + CancelMovement = 1 << 6, + //currently serialized with a byte. Change Read/Write if you add more than 8 fields. + } + + public static ActionRequestData Create(Action action) => + new() + { + ActionID = action.ActionID + }; + + /// + /// Returns true if the ActionRequestDatas are "functionally equivalent" (not including their Queueing or Closing properties). + /// + public bool Compare(ref ActionRequestData rhs) + { + bool scalarParamsEqual = (ActionID, Position, Direction, Amount) == (rhs.ActionID, rhs.Position, rhs.Direction, rhs.Amount); + if (!scalarParamsEqual) { return false; } + + if (TargetIds == rhs.TargetIds) { return true; } //covers case of both being null. + if (TargetIds == null || rhs.TargetIds == null || TargetIds.Length != rhs.TargetIds.Length) { return false; } + for (int i = 0; i < TargetIds.Length; i++) + { + if (TargetIds[i] != rhs.TargetIds[i]) { return false; } + } + + return true; + } + + + private PackFlags GetPackFlags() + { + PackFlags flags = PackFlags.None; + if (Position != Vector3.zero) { flags |= PackFlags.HasPosition; } + if (Direction != Vector3.zero) { flags |= PackFlags.HasDirection; } + if (TargetIds != null) { flags |= PackFlags.HasTargetIds; } + if (Amount != 0) { flags |= PackFlags.HasAmount; } + if (ShouldQueue) { flags |= PackFlags.ShouldQueue; } + if (ShouldClose) { flags |= PackFlags.ShouldClose; } + if (CancelMovement) { flags |= PackFlags.CancelMovement; } + + + return flags; + } + + public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter + { + PackFlags flags = PackFlags.None; + if (!serializer.IsReader) + { + flags = GetPackFlags(); + } + + serializer.SerializeValue(ref ActionID); + serializer.SerializeValue(ref flags); + + if (serializer.IsReader) + { + ShouldQueue = (flags & PackFlags.ShouldQueue) != 0; + CancelMovement = (flags & PackFlags.CancelMovement) != 0; + ShouldClose = (flags & PackFlags.ShouldClose) != 0; + } + + if ((flags & PackFlags.HasPosition) != 0) + { + serializer.SerializeValue(ref Position); + } + if ((flags & PackFlags.HasDirection) != 0) + { + serializer.SerializeValue(ref Direction); + } + if ((flags & PackFlags.HasTargetIds) != 0) + { + serializer.SerializeValue(ref TargetIds); + } + if ((flags & PackFlags.HasAmount) != 0) + { + serializer.SerializeValue(ref Amount); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/Input/ActionRequestData.cs.meta b/Assets/Scripts/Gameplay/Action/Input/ActionRequestData.cs.meta new file mode 100644 index 0000000..9f62b0d --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input/ActionRequestData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fa0d0ef458748aa49a30b1900b4a995e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/Input/AoeActionInput.cs b/Assets/Scripts/Gameplay/Action/Input/AoeActionInput.cs new file mode 100644 index 0000000..68a6ee1 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input/AoeActionInput.cs @@ -0,0 +1,107 @@ +using Unity.BossRoom.Gameplay.GameplayObjects; +using UnityEngine; +using UnityEngine.AI; + +namespace Unity.BossRoom.Gameplay.Actions +{ + /// + /// This class is the first step in AoE ability. It will update the initial input visuals' position and will be in charge + /// of tracking the user inputs. Once the ability + /// is confirmed and the mouse is clicked, it'll send the appropriate RPC to the server, triggering the AoE serer side gameplay logic. + /// The server side gameplay action will then trigger the client side resulting FX. + /// This action's flow is this: (Client) AoEActionInput --> (Server) AoEAction --> (Client) AoEActionFX + /// + public class AoeActionInput : BaseActionInput + { + [SerializeField] + GameObject m_InRangeVisualization; + + [SerializeField] + GameObject m_OutOfRangeVisualization; + + Camera m_Camera; + + //The general action system works on MouseDown events (to support Charged Actions), but that means that if we only wait for + //a mouse up event internally, we will fire as part of the same UI click that started the action input (meaning the user would + //have to drag her mouse from the button to the firing location). Tracking a mouse-down mouse-up cycle means that a user can + //click on the NavMesh separately from the mouse-click that engaged the action (which also makes the UI flow equivalent to the + //flow from hitting a number key). + bool m_ReceivedMouseDownEvent; + + NavMeshHit m_NavMeshHit; + + // plane that has normal pointing up on y, that is 0 distance units displaced from origin + // this is also the same height as the NavMesh baked in-game + static readonly Plane k_Plane = new Plane(Vector3.up, 0f); + + void Start() + { + var radius = GameDataSource.Instance.GetActionPrototypeByID(m_ActionPrototypeID).Config.Radius; + + transform.localScale = new Vector3(radius * 2, radius * 2, radius * 2); + m_Camera = Camera.main; + } + + void Update() + { + if (PlaneRaycast(k_Plane, m_Camera.ScreenPointToRay(Input.mousePosition), out Vector3 pointOnPlane) && + NavMesh.SamplePosition(pointOnPlane, out m_NavMeshHit, 2f, NavMesh.AllAreas)) + { + transform.position = m_NavMeshHit.position; + } + + float range = GameDataSource.Instance.GetActionPrototypeByID(m_ActionPrototypeID).Config.Range; + bool isInRange = (m_Origin - transform.position).sqrMagnitude <= range * range; + m_InRangeVisualization.SetActive(isInRange); + m_OutOfRangeVisualization.SetActive(!isInRange); + + // wait for the player to click down and then release the mouse button before actually taking the input + if (Input.GetMouseButtonDown(0)) + { + m_ReceivedMouseDownEvent = true; + } + + if (Input.GetMouseButtonUp(0) && m_ReceivedMouseDownEvent) + { + if (isInRange) + { + var data = new ActionRequestData + { + Position = transform.position, + ActionID = m_ActionPrototypeID, + ShouldQueue = false, + TargetIds = null + }; + m_SendInput(data); + } + Destroy(gameObject); + return; + } + } + + /// + /// Utility method to simulate a raycast to a given plane. Does not involve a Physics-based raycast. + /// + /// Based on documented example here: https://docs.unity3d.com/ScriptReference/Plane.Raycast.html + /// + /// + /// + /// + /// true if intersection point lies inside NavMesh; false otherwise + static bool PlaneRaycast(Plane plane, Ray ray, out Vector3 pointOnPlane) + { + // validate that this ray intersects plane + if (plane.Raycast(ray, out var enter)) + { + // get the point of intersection + pointOnPlane = ray.GetPoint(enter); + return true; + } + else + { + pointOnPlane = Vector3.zero; + return false; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/Action/Input/AoeActionInput.cs.meta b/Assets/Scripts/Gameplay/Action/Input/AoeActionInput.cs.meta new file mode 100644 index 0000000..523a0c9 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input/AoeActionInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac4ff8d8a5ac140ebb52e6a89c92cc27 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/Input/BaseActionInput.cs b/Assets/Scripts/Gameplay/Action/Input/BaseActionInput.cs new file mode 100644 index 0000000..ee8706c --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input/BaseActionInput.cs @@ -0,0 +1,31 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + public abstract class BaseActionInput : MonoBehaviour + { + protected ServerCharacter m_PlayerOwner; + protected Vector3 m_Origin; + protected ActionID m_ActionPrototypeID; + protected Action m_SendInput; + System.Action m_OnFinished; + + public void Initiate(ServerCharacter playerOwner, Vector3 origin, ActionID actionPrototypeID, Action onSendInput, System.Action onFinished) + { + m_PlayerOwner = playerOwner; + m_Origin = origin; + m_ActionPrototypeID = actionPrototypeID; + m_SendInput = onSendInput; + m_OnFinished = onFinished; + } + + public void OnDestroy() + { + m_OnFinished(); + } + + public virtual void OnReleaseKey() { } + } +} diff --git a/Assets/Scripts/Gameplay/Action/Input/BaseActionInput.cs.meta b/Assets/Scripts/Gameplay/Action/Input/BaseActionInput.cs.meta new file mode 100644 index 0000000..adf0869 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input/BaseActionInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b2018275b60d746a198fdb59b19ebc11 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Action/Input/ChargedActionInput.cs b/Assets/Scripts/Gameplay/Action/Input/ChargedActionInput.cs new file mode 100644 index 0000000..ff267f3 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input/ChargedActionInput.cs @@ -0,0 +1,34 @@ +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Actions +{ + public class ChargedActionInput : BaseActionInput + { + protected float m_StartTime; + + private void Start() + { + // get our particle near the right spot! + transform.position = m_Origin; + + m_StartTime = Time.time; + // right now we only support "untargeted" charged attacks. + // Will need more input (e.g. click position) for fancier types of charged attacks! + var data = new ActionRequestData + { + Position = transform.position, + ActionID = m_ActionPrototypeID, + ShouldQueue = false, + TargetIds = null + }; + m_SendInput(data); + } + + public override void OnReleaseKey() + { + m_PlayerOwner.ServerStopChargingUpRpc(); + Destroy(gameObject); + } + + } +} diff --git a/Assets/Scripts/Gameplay/Action/Input/ChargedActionInput.cs.meta b/Assets/Scripts/Gameplay/Action/Input/ChargedActionInput.cs.meta new file mode 100644 index 0000000..424e840 --- /dev/null +++ b/Assets/Scripts/Gameplay/Action/Input/ChargedActionInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b9c55a75e4e6bee4db1a4785ed20858b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Configuration.meta b/Assets/Scripts/Gameplay/Configuration.meta new file mode 100644 index 0000000..eb2814b --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3f31ad19d25bf8948a7618baf4640439 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Configuration/Avatar.cs b/Assets/Scripts/Gameplay/Configuration/Avatar.cs new file mode 100644 index 0000000..db9447b --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration/Avatar.cs @@ -0,0 +1,23 @@ +using System; +using Unity.BossRoom.Infrastructure; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Configuration +{ + /// + /// This ScriptableObject defines a Player Character for BossRoom. It defines its CharacterClass field for + /// associated game-specific properties, as well as its graphics representation. + /// + [CreateAssetMenu] + [Serializable] + public sealed class Avatar : GuidScriptableObject + { + public CharacterClass CharacterClass; + + public GameObject Graphics; + + public GameObject GraphicsCharacterSelect; + + public Sprite Portrait; + } +} diff --git a/Assets/Scripts/Gameplay/Configuration/Avatar.cs.meta b/Assets/Scripts/Gameplay/Configuration/Avatar.cs.meta new file mode 100644 index 0000000..ea8dc69 --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration/Avatar.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 162eca1d3dfdadb479b2885672fd797a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Configuration/AvatarRegistry.cs b/Assets/Scripts/Gameplay/Configuration/AvatarRegistry.cs new file mode 100644 index 0000000..1089dfa --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration/AvatarRegistry.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Configuration +{ + /// + /// This ScriptableObject will be the container for all possible Avatars inside BossRoom. + /// + /// + [CreateAssetMenu] + public sealed class AvatarRegistry : ScriptableObject + { + [SerializeField] + Avatar[] m_Avatars; + + public bool TryGetAvatar(Guid guid, out Avatar avatarValue) + { + avatarValue = Array.Find(m_Avatars, avatar => avatar.Guid == guid); + + return avatarValue != null; + } + + public Avatar GetRandomAvatar() + { + if (m_Avatars == null || m_Avatars.Length == 0) + { + return null; + } + + return m_Avatars[UnityEngine.Random.Range(0, m_Avatars.Length)]; + } + } +} diff --git a/Assets/Scripts/Gameplay/Configuration/AvatarRegistry.cs.meta b/Assets/Scripts/Gameplay/Configuration/AvatarRegistry.cs.meta new file mode 100644 index 0000000..16a313e --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration/AvatarRegistry.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 875a0f7e493a0304293fc1b9fa75934c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Configuration/CharacterClass.cs b/Assets/Scripts/Gameplay/Configuration/CharacterClass.cs new file mode 100644 index 0000000..ea0e15d --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration/CharacterClass.cs @@ -0,0 +1,51 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Infrastructure; +using UnityEngine; +using Action = Unity.BossRoom.Gameplay.Actions.Action; + +namespace Unity.BossRoom.Gameplay.Configuration +{ + /// + /// Data representation of a Character, containing such things as its starting HP and Mana, and what attacks it can do. + /// + [CreateAssetMenu(menuName = "GameData/CharacterClass", order = 1)] + public class CharacterClass : ScriptableObject + { + [Tooltip("which character this data represents")] + public CharacterTypeEnum CharacterType; + + [Tooltip("skill1 is usually the character's default attack")] + public Action Skill1; + + [Tooltip("skill2 is usually the character's secondary attack")] + public Action Skill2; + + [Tooltip("skill3 is usually the character's unique or special attack")] + public Action Skill3; + + [Tooltip("Starting HP of this character class")] + public IntVariable BaseHP; + + [Tooltip("Starting Mana of this character class")] + public int BaseMana; + + [Tooltip("Base movement speed of this character class (in meters/sec)")] + public float Speed; + + [Tooltip("Set to true if this represents an NPC, as opposed to a player.")] + public bool IsNpc; + + [Tooltip("For NPCs, this will be used as the aggro radius at which enemies wake up and attack the player")] + public float DetectRange; + + [Tooltip("For players, this is the displayed \"class name\". (Not used for monsters)")] + public string DisplayedName; + + [Tooltip("For players, this is the class banner (when active). (Not used for monsters)")] + public Sprite ClassBannerLit; + + [Tooltip("For players, this is the class banner (when inactive). (Not used for monsters)")] + public Sprite ClassBannerUnlit; + } +} diff --git a/Assets/Scripts/Gameplay/Configuration/CharacterClass.cs.meta b/Assets/Scripts/Gameplay/Configuration/CharacterClass.cs.meta new file mode 100644 index 0000000..e313479 --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration/CharacterClass.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1383fc6b0805339469d44c02534fbb30 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Configuration/NameGenerationData.cs b/Assets/Scripts/Gameplay/Configuration/NameGenerationData.cs new file mode 100644 index 0000000..3486b6a --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration/NameGenerationData.cs @@ -0,0 +1,28 @@ +using System; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace Unity.BossRoom.Gameplay.Configuration +{ + /// + /// Data storage of all the valid strings used to create a player's name. + /// Currently names are a two word combination in Adjective-Noun Combo (e.g. Happy Apple) + /// + [CreateAssetMenu(menuName = "GameData/NameGeneration", order = 2)] + public class NameGenerationData : ScriptableObject + { + [Tooltip("The list of all possible strings the game can use as the first word of a player name")] + public string[] FirstWordList; + + [Tooltip("The list of all possible strings the game can use as the second word in a player name")] + public string[] SecondWordList; + + public string GenerateName() + { + var firstWord = FirstWordList[Random.Range(0, FirstWordList.Length - 1)]; + var secondWord = SecondWordList[Random.Range(0, SecondWordList.Length - 1)]; + + return firstWord + " " + secondWord; + } + } +} diff --git a/Assets/Scripts/Gameplay/Configuration/NameGenerationData.cs.meta b/Assets/Scripts/Gameplay/Configuration/NameGenerationData.cs.meta new file mode 100644 index 0000000..22a9fa6 --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration/NameGenerationData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: adc1d441e87d6094e9588011563ada95 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Configuration/VisualizationConfiguration.cs b/Assets/Scripts/Gameplay/Configuration/VisualizationConfiguration.cs new file mode 100644 index 0000000..26b20bd --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration/VisualizationConfiguration.cs @@ -0,0 +1,82 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.Configuration +{ + /// + /// Describes how a specific character visualization should be animated. + /// + [CreateAssetMenu] + public class VisualizationConfiguration : ScriptableObject + { + [Header("Animation Triggers")] + [Tooltip("Trigger for when a player character is resurrected")] + [SerializeField] string m_AliveStateTrigger = "StandUp"; + [Tooltip("Trigger for when a player-character using this visualization becomes incapacitated")] + [SerializeField] string m_FaintedStateTrigger = "FallDown"; + [Tooltip("Trigger for when a monster using this visualization becomes dead")] + [SerializeField] string m_DeadStateTrigger = "Dead"; + [Tooltip("Trigger for when we expect to start moving very soon (to play a short animation in anticipation of moving soon)")] + [SerializeField] string m_AnticipateMoveTrigger = "AnticipateMove"; + [Tooltip("Trigger for when a new character joins the game and we are already a dead monster")] + [SerializeField] string m_EntryDeathTrigger = "EntryDeath"; + [Tooltip("Trigger for when a new character joins the game and we are already an incapacitated player")] + [SerializeField] string m_EntryFaintedTrigger = "EntryFainted"; + + [Header("Other Animation Variables")] + [Tooltip("Variable that drives the character's movement animations")] + [SerializeField] string m_SpeedVariable = "Speed"; + [Tooltip("Tag that should be on the \"do nothing\" default nodes of each animator layer")] + [SerializeField] string m_BaseNodeTag = "BaseNode"; + + [Header("Animation Speeds")] + [Tooltip("The animator Speed value when character is dead")] + public float SpeedDead = 0; + [Tooltip("The animator Speed value when character is standing idle")] + public float SpeedIdle = 0; + [Tooltip("The animator Speed value when character is moving normally")] + public float SpeedNormal = 1; + [Tooltip("The animator Speed value when character is being pushed or knocked back")] + public float SpeedUncontrolled = 0; // no leg movement; character appears to be sliding helplessly + [Tooltip("The animator Speed value when character is magically slowed")] + public float SpeedSlowed = 2; // hyper leg movement (character appears to be working very hard to move very little) + [Tooltip("The animator Speed value when character is magically hasted")] + public float SpeedHasted = 1.5f; + [Tooltip("The animator Speed value when character is moving at a slower walking pace")] + public float SpeedWalking = 0.5f; + + [Header("Associated Resources")] + [Tooltip("Prefab for the Target Reticule used by this Character")] + public GameObject TargetReticule; + + [Tooltip("Material to use when displaying a friendly target reticule (e.g. green color)")] + public Material ReticuleFriendlyMat; + + [Tooltip("Material to use when displaying a hostile target reticule (e.g. red color)")] + public Material ReticuleHostileMat; + + + // These are maintained by our OnValidate(). Code refers to these hashed values, not the string versions! + [SerializeField] [HideInInspector] public int AliveStateTriggerID; + [SerializeField] [HideInInspector] public int FaintedStateTriggerID; + [SerializeField] [HideInInspector] public int DeadStateTriggerID; + [SerializeField] [HideInInspector] public int AnticipateMoveTriggerID; + [SerializeField] [HideInInspector] public int EntryDeathTriggerID; + [SerializeField] [HideInInspector] public int EntryFaintedTriggerID; + [SerializeField] [HideInInspector] public int SpeedVariableID; + [SerializeField] [HideInInspector] public int BaseNodeTagID; + + void OnValidate() + { + AliveStateTriggerID = Animator.StringToHash(m_AliveStateTrigger); + FaintedStateTriggerID = Animator.StringToHash(m_FaintedStateTrigger); + DeadStateTriggerID = Animator.StringToHash(m_DeadStateTrigger); + AnticipateMoveTriggerID = Animator.StringToHash(m_AnticipateMoveTrigger); + EntryDeathTriggerID = Animator.StringToHash(m_EntryDeathTrigger); + EntryFaintedTriggerID = Animator.StringToHash(m_EntryFaintedTrigger); + + SpeedVariableID = Animator.StringToHash(m_SpeedVariable); + BaseNodeTagID = Animator.StringToHash(m_BaseNodeTag); + } + } +} diff --git a/Assets/Scripts/Gameplay/Configuration/VisualizationConfiguration.cs.meta b/Assets/Scripts/Gameplay/Configuration/VisualizationConfiguration.cs.meta new file mode 100644 index 0000000..7bbac08 --- /dev/null +++ b/Assets/Scripts/Gameplay/Configuration/VisualizationConfiguration.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 47d9899c7898a3b48a011f9f8c2a123e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/DebugCheats.meta b/Assets/Scripts/Gameplay/DebugCheats.meta new file mode 100644 index 0000000..e62b2cc --- /dev/null +++ b/Assets/Scripts/Gameplay/DebugCheats.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d64a9dcb580f72c4c8663e65e24e828d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/DebugCheats/DebugCheatsManager.cs b/Assets/Scripts/Gameplay/DebugCheats/DebugCheatsManager.cs new file mode 100644 index 0000000..2c170dd --- /dev/null +++ b/Assets/Scripts/Gameplay/DebugCheats/DebugCheatsManager.cs @@ -0,0 +1,318 @@ +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Gameplay.Messages; +using Unity.BossRoom.Infrastructure; +using Unity.Multiplayer.Samples.BossRoom; +using Unity.Multiplayer.Samples.Utilities; +using Unity.Netcode; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.DebugCheats +{ + /// + /// Handles debug cheat events, applies them on the server and logs them on all clients. This class is only + /// available in the editor or for development builds + /// + public class DebugCheatsManager : NetworkBehaviour + { + [SerializeField] + GameObject m_DebugCheatsPanel; + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + [SerializeField] + [Tooltip("Enemy to spawn. Make sure this is included in the NetworkManager's list of prefabs!")] + NetworkObject m_EnemyPrefab; + + [SerializeField] + [Tooltip("Boss to spawn. Make sure this is included in the NetworkManager's list of prefabs!")] + NetworkObject m_BossPrefab; + + [SerializeField] + KeyCode m_OpenWindowKeyCode = KeyCode.Slash; + + SwitchedDoor m_SwitchedDoor; + + SwitchedDoor SwitchedDoor + { + get + { + if (m_SwitchedDoor == null) + { + m_SwitchedDoor = FindObjectOfType(); + } + return m_SwitchedDoor; + } + } + + const int k_NbTouchesToOpenWindow = 4; + + bool m_DestroyPortalsOnNextToggle = true; + + [Inject] + IPublisher m_CheatUsedMessagePublisher; + + void Update() + { + if (Input.touchCount == k_NbTouchesToOpenWindow && AnyTouchDown() || + m_OpenWindowKeyCode != KeyCode.None && Input.GetKeyDown(m_OpenWindowKeyCode)) + { + m_DebugCheatsPanel.SetActive(!m_DebugCheatsPanel.activeSelf); + } + } + + static bool AnyTouchDown() + { + foreach (var touch in Input.touches) + { + if (touch.phase == TouchPhase.Began) + { + return true; + } + } + return false; + } + + public void SpawnEnemy() + { + ServerSpawnEnemyRpc(); + } + + public void SpawnBoss() + { + ServerSpawnBossRpc(); + } + + public void KillTarget() + { + ServerKillTargetRpc(); + } + + public void KillAllEnemies() + { + ServerKillAllEnemiesRpc(); + } + + public void ToggleGodMode() + { + ServerToggleGodModeRpc(); + } + + public void HealPlayer() + { + ServerHealPlayerRpc(); + } + + public void ToggleSuperSpeed() + { + ServerToggleSuperSpeedRpc(); + } + + public void ToggleTeleportMode() + { + ServerToggleTeleportModeRpc(); + } + + public void ToggleDoor() + { + ServerToggleDoorRpc(); + } + + public void TogglePortals() + { + ServerTogglePortalsRpc(); + } + + public void GoToPostGame() + { + GoToPostGameServerRpc(); + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void ServerSpawnEnemyRpc(RpcParams serverRpcParams = default) + { + var newEnemy = Instantiate(m_EnemyPrefab); + newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId, true); + PublishCheatUsedMessage(serverRpcParams.Receive.SenderClientId, "SpawnEnemy"); + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void ServerSpawnBossRpc(RpcParams serverRpcParams = default) + { + var newEnemy = Instantiate(m_BossPrefab); + newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId, true); + PublishCheatUsedMessage(serverRpcParams.Receive.SenderClientId, "SpawnBoss"); + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void ServerKillTargetRpc(RpcParams serverRpcParams = default) + { + ulong clientId = serverRpcParams.Receive.SenderClientId; + var playerServerCharacter = PlayerServerCharacter.GetPlayerServerCharacter(clientId); + if (playerServerCharacter != null) + { + var targetId = playerServerCharacter.TargetId.Value; + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(targetId, out NetworkObject obj)) + { + var damageable = obj.GetComponent(); + if (damageable != null && damageable.IsDamageable()) + { + damageable.ReceiveHP(playerServerCharacter, int.MinValue); + PublishCheatUsedMessage(serverRpcParams.Receive.SenderClientId, "KillTarget"); + } + else + { + UnityEngine.Debug.Log($"Target {targetId} has no IDamageable component or cannot be damaged."); + } + } + + } + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void ServerKillAllEnemiesRpc(RpcParams serverRpcParams = default) + { + foreach (var serverCharacter in FindObjectsOfType()) + { + if (serverCharacter.IsNpc && serverCharacter.LifeState == LifeState.Alive) + { + if (serverCharacter.gameObject.TryGetComponent(out IDamageable damageable)) + { + damageable.ReceiveHP(null, -serverCharacter.HitPoints); + } + } + } + PublishCheatUsedMessage(serverRpcParams.Receive.SenderClientId, "KillAllEnemies"); + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void ServerToggleGodModeRpc(RpcParams serverRpcParams = default) + { + var clientId = serverRpcParams.Receive.SenderClientId; + var playerServerCharacter = PlayerServerCharacter.GetPlayerServerCharacter(clientId); + if (playerServerCharacter != null) + { + playerServerCharacter.NetLifeState.IsGodMode.Value = !playerServerCharacter.NetLifeState.IsGodMode.Value; + PublishCheatUsedMessage(clientId, "ToggleGodMode"); + } + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void ServerHealPlayerRpc(RpcParams serverRpcParams = default) + { + var clientId = serverRpcParams.Receive.SenderClientId; + var playerServerCharacter = PlayerServerCharacter.GetPlayerServerCharacter(clientId); + if (playerServerCharacter != null) + { + var baseHp = playerServerCharacter.CharacterClass.BaseHP.Value; + if (playerServerCharacter.LifeState == LifeState.Fainted) + { + playerServerCharacter.Revive(null, baseHp); + } + else + { + if (playerServerCharacter.gameObject.TryGetComponent(out IDamageable damageable)) + { + damageable.ReceiveHP(null, baseHp); + } + } + PublishCheatUsedMessage(serverRpcParams.Receive.SenderClientId, "HealPlayer"); + } + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void ServerToggleSuperSpeedRpc(RpcParams serverRpcParams = default) + { + var clientId = serverRpcParams.Receive.SenderClientId; + foreach (var playerServerCharacter in PlayerServerCharacter.GetPlayerServerCharacters()) + { + if (playerServerCharacter.OwnerClientId == clientId) + { + playerServerCharacter.Movement.SpeedCheatActivated = !playerServerCharacter.Movement.SpeedCheatActivated; + break; + } + } + PublishCheatUsedMessage(clientId, "ToggleSuperSpeed"); + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void ServerToggleTeleportModeRpc(RpcParams serverRpcParams = default) + { + var clientId = serverRpcParams.Receive.SenderClientId; + foreach (var playerServerCharacter in PlayerServerCharacter.GetPlayerServerCharacters()) + { + if (playerServerCharacter.OwnerClientId == clientId) + { + playerServerCharacter.Movement.TeleportModeActivated = !playerServerCharacter.Movement.TeleportModeActivated; + break; + } + } + PublishCheatUsedMessage(serverRpcParams.Receive.SenderClientId, "ToggleTeleportMode"); + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void ServerToggleDoorRpc(RpcParams serverRpcParams = default) + { + if (SwitchedDoor != null) + { + SwitchedDoor.ForceOpen = !SwitchedDoor.ForceOpen; + PublishCheatUsedMessage(serverRpcParams.Receive.SenderClientId, "ToggleDoor"); + } + else + { + UnityEngine.Debug.Log("Could not activate ToggleDoor cheat. Door not found."); + } + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void ServerTogglePortalsRpc(RpcParams serverRpcParams = default) + { + foreach (var portal in FindObjectsOfType()) + { + if (m_DestroyPortalsOnNextToggle) + { + // This will only affect portals that are currently active in a scene and are currently loaded. + // Portals that are already destroyed will not be affected by this, and won't have their cooldown + // reinitialized. + portal.ForceDestroy(); + } + else + { + portal.ForceRestart(); + } + } + + m_DestroyPortalsOnNextToggle = !m_DestroyPortalsOnNextToggle; + PublishCheatUsedMessage(serverRpcParams.Receive.SenderClientId, "TogglePortals"); + } + + [Rpc(SendTo.Server, RequireOwnership = false)] + void GoToPostGameServerRpc(RpcParams serverRpcParams = default) + { + SceneLoaderWrapper.Instance.LoadScene("PostGame", useNetworkSceneManager: true); + PublishCheatUsedMessage(serverRpcParams.Receive.SenderClientId, "GoToPostGame"); + } + + void PublishCheatUsedMessage(ulong clientId, string cheatUsed) + { + var playerData = SessionManager.Instance.GetPlayerData(clientId); + if (playerData.HasValue) + { + m_CheatUsedMessagePublisher.Publish(new CheatUsedMessage(cheatUsed, playerData.Value.PlayerName)); + } + } + + static void LogCheatNotImplemented(string cheat) + { + UnityEngine.Debug.Log($"Cheat {cheat} not implemented"); + } + +#else + void Awake() + { + m_DebugCheatsPanel.SetActive(false); + } +#endif + } +} diff --git a/Assets/Scripts/Gameplay/DebugCheats/DebugCheatsManager.cs.meta b/Assets/Scripts/Gameplay/DebugCheats/DebugCheatsManager.cs.meta new file mode 100644 index 0000000..b265dd7 --- /dev/null +++ b/Assets/Scripts/Gameplay/DebugCheats/DebugCheatsManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ab1e76745edfc434ab8154ad27efc5fd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/DebugCheats/Unity.BossRoom.DebugCheats.asmdef b/Assets/Scripts/Gameplay/DebugCheats/Unity.BossRoom.DebugCheats.asmdef new file mode 100644 index 0000000..18af0fb --- /dev/null +++ b/Assets/Scripts/Gameplay/DebugCheats/Unity.BossRoom.DebugCheats.asmdef @@ -0,0 +1,22 @@ +{ + "name": "Unity.BossRoom.DebugCheats", + "rootNamespace": "", + "references": [ + "Unity.Netcode.Runtime", + "Unity.BossRoom.Infrastructure", + "Unity.BossRoom.Gameplay", + "Unity.BossRoom.ConnectionManagement", + "Unity.Multiplayer.Samples.Utilities", + "VContainer", + "VContainer.EnableCodeGen" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/DebugCheats/Unity.BossRoom.DebugCheats.asmdef.meta b/Assets/Scripts/Gameplay/DebugCheats/Unity.BossRoom.DebugCheats.asmdef.meta new file mode 100644 index 0000000..5062b8d --- /dev/null +++ b/Assets/Scripts/Gameplay/DebugCheats/Unity.BossRoom.DebugCheats.asmdef.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 31ebb0bd857e48f0a6c88e9d7daa8d17 +timeCreated: 1652926301 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/GameState.meta b/Assets/Scripts/Gameplay/GameState.meta new file mode 100644 index 0000000..e5166a3 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c0297332f43e287449e9ecbad6c2345c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs b/Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs new file mode 100644 index 0000000..199517d --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs @@ -0,0 +1,447 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.UI; +using TMPro; +using Unity.BossRoom.ConnectionManagement; +using Unity.Multiplayer.Samples.Utilities; +using Unity.Netcode; +using UnityEngine; +using VContainer; +using Avatar = Unity.BossRoom.Gameplay.Configuration.Avatar; + +namespace Unity.BossRoom.Gameplay.GameState +{ + /// + /// Client specialization of the Character Select game state. Mainly controls the UI during character-select. + /// + [RequireComponent(typeof(NetcodeHooks))] + public class ClientCharSelectState : GameStateBehaviour + { + /// + /// Reference to the scene's state object so that UI can access state + /// + public static ClientCharSelectState Instance { get; private set; } + + [SerializeField] + NetcodeHooks m_NetcodeHooks; + + public override GameState ActiveState { get { return GameState.CharSelect; } } + + [SerializeField] + NetworkCharSelection m_NetworkCharSelection; + + [SerializeField] + [Tooltip("This is triggered when the player chooses a character")] + string m_AnimationTriggerOnCharSelect = "BeginRevive"; + + [SerializeField] + [Tooltip("This is triggered when the player presses the \"Ready\" button")] + string m_AnimationTriggerOnCharChosen = "BeginRevive"; + + [Header("Lobby Seats")] + [SerializeField] + [Tooltip("Collection of 8 portrait-boxes, one for each potential lobby member")] + List m_PlayerSeats; + + [System.Serializable] + public class ColorAndIndicator + { + public Sprite Indicator; + public Color Color; + } + [Tooltip("Representational information for each player")] + public ColorAndIndicator[] m_IdentifiersForEachPlayerNumber; + + [SerializeField] + [Tooltip("Text element containing player count which updates as players connect")] + TextMeshProUGUI m_NumPlayersText; + + [SerializeField] + [Tooltip("Text element for the Ready button")] + TextMeshProUGUI m_ReadyButtonText; + + [Header("UI Elements for different lobby modes")] + [SerializeField] + [Tooltip("UI elements to turn on when the player hasn't chosen their seat yet. Turned off otherwise!")] + List m_UIElementsForNoSeatChosen; + + [SerializeField] + [Tooltip("UI elements to turn on when the player has locked in their seat choice (and is now waiting for other players to do the same). Turned off otherwise!")] + List m_UIElementsForSeatChosen; + + [SerializeField] + [Tooltip("UI elements to turn on when the lobby is closed (and game is about to start). Turned off otherwise!")] + List m_UIElementsForLobbyEnding; + + [SerializeField] + [Tooltip("UI elements to turn on when there's been a fatal error (and the client cannot proceed). Turned off otherwise!")] + List m_UIElementsForFatalError; + + [Header("Misc")] + [SerializeField] + [Tooltip("The controller for the class-info box")] + UICharSelectClassInfoBox m_ClassInfoBox; + + [SerializeField] + Transform m_CharacterGraphicsParent; + + int m_LastSeatSelected = -1; + bool m_HasLocalPlayerLockedIn = false; + + GameObject m_CurrentCharacterGraphics; + + Animator m_CurrentCharacterGraphicsAnimator; + + Dictionary m_SpawnedCharacterGraphics = new Dictionary(); + + /// + /// Conceptual modes or stages that the lobby can be in. We don't actually + /// bother to keep track of what LobbyMode we're in at any given time; it's just + /// an abstraction that makes it easier to configure which UI elements should + /// be enabled/disabled in each stage of the lobby. + /// + enum LobbyMode + { + ChooseSeat, // "Choose your seat!" stage + SeatChosen, // "Waiting for other players!" stage + LobbyEnding, // "Get ready! Game is starting!" stage + FatalError, // "Fatal Error" stage + } + + Dictionary> m_LobbyUIElementsByMode; + + [Inject] + ConnectionManager m_ConnectionManager; + + protected override void Awake() + { + base.Awake(); + Instance = this; + + m_NetcodeHooks.OnNetworkSpawnHook += OnNetworkSpawn; + m_NetcodeHooks.OnNetworkDespawnHook += OnNetworkDespawn; + + m_LobbyUIElementsByMode = new Dictionary>() + { + { LobbyMode.ChooseSeat, m_UIElementsForNoSeatChosen }, + { LobbyMode.SeatChosen, m_UIElementsForSeatChosen }, + { LobbyMode.LobbyEnding, m_UIElementsForLobbyEnding }, + { LobbyMode.FatalError, m_UIElementsForFatalError }, + }; + } + + protected override void OnDestroy() + { + if (Instance == this) + { + Instance = null; + } + + base.OnDestroy(); + } + + protected override void Start() + { + base.Start(); + for (int i = 0; i < m_PlayerSeats.Count; ++i) + { + m_PlayerSeats[i].Initialize(i); + } + + ConfigureUIForLobbyMode(LobbyMode.ChooseSeat); + UpdateCharacterSelection(NetworkCharSelection.SeatState.Inactive); + } + + void OnNetworkDespawn() + { + if (m_NetworkCharSelection) + { + m_NetworkCharSelection.IsLobbyClosed.OnValueChanged -= OnLobbyClosedChanged; + m_NetworkCharSelection.LobbyPlayers.OnListChanged -= OnLobbyPlayerStateChanged; + } + } + + void OnNetworkSpawn() + { + if (!NetworkManager.Singleton.IsClient) + { + enabled = false; + } + else + { + m_NetworkCharSelection.IsLobbyClosed.OnValueChanged += OnLobbyClosedChanged; + m_NetworkCharSelection.LobbyPlayers.OnListChanged += OnLobbyPlayerStateChanged; + } + } + + /// + /// Called when our PlayerNumber (e.g. P1, P2, etc.) has been assigned by the server + /// + /// + void OnAssignedPlayerNumber(int playerNum) + { + m_ClassInfoBox.OnSetPlayerNumber(playerNum); + } + + void UpdatePlayerCount() + { + int count = m_NetworkCharSelection.LobbyPlayers.Count; + var pstr = (count > 1) ? "players" : "player"; + m_NumPlayersText.text = "" + count + " " + pstr + " connected"; + } + + /// + /// Called by the server when any of the seats in the lobby have changed. (Including ours!) + /// + void OnLobbyPlayerStateChanged(NetworkListEvent changeEvent) + { + UpdateSeats(); + UpdatePlayerCount(); + + // now let's find our local player in the list and update the character/info box appropriately + int localPlayerIdx = -1; + for (int i = 0; i < m_NetworkCharSelection.LobbyPlayers.Count; ++i) + { + if (m_NetworkCharSelection.LobbyPlayers[i].ClientId == NetworkManager.Singleton.LocalClientId) + { + localPlayerIdx = i; + break; + } + } + + if (localPlayerIdx == -1) + { + // we aren't currently participating in the lobby! + // this can happen for various reasons, such as the lobby being full and us not getting a seat. + UpdateCharacterSelection(NetworkCharSelection.SeatState.Inactive); + } + else if (m_NetworkCharSelection.LobbyPlayers[localPlayerIdx].SeatState == NetworkCharSelection.SeatState.Inactive) + { + // we haven't chosen a seat yet (or were kicked out of our seat by someone else) + UpdateCharacterSelection(NetworkCharSelection.SeatState.Inactive); + // make sure our player num is properly set in Lobby UI + OnAssignedPlayerNumber(m_NetworkCharSelection.LobbyPlayers[localPlayerIdx].PlayerNumber); + } + else + { + // we have a seat! Note that if our seat is LockedIn, this function will also switch the lobby mode + UpdateCharacterSelection(m_NetworkCharSelection.LobbyPlayers[localPlayerIdx].SeatState, m_NetworkCharSelection.LobbyPlayers[localPlayerIdx].SeatIdx); + } + } + + /// + /// Internal utility that sets the character-graphics and class-info box based on + /// our chosen seat. It also triggers a LobbyMode change when it notices that our seat-state + /// is LockedIn. + /// + /// Our current seat state + /// Which seat we're sitting in, or -1 if SeatState is Inactive + void UpdateCharacterSelection(NetworkCharSelection.SeatState state, int seatIdx = -1) + { + bool isNewSeat = m_LastSeatSelected != seatIdx; + + m_LastSeatSelected = seatIdx; + if (state == NetworkCharSelection.SeatState.Inactive) + { + if (m_CurrentCharacterGraphics) + { + m_CurrentCharacterGraphics.SetActive(false); + } + + m_ClassInfoBox.ConfigureForNoSelection(); + } + else + { + if (seatIdx != -1) + { + // change character preview when selecting a new seat + if (isNewSeat) + { + var selectedCharacterGraphics = GetCharacterGraphics(m_NetworkCharSelection.AvatarConfiguration[seatIdx]); + + if (m_CurrentCharacterGraphics) + { + m_CurrentCharacterGraphics.SetActive(false); + } + + selectedCharacterGraphics.SetActive(true); + m_CurrentCharacterGraphics = selectedCharacterGraphics; + m_CurrentCharacterGraphicsAnimator = m_CurrentCharacterGraphics.GetComponent(); + + m_ClassInfoBox.ConfigureForClass(m_NetworkCharSelection.AvatarConfiguration[seatIdx].CharacterClass); + } + } + if (state == NetworkCharSelection.SeatState.LockedIn && !m_HasLocalPlayerLockedIn) + { + // the local player has locked in their seat choice! Rearrange the UI appropriately + // the character should act excited + m_CurrentCharacterGraphicsAnimator.SetTrigger(m_AnimationTriggerOnCharChosen); + ConfigureUIForLobbyMode(m_NetworkCharSelection.IsLobbyClosed.Value ? LobbyMode.LobbyEnding : LobbyMode.SeatChosen); + m_HasLocalPlayerLockedIn = true; + } + else if (m_HasLocalPlayerLockedIn && state == NetworkCharSelection.SeatState.Active) + { + // reset character seats if locked in choice was unselected + if (m_HasLocalPlayerLockedIn) + { + ConfigureUIForLobbyMode(LobbyMode.ChooseSeat); + m_ClassInfoBox.SetLockedIn(false); + m_HasLocalPlayerLockedIn = false; + } + } + else if (state == NetworkCharSelection.SeatState.Active && isNewSeat) + { + m_CurrentCharacterGraphicsAnimator.SetTrigger(m_AnimationTriggerOnCharSelect); + } + } + } + + /// + /// Internal utility that sets the graphics for the eight lobby-seats (based on their current networked state) + /// + void UpdateSeats() + { + // Players can hop between seats -- and can even SHARE seats -- while they're choosing a class. + // Once they have chosen their class (by "locking in" their seat), other players in that seat are kicked out. + // But until a seat is locked in, we need to display each seat as being used by the latest player to choose it. + // So we go through all players and figure out who should visually be shown as sitting in that seat. + NetworkCharSelection.LobbyPlayerState[] curSeats = new NetworkCharSelection.LobbyPlayerState[m_PlayerSeats.Count]; + foreach (NetworkCharSelection.LobbyPlayerState playerState in m_NetworkCharSelection.LobbyPlayers) + { + if (playerState.SeatIdx == -1 || playerState.SeatState == NetworkCharSelection.SeatState.Inactive) + continue; // this player isn't seated at all! + if (curSeats[playerState.SeatIdx].SeatState == NetworkCharSelection.SeatState.Inactive + || (curSeats[playerState.SeatIdx].SeatState == NetworkCharSelection.SeatState.Active && curSeats[playerState.SeatIdx].LastChangeTime < playerState.LastChangeTime)) + { + // this is the best candidate to be displayed in this seat (so far) + curSeats[playerState.SeatIdx] = playerState; + } + } + + // now actually update the seats in the UI + for (int i = 0; i < m_PlayerSeats.Count; ++i) + { + m_PlayerSeats[i].SetState(curSeats[i].SeatState, curSeats[i].PlayerNumber, curSeats[i].PlayerName); + } + } + + /// + /// Called by the server when the lobby closes (because all players are seated and locked in) + /// + void OnLobbyClosedChanged(bool wasLobbyClosed, bool isLobbyClosed) + { + if (isLobbyClosed) + { + ConfigureUIForLobbyMode(LobbyMode.LobbyEnding); + } + else + { + if (m_LastSeatSelected == -1) + { + ConfigureUIForLobbyMode(LobbyMode.ChooseSeat); + } + else + { + ConfigureUIForLobbyMode(LobbyMode.SeatChosen); + m_ClassInfoBox.ConfigureForClass(m_NetworkCharSelection.AvatarConfiguration[m_LastSeatSelected].CharacterClass); + } + } + } + + /// + /// Turns on the UI elements for a specified "lobby mode", and turns off UI elements for all other modes. + /// It can also disable/enable the lobby seats and the "Ready" button if they are inappropriate for the + /// given mode. + /// + void ConfigureUIForLobbyMode(LobbyMode mode) + { + // first the easy bit: turn off all the inappropriate ui elements, and turn the appropriate ones on! + foreach (var list in m_LobbyUIElementsByMode.Values) + { + foreach (var uiElement in list) + { + uiElement.SetActive(false); + } + } + + foreach (var uiElement in m_LobbyUIElementsByMode[mode]) + { + uiElement.SetActive(true); + } + + // that finishes the easy bit. Next, each lobby mode might also need to configure the lobby seats and class-info box. + bool isSeatsDisabledInThisMode = false; + switch (mode) + { + case LobbyMode.ChooseSeat: + if (m_LastSeatSelected == -1) + { + if (m_CurrentCharacterGraphics) + { + m_CurrentCharacterGraphics.gameObject.SetActive(false); + } + m_ClassInfoBox.ConfigureForNoSelection(); + } + m_ReadyButtonText.text = "READY!"; + break; + case LobbyMode.SeatChosen: + isSeatsDisabledInThisMode = true; + m_ClassInfoBox.SetLockedIn(true); + m_ReadyButtonText.text = "UNREADY"; + break; + case LobbyMode.FatalError: + isSeatsDisabledInThisMode = true; + m_ClassInfoBox.ConfigureForNoSelection(); + break; + case LobbyMode.LobbyEnding: + isSeatsDisabledInThisMode = true; + m_ClassInfoBox.ConfigureForNoSelection(); + break; + } + + // go through all our seats and enable or disable buttons + foreach (var seat in m_PlayerSeats) + { + // disable interaction if seat is already locked or all seats disabled + seat.SetDisableInteraction(seat.IsLocked() || isSeatsDisabledInThisMode); + } + + } + + /// + /// Called directly by UI elements! + /// + /// + public void OnPlayerClickedSeat(int seatIdx) + { + if (m_NetworkCharSelection.IsSpawned) + { + m_NetworkCharSelection.ServerChangeSeatRpc(NetworkManager.Singleton.LocalClientId, seatIdx, false); + } + } + + /// + /// Called directly by UI elements! + /// + public void OnPlayerClickedReady() + { + if (m_NetworkCharSelection.IsSpawned) + { + // request to lock in or unlock if already locked in + m_NetworkCharSelection.ServerChangeSeatRpc(NetworkManager.Singleton.LocalClientId, m_LastSeatSelected, !m_HasLocalPlayerLockedIn); + } + } + + GameObject GetCharacterGraphics(Avatar avatar) + { + if (!m_SpawnedCharacterGraphics.TryGetValue(avatar.Guid, out GameObject characterGraphics)) + { + characterGraphics = Instantiate(avatar.GraphicsCharacterSelect, m_CharacterGraphicsParent); + m_SpawnedCharacterGraphics.Add(avatar.Guid, characterGraphics); + } + + return characterGraphics; + } + + } +} diff --git a/Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs.meta b/Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs.meta new file mode 100644 index 0000000..660b738 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/ClientCharSelectState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eca1f4b442326cc4d9be3975746b8cdb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameState/ClientMainMenuState.cs b/Assets/Scripts/Gameplay/GameState/ClientMainMenuState.cs new file mode 100644 index 0000000..53da328 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/ClientMainMenuState.cs @@ -0,0 +1,160 @@ +using System; +using Unity.BossRoom.Gameplay.Configuration; +using Unity.BossRoom.Gameplay.UI; +using Unity.BossRoom.UnityServices.Auth; +using Unity.BossRoom.UnityServices.Lobbies; +using Unity.BossRoom.Utils; +using Unity.Services.Authentication; +using Unity.Services.Core; +using UnityEngine; +using UnityEngine.UI; +using VContainer; +using VContainer.Unity; + +namespace Unity.BossRoom.Gameplay.GameState +{ + /// + /// Game Logic that runs when sitting at the MainMenu. This is likely to be "nothing", as no game has been started. But it is + /// nonetheless important to have a game state, as the GameStateBehaviour system requires that all scenes have states. + /// + /// OnNetworkSpawn() won't ever run, because there is no network connection at the main menu screen. + /// Fortunately we know you are a client, because all players are clients when sitting at the main menu screen. + /// + public class ClientMainMenuState : GameStateBehaviour + { + public override GameState ActiveState => GameState.MainMenu; + + [SerializeField] + NameGenerationData m_NameGenerationData; + [SerializeField] + LobbyUIMediator m_LobbyUIMediator; + [SerializeField] + IPUIMediator m_IPUIMediator; + [SerializeField] + Button m_LobbyButton; + [SerializeField] + GameObject m_SignInSpinner; + [SerializeField] + UIProfileSelector m_UIProfileSelector; + [SerializeField] + UITooltipDetector m_UGSSetupTooltipDetector; + + [Inject] + AuthenticationServiceFacade m_AuthServiceFacade; + [Inject] + LocalLobbyUser m_LocalUser; + [Inject] + LocalLobby m_LocalLobby; + [Inject] + ProfileManager m_ProfileManager; + + protected override void Awake() + { + base.Awake(); + + m_LobbyButton.interactable = false; + m_LobbyUIMediator.Hide(); + + if (string.IsNullOrEmpty(Application.cloudProjectId)) + { + OnSignInFailed(); + return; + } + + TrySignIn(); + } + + protected override void Configure(IContainerBuilder builder) + { + base.Configure(builder); + builder.RegisterComponent(m_NameGenerationData); + builder.RegisterComponent(m_LobbyUIMediator); + builder.RegisterComponent(m_IPUIMediator); + } + + private async void TrySignIn() + { + try + { + var unityAuthenticationInitOptions = + m_AuthServiceFacade.GenerateAuthenticationOptions(m_ProfileManager.Profile); + + await m_AuthServiceFacade.InitializeAndSignInAsync(unityAuthenticationInitOptions); + OnAuthSignIn(); + m_ProfileManager.onProfileChanged += OnProfileChanged; + } + catch (Exception) + { + OnSignInFailed(); + } + } + + private void OnAuthSignIn() + { + m_LobbyButton.interactable = true; + m_UGSSetupTooltipDetector.enabled = false; + m_SignInSpinner.SetActive(false); + + Debug.Log($"Signed in. Unity Player ID {AuthenticationService.Instance.PlayerId}"); + + m_LocalUser.ID = AuthenticationService.Instance.PlayerId; + + // The local LobbyUser object will be hooked into UI before the LocalLobby is populated during lobby join, so the LocalLobby must know about it already when that happens. + m_LocalLobby.AddUser(m_LocalUser); + } + + private void OnSignInFailed() + { + if (m_LobbyButton) + { + m_LobbyButton.interactable = false; + m_UGSSetupTooltipDetector.enabled = true; + } + + if (m_SignInSpinner) + { + m_SignInSpinner.SetActive(false); + } + } + + protected override void OnDestroy() + { + m_ProfileManager.onProfileChanged -= OnProfileChanged; + base.OnDestroy(); + } + + async void OnProfileChanged() + { + m_LobbyButton.interactable = false; + m_SignInSpinner.SetActive(true); + await m_AuthServiceFacade.SwitchProfileAndReSignInAsync(m_ProfileManager.Profile); + + m_LobbyButton.interactable = true; + m_SignInSpinner.SetActive(false); + + Debug.Log($"Signed in. Unity Player ID {AuthenticationService.Instance.PlayerId}"); + + // Updating LocalUser and LocalLobby + m_LocalLobby.RemoveUser(m_LocalUser); + m_LocalUser.ID = AuthenticationService.Instance.PlayerId; + m_LocalLobby.AddUser(m_LocalUser); + } + + public void OnStartClicked() + { + m_LobbyUIMediator.ToggleJoinLobbyUI(); + m_LobbyUIMediator.Show(); + } + + public void OnDirectIPClicked() + { + m_LobbyUIMediator.Hide(); + m_IPUIMediator.Show(); + } + + public void OnChangeProfileClicked() + { + m_UIProfileSelector.Show(); + } + } +} diff --git a/Assets/Scripts/Gameplay/GameState/ClientMainMenuState.cs.meta b/Assets/Scripts/Gameplay/GameState/ClientMainMenuState.cs.meta new file mode 100644 index 0000000..c80f15d --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/ClientMainMenuState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ab10fd7c6aa7d36438f5ac1c0ebfadbb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameState/GameStateBehaviour.cs b/Assets/Scripts/Gameplay/GameState/GameStateBehaviour.cs new file mode 100644 index 0000000..c371fbe --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/GameStateBehaviour.cs @@ -0,0 +1,109 @@ +using System; +using UnityEngine; +using VContainer.Unity; + +namespace Unity.BossRoom.Gameplay.GameState +{ + public enum GameState + { + MainMenu, + CharSelect, + BossRoom, + PostGame + } + + /// + /// A special component that represents a discrete game state and its dependencies. The special feature it offers is + /// that it provides some guarantees that only one such GameState will be running at a time. + /// + /// + /// Q: what is the relationship between a GameState and a Scene? + /// A: There is a 1-to-many relationship between states and scenes. That is, every scene corresponds to exactly one state, + /// but a single state can exist in multiple scenes. + /// Q: How do state transitions happen? + /// A: They are driven implicitly by calling NetworkManager.SceneManager.LoadScene in server code. This is + /// important, because if state transitions were driven separately from scene transitions, then states that cared what + /// scene they ran in would need to carefully synchronize their logic to scene loads. + /// Q: How many GameStateBehaviours are there? + /// A: Exactly one on the server and one on the client (on the host a server and client GameStateBehaviour will run concurrently, as + /// with other networked prefabs). + /// Q: If these are MonoBehaviours, how do you have a single state that persists across multiple scenes? + /// A: Set your Persists property to true. If you transition to another scene that has the same gamestate, the + /// current GameState object will live on, and the version in the new scene will auto-destruct to make room for it. + /// + /// Important Note: We assume that every Scene has a GameState object. If not, then it's possible that a Persisting game state + /// will outlast its lifetime (as there is no successor state to clean it up). + /// + public abstract class GameStateBehaviour : LifetimeScope + { + /// + /// Does this GameState persist across multiple scenes? + /// + public virtual bool Persists + { + get { return false; } + } + + /// + /// What GameState this represents. Server and client specializations of a state should always return the same enum. + /// + public abstract GameState ActiveState { get; } + + /// + /// This is the single active GameState object. There can be only one. + /// + private static GameObject s_ActiveStateGO; + + protected override void Awake() + { + base.Awake(); + + if (Parent != null) + { + Parent.Container.Inject(this); + } + } + + // Start is called before the first frame update + protected virtual void Start() + { + if (s_ActiveStateGO != null) + { + if (s_ActiveStateGO == gameObject) + { + //nothing to do here, if we're already the active state object. + return; + } + + //on the host, this might return either the client or server version, but it doesn't matter which; + //we are only curious about its type, and its persist state. + var previousState = s_ActiveStateGO.GetComponent(); + + if (previousState.Persists && previousState.ActiveState == ActiveState) + { + //we need to make way for the DontDestroyOnLoad state that already exists. + Destroy(gameObject); + return; + } + + //otherwise, the old state is going away. Either it wasn't a Persisting state, or it was, + //but we're a different kind of state. In either case, we're going to be replacing it. + Destroy(s_ActiveStateGO); + } + + s_ActiveStateGO = gameObject; + if (Persists) + { + DontDestroyOnLoad(gameObject); + } + } + + protected override void OnDestroy() + { + if (!Persists) + { + s_ActiveStateGO = null; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameState/GameStateBehaviour.cs.meta b/Assets/Scripts/Gameplay/GameState/GameStateBehaviour.cs.meta new file mode 100644 index 0000000..ee02580 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/GameStateBehaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 38f98770f9b44994caafd506520f0bdd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameState/NetworkCharSelection.cs b/Assets/Scripts/Gameplay/GameState/NetworkCharSelection.cs new file mode 100644 index 0000000..ddc3990 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/NetworkCharSelection.cs @@ -0,0 +1,114 @@ +using System; +using Unity.BossRoom.Gameplay.Configuration; +using Unity.BossRoom.Utils; +using Unity.Netcode; + +namespace Unity.BossRoom.Gameplay.GameState +{ + /// + /// Common data and RPCs for the CharSelect stage. + /// + public class NetworkCharSelection : NetworkBehaviour + { + public enum SeatState : byte + { + Inactive, + Active, + LockedIn, + } + + /// + /// Describes one of the players in the lobby, and their current character-select status. + /// + /// + /// Putting FixedString inside an INetworkSerializeByMemcpy struct is not recommended because it will lose the + /// bandwidth optimization provided by INetworkSerializable -- an empty FixedString128Bytes serialized normally + /// or through INetworkSerializable will use 4 bytes of bandwidth, but inside an INetworkSerializeByMemcpy, that + /// same empty value would consume 132 bytes of bandwidth. + /// + public struct LobbyPlayerState : INetworkSerializable, IEquatable + { + public ulong ClientId; + + private FixedPlayerName m_PlayerName; // I'm sad there's no 256Bytes fixed list :( + + public int PlayerNumber; // this player's assigned "P#". (0=P1, 1=P2, etc.) + public int SeatIdx; // the latest seat they were in. -1 means none + public float LastChangeTime; + + public SeatState SeatState; + + + public LobbyPlayerState(ulong clientId, string name, int playerNumber, SeatState state, int seatIdx = -1, float lastChangeTime = 0) + { + ClientId = clientId; + PlayerNumber = playerNumber; + SeatState = state; + SeatIdx = seatIdx; + LastChangeTime = lastChangeTime; + m_PlayerName = new FixedPlayerName(); + + PlayerName = name; + } + + public string PlayerName + { + get => m_PlayerName; + private set => m_PlayerName = value; + } + + public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter + { + serializer.SerializeValue(ref ClientId); + serializer.SerializeValue(ref m_PlayerName); + serializer.SerializeValue(ref PlayerNumber); + serializer.SerializeValue(ref SeatState); + serializer.SerializeValue(ref SeatIdx); + serializer.SerializeValue(ref LastChangeTime); + } + + public bool Equals(LobbyPlayerState other) + { + return ClientId == other.ClientId && + m_PlayerName.Equals(other.m_PlayerName) && + PlayerNumber == other.PlayerNumber && + SeatIdx == other.SeatIdx && + LastChangeTime.Equals(other.LastChangeTime) && + SeatState == other.SeatState; + } + } + + private NetworkList m_LobbyPlayers; + + public Avatar[] AvatarConfiguration; + + private void Awake() + { + m_LobbyPlayers = new NetworkList(); + } + + /// + /// Current state of all players in the lobby. + /// + public NetworkList LobbyPlayers => m_LobbyPlayers; + + /// + /// When this becomes true, the lobby is closed and in process of terminating (switching to gameplay). + /// + public NetworkVariable IsLobbyClosed { get; } = new NetworkVariable(false); + + /// + /// Server notification when a client requests a different lobby-seat, or locks in their seat choice + /// + public event Action OnClientChangedSeat; + + /// + /// RPC to notify the server that a client has chosen a seat. + /// + [Rpc(SendTo.Server, RequireOwnership = false)] + public void ServerChangeSeatRpc(ulong clientId, int seatIdx, bool lockedIn) + { + OnClientChangedSeat?.Invoke(clientId, seatIdx, lockedIn); + } + } +} diff --git a/Assets/Scripts/Gameplay/GameState/NetworkCharSelection.cs.meta b/Assets/Scripts/Gameplay/GameState/NetworkCharSelection.cs.meta new file mode 100644 index 0000000..a44ef0e --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/NetworkCharSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b117c7cd3ae70e458a5b755a4096609 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameState/NetworkPostGame.cs b/Assets/Scripts/Gameplay/GameState/NetworkPostGame.cs new file mode 100644 index 0000000..6438084 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/NetworkPostGame.cs @@ -0,0 +1,20 @@ +using System; +using Unity.Netcode; +using VContainer; + +namespace Unity.BossRoom.Gameplay.GameState +{ + public class NetworkPostGame : NetworkBehaviour + { + public NetworkVariable WinState = new NetworkVariable(); + + [Inject] + public void Construct(PersistentGameState persistentGameState) + { + if (NetworkManager.Singleton.IsServer) + { + WinState.Value = persistentGameState.WinState; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameState/NetworkPostGame.cs.meta b/Assets/Scripts/Gameplay/GameState/NetworkPostGame.cs.meta new file mode 100644 index 0000000..0dfabbb --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/NetworkPostGame.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d063751a18954cf1a9b98fc7a437b48d +timeCreated: 1661883717 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/GameState/PersistentGameState.cs b/Assets/Scripts/Gameplay/GameState/PersistentGameState.cs new file mode 100644 index 0000000..0f48b78 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/PersistentGameState.cs @@ -0,0 +1,30 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameState +{ + public enum WinState + { + Invalid, + Win, + Loss + } + + /// + /// Class containing some data that needs to be passed between ServerBossRoomState and PostGameState to represent the game session's win state. + /// + public class PersistentGameState + { + public WinState WinState { get; private set; } + + public void SetWinState(WinState winState) + { + WinState = winState; + } + + public void Reset() + { + WinState = WinState.Invalid; + } + } +} diff --git a/Assets/Scripts/Gameplay/GameState/PersistentGameState.cs.meta b/Assets/Scripts/Gameplay/GameState/PersistentGameState.cs.meta new file mode 100644 index 0000000..c9f671b --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/PersistentGameState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1f06e621988d141beb852ef1afdd5458 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs b/Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs new file mode 100644 index 0000000..3eb16ad --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs @@ -0,0 +1,278 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Gameplay.Messages; +using Unity.BossRoom.Infrastructure; +using Unity.BossRoom.Utils; +using Unity.Multiplayer.Samples.BossRoom; +using Unity.Multiplayer.Samples.Utilities; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Assertions; +using UnityEngine.SceneManagement; +using UnityEngine.Serialization; +using VContainer; +using Random = UnityEngine.Random; + +namespace Unity.BossRoom.Gameplay.GameState +{ + /// + /// Server specialization of core BossRoom game logic. + /// + [RequireComponent(typeof(NetcodeHooks))] + public class ServerBossRoomState : GameStateBehaviour + { + [FormerlySerializedAs("m_NetworkWinState")] + [SerializeField] + PersistentGameState persistentGameState; + + [SerializeField] + NetcodeHooks m_NetcodeHooks; + + [SerializeField] + [Tooltip("Make sure this is included in the NetworkManager's list of prefabs!")] + private NetworkObject m_PlayerPrefab; + + [SerializeField] + [Tooltip("A collection of locations for spawning players")] + private Transform[] m_PlayerSpawnPoints; + + private List m_PlayerSpawnPointsList = null; + + public override GameState ActiveState { get { return GameState.BossRoom; } } + + // Wait time constants for switching to post game after the game is won or lost + private const float k_WinDelay = 7.0f; + private const float k_LoseDelay = 2.5f; + + /// + /// Has the ServerBossRoomState already hit its initial spawn? (i.e. spawned players following load from character select). + /// + public bool InitialSpawnDone { get; private set; } + + /// + /// Keeping the subscriber during this GameState's lifetime to allow disposing of subscription and re-subscribing + /// when despawning and spawning again. + /// + [Inject] ISubscriber m_LifeStateChangedEventMessageSubscriber; + + [Inject] ConnectionManager m_ConnectionManager; + [Inject] PersistentGameState m_PersistentGameState; + + protected override void Awake() + { + base.Awake(); + m_NetcodeHooks.OnNetworkSpawnHook += OnNetworkSpawn; + m_NetcodeHooks.OnNetworkDespawnHook += OnNetworkDespawn; + } + + void OnNetworkSpawn() + { + if (!NetworkManager.Singleton.IsServer) + { + enabled = false; + return; + } + m_PersistentGameState.Reset(); + m_LifeStateChangedEventMessageSubscriber.Subscribe(OnLifeStateChangedEventMessage); + + NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnect; + NetworkManager.Singleton.SceneManager.OnLoadEventCompleted += OnLoadEventCompleted; + NetworkManager.Singleton.SceneManager.OnSynchronizeComplete += OnSynchronizeComplete; + + SessionManager.Instance.OnSessionStarted(); + } + + void OnNetworkDespawn() + { + if (m_LifeStateChangedEventMessageSubscriber != null) + { + m_LifeStateChangedEventMessageSubscriber.Unsubscribe(OnLifeStateChangedEventMessage); + } + + NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnect; + NetworkManager.Singleton.SceneManager.OnLoadEventCompleted -= OnLoadEventCompleted; + NetworkManager.Singleton.SceneManager.OnSynchronizeComplete -= OnSynchronizeComplete; + } + + protected override void OnDestroy() + { + if (m_LifeStateChangedEventMessageSubscriber != null) + { + m_LifeStateChangedEventMessageSubscriber.Unsubscribe(OnLifeStateChangedEventMessage); + } + + if (m_NetcodeHooks) + { + m_NetcodeHooks.OnNetworkSpawnHook -= OnNetworkSpawn; + m_NetcodeHooks.OnNetworkDespawnHook -= OnNetworkDespawn; + } + + base.OnDestroy(); + } + + void OnSynchronizeComplete(ulong clientId) + { + if (InitialSpawnDone && !PlayerServerCharacter.GetPlayerServerCharacter(clientId)) + { + //somebody joined after the initial spawn. This is a Late Join scenario. This player may have issues + //(either because multiple people are late-joining at once, or because some dynamic entities are + //getting spawned while joining. But that's not something we can fully address by changes in + //ServerBossRoomState. + SpawnPlayer(clientId, true); + } + } + + void OnLoadEventCompleted(string sceneName, LoadSceneMode loadSceneMode, List clientsCompleted, List clientsTimedOut) + { + if (!InitialSpawnDone && loadSceneMode == LoadSceneMode.Single) + { + InitialSpawnDone = true; + foreach (var kvp in NetworkManager.Singleton.ConnectedClients) + { + SpawnPlayer(kvp.Key, false); + } + } + } + + void OnClientDisconnect(ulong clientId) + { + if (clientId != NetworkManager.Singleton.LocalClientId) + { + // If a client disconnects, check for game over in case all other players are already down + StartCoroutine(WaitToCheckForGameOver()); + } + } + + IEnumerator WaitToCheckForGameOver() + { + // Wait until next frame so that the client's player character has despawned + yield return null; + CheckForGameOver(); + } + + void SpawnPlayer(ulong clientId, bool lateJoin) + { + Transform spawnPoint = null; + + if (m_PlayerSpawnPointsList == null || m_PlayerSpawnPointsList.Count == 0) + { + m_PlayerSpawnPointsList = new List(m_PlayerSpawnPoints); + } + + Debug.Assert(m_PlayerSpawnPointsList.Count > 0, + $"PlayerSpawnPoints array should have at least 1 spawn points."); + + int index = Random.Range(0, m_PlayerSpawnPointsList.Count); + spawnPoint = m_PlayerSpawnPointsList[index]; + m_PlayerSpawnPointsList.RemoveAt(index); + + var playerNetworkObject = NetworkManager.Singleton.SpawnManager.GetPlayerNetworkObject(clientId); + + var newPlayer = Instantiate(m_PlayerPrefab, Vector3.zero, Quaternion.identity); + + var newPlayerCharacter = newPlayer.GetComponent(); + + var physicsTransform = newPlayerCharacter.physicsWrapper.Transform; + + if (spawnPoint != null) + { + physicsTransform.SetPositionAndRotation(spawnPoint.position, spawnPoint.rotation); + } + + var persistentPlayerExists = playerNetworkObject.TryGetComponent(out PersistentPlayer persistentPlayer); + Assert.IsTrue(persistentPlayerExists, + $"Matching persistent PersistentPlayer for client {clientId} not found!"); + + // pass character type from persistent player to avatar + var networkAvatarGuidStateExists = + newPlayer.TryGetComponent(out NetworkAvatarGuidState networkAvatarGuidState); + + Assert.IsTrue(networkAvatarGuidStateExists, + $"NetworkCharacterGuidState not found on player avatar!"); + + // if reconnecting, set the player's position and rotation to its previous state + if (lateJoin) + { + SessionPlayerData? sessionPlayerData = SessionManager.Instance.GetPlayerData(clientId); + if (sessionPlayerData is { HasCharacterSpawned: true }) + { + physicsTransform.SetPositionAndRotation(sessionPlayerData.Value.PlayerPosition, sessionPlayerData.Value.PlayerRotation); + } + } + + // instantiate new NetworkVariables with a default value to ensure they're ready for use on OnNetworkSpawn + networkAvatarGuidState.AvatarGuid = new NetworkVariable(persistentPlayer.NetworkAvatarGuidState.AvatarGuid.Value); + + // pass name from persistent player to avatar + if (newPlayer.TryGetComponent(out NetworkNameState networkNameState)) + { + networkNameState.Name = new NetworkVariable(persistentPlayer.NetworkNameState.Name.Value); + } + + // spawn players characters with destroyWithScene = true + newPlayer.SpawnWithOwnership(clientId, true); + } + + void OnLifeStateChangedEventMessage(LifeStateChangedEventMessage message) + { + switch (message.CharacterType) + { + case CharacterTypeEnum.Tank: + case CharacterTypeEnum.Archer: + case CharacterTypeEnum.Mage: + case CharacterTypeEnum.Rogue: + // Every time a player's life state changes to fainted we check to see if game is over + if (message.NewLifeState == LifeState.Fainted) + { + CheckForGameOver(); + } + + break; + case CharacterTypeEnum.ImpBoss: + if (message.NewLifeState == LifeState.Dead) + { + BossDefeated(); + } + break; + default: + throw new ArgumentOutOfRangeException(); + } + } + + void CheckForGameOver() + { + // Check the life state of all players in the scene + foreach (var serverCharacter in PlayerServerCharacter.GetPlayerServerCharacters()) + { + // if any player is alive just return + if (serverCharacter && serverCharacter.LifeState == LifeState.Alive) + { + return; + } + } + + // If we made it this far, all players are down! switch to post game + StartCoroutine(CoroGameOver(k_LoseDelay, false)); + } + + void BossDefeated() + { + // Boss is dead - set game won to true + StartCoroutine(CoroGameOver(k_WinDelay, true)); + } + + IEnumerator CoroGameOver(float wait, bool gameWon) + { + m_PersistentGameState.SetWinState(gameWon ? WinState.Win : WinState.Loss); + + // wait 5 seconds for game animations to finish + yield return new WaitForSeconds(wait); + + SceneLoaderWrapper.Instance.LoadScene("PostGame", useNetworkSceneManager: true); + } + } +} diff --git a/Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs.meta b/Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs.meta new file mode 100644 index 0000000..4799e51 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 927521835ae055247b17e4abe805b4ab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameState/ServerCharSelectState.cs b/Assets/Scripts/Gameplay/GameState/ServerCharSelectState.cs new file mode 100644 index 0000000..3d78471 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/ServerCharSelectState.cs @@ -0,0 +1,298 @@ +using System; +using System.Collections; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Infrastructure; +using Unity.Multiplayer.Samples.BossRoom; +using Unity.Multiplayer.Samples.Utilities; +using Unity.Netcode; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.GameState +{ + /// + /// Server specialization of Character Select game state. + /// + [RequireComponent(typeof(NetcodeHooks), typeof(NetworkCharSelection))] + public class ServerCharSelectState : GameStateBehaviour + { + [SerializeField] + NetcodeHooks m_NetcodeHooks; + + public override GameState ActiveState => GameState.CharSelect; + public NetworkCharSelection networkCharSelection { get; private set; } + + Coroutine m_WaitToEndLobbyCoroutine; + + [Inject] + ConnectionManager m_ConnectionManager; + + protected override void Awake() + { + base.Awake(); + networkCharSelection = GetComponent(); + + m_NetcodeHooks.OnNetworkSpawnHook += OnNetworkSpawn; + m_NetcodeHooks.OnNetworkDespawnHook += OnNetworkDespawn; + } + + protected override void OnDestroy() + { + base.OnDestroy(); + + if (m_NetcodeHooks) + { + m_NetcodeHooks.OnNetworkSpawnHook -= OnNetworkSpawn; + m_NetcodeHooks.OnNetworkDespawnHook -= OnNetworkDespawn; + } + } + + void OnClientChangedSeat(ulong clientId, int newSeatIdx, bool lockedIn) + { + int idx = FindLobbyPlayerIdx(clientId); + if (idx == -1) + { + throw new Exception($"OnClientChangedSeat: client ID {clientId} is not a lobby player and cannot change seats! Shouldn't be here!"); + } + + if (networkCharSelection.IsLobbyClosed.Value) + { + // The user tried to change their class after everything was locked in... too late! Discard this choice + return; + } + + if (newSeatIdx == -1) + { + // we can't lock in with no seat + lockedIn = false; + } + else + { + // see if someone has already locked-in that seat! If so, too late... discard this choice + foreach (NetworkCharSelection.LobbyPlayerState playerInfo in networkCharSelection.LobbyPlayers) + { + if (playerInfo.ClientId != clientId && playerInfo.SeatIdx == newSeatIdx && playerInfo.SeatState == NetworkCharSelection.SeatState.LockedIn) + { + // somebody already locked this choice in. Stop! + // Instead of granting lock request, change this player to Inactive state. + networkCharSelection.LobbyPlayers[idx] = new NetworkCharSelection.LobbyPlayerState(clientId, + networkCharSelection.LobbyPlayers[idx].PlayerName, + networkCharSelection.LobbyPlayers[idx].PlayerNumber, + NetworkCharSelection.SeatState.Inactive); + + // then early out + return; + } + } + } + + networkCharSelection.LobbyPlayers[idx] = new NetworkCharSelection.LobbyPlayerState(clientId, + networkCharSelection.LobbyPlayers[idx].PlayerName, + networkCharSelection.LobbyPlayers[idx].PlayerNumber, + lockedIn ? NetworkCharSelection.SeatState.LockedIn : NetworkCharSelection.SeatState.Active, + newSeatIdx, + Time.time); + + if (lockedIn) + { + // to help the clients visually keep track of who's in what seat, we'll "kick out" any other players + // who were also in that seat. (Those players didn't click "Ready!" fast enough, somebody else took their seat!) + for (int i = 0; i < networkCharSelection.LobbyPlayers.Count; ++i) + { + if (networkCharSelection.LobbyPlayers[i].SeatIdx == newSeatIdx && i != idx) + { + // change this player to Inactive state. + networkCharSelection.LobbyPlayers[i] = new NetworkCharSelection.LobbyPlayerState( + networkCharSelection.LobbyPlayers[i].ClientId, + networkCharSelection.LobbyPlayers[i].PlayerName, + networkCharSelection.LobbyPlayers[i].PlayerNumber, + NetworkCharSelection.SeatState.Inactive); + } + } + } + + CloseLobbyIfReady(); + } + + /// + /// Returns the index of a client in the master LobbyPlayer list, or -1 if not found + /// + int FindLobbyPlayerIdx(ulong clientId) + { + for (int i = 0; i < networkCharSelection.LobbyPlayers.Count; ++i) + { + if (networkCharSelection.LobbyPlayers[i].ClientId == clientId) + return i; + } + return -1; + } + + /// + /// Looks through all our connections and sees if everyone has locked in their choice; + /// if so, we lock in the whole lobby, save state, and begin the transition to gameplay + /// + void CloseLobbyIfReady() + { + foreach (NetworkCharSelection.LobbyPlayerState playerInfo in networkCharSelection.LobbyPlayers) + { + if (playerInfo.SeatState != NetworkCharSelection.SeatState.LockedIn) + return; // nope, at least one player isn't locked in yet! + } + + // everybody's ready at the same time! Lock it down! + networkCharSelection.IsLobbyClosed.Value = true; + + // remember our choices so the next scene can use the info + SaveLobbyResults(); + + // Delay a few seconds to give the UI time to react, then switch scenes + m_WaitToEndLobbyCoroutine = StartCoroutine(WaitToEndLobby()); + } + + /// + /// Cancels the process of closing the lobby, so that if a new player joins, they are able to chose a character. + /// + void CancelCloseLobby() + { + if (m_WaitToEndLobbyCoroutine != null) + { + StopCoroutine(m_WaitToEndLobbyCoroutine); + } + networkCharSelection.IsLobbyClosed.Value = false; + } + + void SaveLobbyResults() + { + foreach (NetworkCharSelection.LobbyPlayerState playerInfo in networkCharSelection.LobbyPlayers) + { + var playerNetworkObject = NetworkManager.Singleton.SpawnManager.GetPlayerNetworkObject(playerInfo.ClientId); + + if (playerNetworkObject && playerNetworkObject.TryGetComponent(out PersistentPlayer persistentPlayer)) + { + // pass avatar GUID to PersistentPlayer + // it'd be great to simplify this with something like a NetworkScriptableObjects :( + persistentPlayer.NetworkAvatarGuidState.AvatarGuid.Value = + networkCharSelection.AvatarConfiguration[playerInfo.SeatIdx].Guid.ToNetworkGuid(); + } + } + } + + IEnumerator WaitToEndLobby() + { + yield return new WaitForSeconds(3); + SceneLoaderWrapper.Instance.LoadScene("BossRoom", useNetworkSceneManager: true); + } + + public void OnNetworkDespawn() + { + if (NetworkManager.Singleton) + { + NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnectCallback; + NetworkManager.Singleton.SceneManager.OnSceneEvent -= OnSceneEvent; + } + if (networkCharSelection) + { + networkCharSelection.OnClientChangedSeat -= OnClientChangedSeat; + } + } + + public void OnNetworkSpawn() + { + if (!NetworkManager.Singleton.IsServer) + { + enabled = false; + } + else + { + NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnectCallback; + networkCharSelection.OnClientChangedSeat += OnClientChangedSeat; + + NetworkManager.Singleton.SceneManager.OnSceneEvent += OnSceneEvent; + } + } + + void OnSceneEvent(SceneEvent sceneEvent) + { + // We need to filter out the event that are not a client has finished loading the scene + if (sceneEvent.SceneEventType != SceneEventType.LoadComplete) return; + // When the client finishes loading the Lobby Map, we will need to Seat it + SeatNewPlayer(sceneEvent.ClientId); + } + + int GetAvailablePlayerNumber() + { + for (int possiblePlayerNumber = 0; possiblePlayerNumber < m_ConnectionManager.MaxConnectedPlayers; ++possiblePlayerNumber) + { + if (IsPlayerNumberAvailable(possiblePlayerNumber)) + { + return possiblePlayerNumber; + } + } + // we couldn't get a Player# for this person... which means the lobby is full! + return -1; + } + + bool IsPlayerNumberAvailable(int playerNumber) + { + bool found = false; + foreach (NetworkCharSelection.LobbyPlayerState playerState in networkCharSelection.LobbyPlayers) + { + if (playerState.PlayerNumber == playerNumber) + { + found = true; + break; + } + } + + return !found; + } + + void SeatNewPlayer(ulong clientId) + { + // If lobby is closing and waiting to start the game, cancel to allow that new player to select a character + if (networkCharSelection.IsLobbyClosed.Value) + { + CancelCloseLobby(); + } + + SessionPlayerData? sessionPlayerData = SessionManager.Instance.GetPlayerData(clientId); + if (sessionPlayerData.HasValue) + { + var playerData = sessionPlayerData.Value; + if (playerData.PlayerNumber == -1 || !IsPlayerNumberAvailable(playerData.PlayerNumber)) + { + // If no player num already assigned or if player num is no longer available, get an available one. + playerData.PlayerNumber = GetAvailablePlayerNumber(); + } + if (playerData.PlayerNumber == -1) + { + // Sanity check. We ran out of seats... there was no room! + throw new Exception($"we shouldn't be here, connection approval should have refused this connection already for client ID {clientId} and player num {playerData.PlayerNumber}"); + } + + networkCharSelection.LobbyPlayers.Add(new NetworkCharSelection.LobbyPlayerState(clientId, playerData.PlayerName, playerData.PlayerNumber, NetworkCharSelection.SeatState.Inactive)); + SessionManager.Instance.SetPlayerData(clientId, playerData); + } + } + + void OnClientDisconnectCallback(ulong clientId) + { + // clear this client's PlayerNumber and any associated visuals (so other players know they're gone). + for (int i = 0; i < networkCharSelection.LobbyPlayers.Count; ++i) + { + if (networkCharSelection.LobbyPlayers[i].ClientId == clientId) + { + networkCharSelection.LobbyPlayers.RemoveAt(i); + break; + } + } + + if (!networkCharSelection.IsLobbyClosed.Value) + { + // If the lobby is not already closing, close if the remaining players are all ready + CloseLobbyIfReady(); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameState/ServerCharSelectState.cs.meta b/Assets/Scripts/Gameplay/GameState/ServerCharSelectState.cs.meta new file mode 100644 index 0000000..6b0fe36 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/ServerCharSelectState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b4ae93287066a264d92939aa957cf227 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameState/ServerPostGameState.cs b/Assets/Scripts/Gameplay/GameState/ServerPostGameState.cs new file mode 100644 index 0000000..9f2c47c --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/ServerPostGameState.cs @@ -0,0 +1,73 @@ +using System; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Gameplay.Actions; +using Unity.Multiplayer.Samples.BossRoom; +using Unity.Multiplayer.Samples.Utilities; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Serialization; +using VContainer; + +namespace Unity.BossRoom.Gameplay.GameState +{ + [RequireComponent(typeof(NetcodeHooks))] + public class ServerPostGameState : GameStateBehaviour + { + [SerializeField] + NetcodeHooks m_NetcodeHooks; + + [FormerlySerializedAs("synchronizedStateData")] + [SerializeField] + NetworkPostGame networkPostGame; + public NetworkPostGame NetworkPostGame => networkPostGame; + + public override GameState ActiveState { get { return GameState.PostGame; } } + + [Inject] + ConnectionManager m_ConnectionManager; + + [Inject] + PersistentGameState m_PersistentGameState; + + protected override void Awake() + { + base.Awake(); + + m_NetcodeHooks.OnNetworkSpawnHook += OnNetworkSpawn; + } + + void OnNetworkSpawn() + { + if (!NetworkManager.Singleton.IsServer) + { + enabled = false; + } + else + { + SessionManager.Instance.OnSessionEnded(); + networkPostGame.WinState.Value = m_PersistentGameState.WinState; + } + } + + protected override void OnDestroy() + { + //clear actions pool + ActionFactory.PurgePooledActions(); + m_PersistentGameState.Reset(); + + base.OnDestroy(); + + m_NetcodeHooks.OnNetworkSpawnHook -= OnNetworkSpawn; + } + + public void PlayAgain() + { + SceneLoaderWrapper.Instance.LoadScene("CharSelect", useNetworkSceneManager: true); + } + + public void GoToMainMenu() + { + m_ConnectionManager.RequestShutdown(); + } + } +} diff --git a/Assets/Scripts/Gameplay/GameState/ServerPostGameState.cs.meta b/Assets/Scripts/Gameplay/GameState/ServerPostGameState.cs.meta new file mode 100644 index 0000000..814b2b0 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameState/ServerPostGameState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a2a5cf2c4e970b64a9073f4f760322b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects.meta b/Assets/Scripts/Gameplay/GameplayObjects.meta new file mode 100644 index 0000000..47569e1 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a9de8c1c3ac56984fa86911a1b63f635 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks.meta b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks.meta new file mode 100644 index 0000000..7c80625 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c6262bbc69e5ecb4c87af4207b845e4d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorFootstepSounds.cs b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorFootstepSounds.cs new file mode 100644 index 0000000..73aeb19 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorFootstepSounds.cs @@ -0,0 +1,157 @@ +using System; +using UnityEngine; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.AnimationCallbacks +{ + /// + /// Plays one of a few sound effects, on a loop, based on a variable in an Animator. + /// We use this to play footstep sounds. + /// + /// + /// + /// For this project we're using a few looped footstep sounds, choosing between them + /// based on the animated speed. This method has good performance versus a more complicated + /// approach, but it does have a flaw: it becomes inaccurate when the character's speed is slowed. + /// e.g. if a slowness debuff makes you move at 75% speed, the footsteps will be slightly off because + /// we only have sound-loops for 50% and 100%. That's not a big deal in this particular game, though. + /// In the rare situations where animated speed is faster than 100% (due to speed buffs etc.), we + /// currently just don't play any footsteps at all. + /// + public class AnimatorFootstepSounds : MonoBehaviour + { + [SerializeField] + [Tooltip("The Animator we'll track")] + private Animator m_Animator; + + [SerializeField] + [Tooltip("A Float parameter on the Animator, with values between 0 (stationary) and 1 (full movement).")] + private string m_AnimatorVariable; + + [SerializeField] + [HideInInspector] // this is maintained via OnValidate() in the editor + private int m_AnimatorVariableHash; + + [SerializeField] + [Tooltip("The AudioSource we'll use for looped footstep sounds.")] + private AudioSource m_AudioSource; + + [SerializeField] + [Tooltip("Loopable audio of the character's footsteps moving at walking speed")] + private AudioClip m_WalkFootstepAudioClip; + + [SerializeField] + [Tooltip("Relative volume to play the clip at")] + private float m_WalkFootstepVolume = 1; + + [SerializeField] + [Tooltip("Loopable audio of the character's footsteps moving at running speed")] + private AudioClip m_RunFootstepAudioClip; + + [SerializeField] + [Tooltip("Relative volume to play the clip at")] + private float m_RunFootstepVolume = 1; + + [SerializeField] + [Tooltip("If the speed variable is this or below, we're moving too slowly for footsteps (no sounds played)")] + private float m_TooSlowThreshold = 0.3f; + + [SerializeField] + [Tooltip("If the speed variable is between TooSlowThreshold and this, we're walking")] + private float m_WalkSpeedThreshold = 0.6f; + + [SerializeField] + [Tooltip("If the speed variable is between WalkSpeedThreshold and this, we're running. (Higher than this means no sound)")] + private float m_RunSpeedThreshold = 1.2f; + + float m_LastSpeed; + + void Awake() + { + if (!m_Animator) + { + m_Animator = GetComponentInParent(); + } + } + + private void Update() + { + if (!m_Animator) + { + // we can't actually run since we don't have the stuff we need. So just stop updating + enabled = false; + return; + } + + var speed = m_Animator.GetFloat(m_AnimatorVariableHash); + + if (Mathf.Approximately(speed, m_LastSpeed)) + { + return; + } + + // choose which sound effect to use based on how fast we're walking + AudioClip clipToUse = null; + float volume = 0; + + if (speed <= m_TooSlowThreshold) + { + // we could have a "VERY slow walk" sound... but we don't, so just play nothing + } + else if (speed <= m_WalkSpeedThreshold) + { + clipToUse = m_WalkFootstepAudioClip; + volume = m_WalkFootstepVolume; + } + else if (speed <= m_RunSpeedThreshold) + { + clipToUse = m_RunFootstepAudioClip; + volume = m_RunFootstepVolume; + } + else + { + // we're animating the character's legs faster than either of our clips can support. + // We could play a faster clip here... but we don't have one, so just play nothing + } + + // now actually configure and play the appropriate sound + if (clipToUse == null) + { + m_AudioSource.Stop(); + m_AudioSource.clip = null; + } + else if (m_AudioSource.clip != clipToUse) + { + m_AudioSource.clip = clipToUse; + m_AudioSource.volume = volume; + m_AudioSource.loop = true; + m_AudioSource.Play(); + } + + m_LastSpeed = speed; + } + +#if UNITY_EDITOR + /// + /// Precomputes the hashed value for the animator-variable we care about. + /// (This way we don't have to call Animator.StringToHash() at runtime.) + /// Also auto-initializes variables when possible. + /// + private void OnValidate() + { + m_AnimatorVariableHash = Animator.StringToHash(m_AnimatorVariable); + Assert.IsTrue(m_AnimatorVariableHash != 0); + + if (m_AudioSource == null) + { + m_AudioSource = GetComponent(); + } + Assert.IsNotNull(m_AudioSource); + + Assert.IsNotNull(m_WalkFootstepAudioClip); + + Assert.IsNotNull(m_RunFootstepAudioClip); + } +#endif + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorFootstepSounds.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorFootstepSounds.cs.meta new file mode 100644 index 0000000..57950f3 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorFootstepSounds.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5c3f9e26dccb0cd45bc3a5d28abc3a39 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorNodeHook.cs b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorNodeHook.cs new file mode 100644 index 0000000..5f54462 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorNodeHook.cs @@ -0,0 +1,52 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.AnimationCallbacks +{ + /// + /// This is attached to each layer in the animator's state machines that needs to be able + /// to trigger special effects (particles and sound effects). When an animation node begins or ends, this little + /// script routes that info to an associated AnimatorTriggeredSpecialFX component, which is responsible for + /// playing the sounds/particles appropriate for that character. + /// + /// + /// + /// While it's possible to attach this script to individual state-machine nodes, it's more efficient to attach + /// this script to each Layer in the animator controller -- it will get called for all nodes in that layer. + /// + /// Note that we get a list of ALL the AnimatorTriggeredSpecialFX attached to the Animator's game object, and check + /// to see which one is enabled. We need this trick for our multi-character graphics prefab: it has multiple + /// AnimatorTriggeredSpecialFX for each of the different character classes, and only the relevant one will be + /// enabled at any given time. + /// + public class AnimatorNodeHook : StateMachineBehaviour + { + private AnimatorTriggeredSpecialFX[] m_CachedTriggerRefs; + + override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) + { + if (m_CachedTriggerRefs == null) + m_CachedTriggerRefs = animator.GetComponentsInChildren(); + foreach (var fxController in m_CachedTriggerRefs) + { + if (fxController && fxController.enabled) + { + fxController.OnStateEnter(animator, stateInfo, layerIndex); + } + } + } + + override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) + { + if (m_CachedTriggerRefs == null) + m_CachedTriggerRefs = animator.GetComponentsInChildren(); + foreach (var fxController in m_CachedTriggerRefs) + { + if (fxController && fxController.enabled) + { + fxController.OnStateExit(animator, stateInfo, layerIndex); + } + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorNodeHook.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorNodeHook.cs.meta new file mode 100644 index 0000000..a3b122e --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorNodeHook.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: be14b7997cce53b4db1d7534276cfbe4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorTriggeredSpecialFX.cs b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorTriggeredSpecialFX.cs new file mode 100644 index 0000000..36e64fd --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorTriggeredSpecialFX.cs @@ -0,0 +1,398 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.VisualEffects; +using UnityEngine; +using UnityEngine.Serialization; + +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.Animations; +#endif + +namespace Unity.BossRoom.Gameplay.GameplayObjects.AnimationCallbacks +{ + /// + /// Instantiates and maintains graphics prefabs and sound effects. They're triggered by entering + /// (or exiting) specific nodes in an Animator. (Each relevant Animator node must have an + /// AnimationNodeHook component attached.) + /// + public class AnimatorTriggeredSpecialFX : MonoBehaviour + { + [SerializeField] + [Tooltip("Unused by the game and provided only for internal dev comments; put whatever you want here")] + [TextArea] + private string DevNotes; // e.g. "this is for the tank class". Documentation for the artists, because all 4 class's AnimatorTriggeredSpecialFX components are on the same GameObject. Can remove later if desired + + [Serializable] + internal class AnimatorNodeEntryEvent + { + [Tooltip("The name of a node in the Animator's state machine.")] + public string m_AnimatorNodeName; + [HideInInspector] + public int m_AnimatorNodeNameHash; // this is maintained via OnValidate() in the editor + + [Header("Particle Prefab")] + [Tooltip("The prefab that should be instantiated when we enter an Animator node with this name")] + public SpecialFXGraphic m_Prefab; + [Tooltip("Wait this many seconds before instantiating the Prefab. (If we leave the animation node before this point, no FX are played.)")] + public float m_PrefabSpawnDelaySeconds; + [Tooltip("If we leave the AnimationNode, should we shutdown the fx or let it play out? 0 = never cancel. Any other time = we can cancel up until this amount of time has elapsed... after that, we just let it play out. So a really big value like 9999 effectively means 'always cancel'")] + public float m_PrefabCanBeAbortedUntilSecs; + [Tooltip("If the particle should be parented to a specific bone, link that bone here. (If null, plays at character's feet.)")] + public Transform m_PrefabParent; + [Tooltip("Prefab will be spawned with this local offset from the parent (Remember, it's a LOCAL offset, so it's affected by the parent transform's scale and rotation!)")] + public Vector3 m_PrefabParentOffset; + [Tooltip("Should we disconnect the prefab from the character? (So the prefab's transform has no parent)")] + public bool m_DeParentPrefab; + + [Header("Sound Effect")] + [Tooltip("If we want to use a sound effect that's not in the prefab, specify it here")] + public AudioClip m_SoundEffect; + [Tooltip("Time (in seconds) before we start playing this sound. If we leave the animation node before this time, no sound plays")] + public float m_SoundStartDelaySeconds; + [Tooltip("Relative volume to play at.")] + public float m_VolumeMultiplier = 1; + [Tooltip("Should we loop the sound for as long as we're in the animation node?")] + public bool m_LoopSound = false; + } + [SerializeField] + internal AnimatorNodeEntryEvent[] m_EventsOnNodeEntry; + + /// + /// These are the AudioSources we'll use to play sounds. For non-looping sounds we only need one, + /// but to play multiple looping sounds we need additional AudioSources, since each one can only + /// play one looping sound at a time. + /// (These AudioSources are typically on the same GameObject as us, but they don't have to be.) + /// + [SerializeField] + internal AudioSource[] m_AudioSources; + + /// + /// cached reference to our Animator. + /// + [SerializeField] + private Animator m_Animator; + + /// + /// contains the shortNameHash of all the active animation nodes right now + /// + private HashSet m_ActiveNodes = new HashSet(); + + [FormerlySerializedAs("m_ClientCharacterVisualization")] + [SerializeField] + ClientCharacter m_ClientCharacter; + + private void Awake() + { + Debug.Assert(m_AudioSources != null && m_AudioSources.Length > 0, "No AudioSource plugged into AnimatorTriggeredSpecialFX!", gameObject); + + if (!m_ClientCharacter) + { + m_ClientCharacter = GetComponentInParent(); + + m_Animator = m_ClientCharacter.OurAnimator; + } + } + + public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) + { + Debug.Assert(m_Animator == animator); // just a sanity check + + m_ActiveNodes.Add(stateInfo.shortNameHash); + + // figure out which of our on-node-enter events (if any) should be triggered, and trigger it + foreach (var info in m_EventsOnNodeEntry) + { + if (info.m_AnimatorNodeNameHash == stateInfo.shortNameHash) + { + if (info.m_Prefab) + { + StartCoroutine(CoroPlayStateEnterFX(info)); + } + if (info.m_SoundEffect) + { + StartCoroutine(CoroPlayStateEnterSound(info)); + } + } + } + } + + // creates and manages the graphics prefab (but not the sound effect) of an on-enter event + private IEnumerator CoroPlayStateEnterFX(AnimatorNodeEntryEvent eventInfo) + { + if (eventInfo.m_PrefabSpawnDelaySeconds > 0) + yield return new WaitForSeconds(eventInfo.m_PrefabSpawnDelaySeconds); + + if (!m_ActiveNodes.Contains(eventInfo.m_AnimatorNodeNameHash)) + yield break; + + Transform parent = eventInfo.m_PrefabParent != null ? eventInfo.m_PrefabParent : m_ClientCharacter.transform; + var instantiatedFX = Instantiate(eventInfo.m_Prefab, parent); + instantiatedFX.transform.localPosition += eventInfo.m_PrefabParentOffset; + + // should we have no parent transform at all? (Note that we're de-parenting AFTER applying + // the PrefabParent, so that PrefabParent can still be used to determine the initial position/rotation/scale.) + if (eventInfo.m_DeParentPrefab) + { + instantiatedFX.transform.SetParent(null); + } + + // now we just need to watch and see if we end up needing to prematurely end these new graphics + if (eventInfo.m_PrefabCanBeAbortedUntilSecs > 0) + { + float timeRemaining = eventInfo.m_PrefabCanBeAbortedUntilSecs - eventInfo.m_PrefabSpawnDelaySeconds; + while (timeRemaining > 0 && instantiatedFX) + { + yield return new WaitForFixedUpdate(); + timeRemaining -= Time.fixedDeltaTime; + if (!m_ActiveNodes.Contains(eventInfo.m_AnimatorNodeNameHash)) + { + // the node we were in has ended! Shut down the FX + if (instantiatedFX) + { + instantiatedFX.Shutdown(); + } + } + } + } + } + + // plays the sound effect of an on-entry event + private IEnumerator CoroPlayStateEnterSound(AnimatorNodeEntryEvent eventInfo) + { + if (eventInfo.m_SoundStartDelaySeconds > 0) + yield return new WaitForSeconds(eventInfo.m_SoundStartDelaySeconds); + + if (!m_ActiveNodes.Contains(eventInfo.m_AnimatorNodeNameHash)) + yield break; + + if (!eventInfo.m_LoopSound) + { + m_AudioSources[0].PlayOneShot(eventInfo.m_SoundEffect, eventInfo.m_VolumeMultiplier); + } + else + { + AudioSource audioSource = GetAudioSourceForLooping(); + if (!audioSource) + yield break; // we're using all our audio sources already. just give up + audioSource.volume = eventInfo.m_VolumeMultiplier; + audioSource.loop = true; + audioSource.clip = eventInfo.m_SoundEffect; + audioSource.Play(); + while (m_ActiveNodes.Contains(eventInfo.m_AnimatorNodeNameHash) && audioSource.isPlaying) + { + yield return new WaitForFixedUpdate(); + } + audioSource.Stop(); + } + } + + /// + /// retrieves an available AudioSource that isn't currently playing a looping sound, or null if none are currently available + /// + private AudioSource GetAudioSourceForLooping() + { + foreach (var audioSource in m_AudioSources) + { + if (audioSource && !audioSource.isPlaying) + return audioSource; + } + Debug.LogWarning($"{name} doesn't have enough AudioSources to loop all desired sound effects. (Have {m_AudioSources.Length}, need at least 1 more)", gameObject); + return null; + } + + public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) + { + Debug.Assert(m_Animator == animator); // just a sanity check + + m_ActiveNodes.Remove(stateInfo.shortNameHash); + } + + /// + /// Precomputes the hashed values for the animator-tags we care about. + /// (This way we don't have to call Animator.StringToHash() at runtime.) + /// Also auto-initializes variables when possible. + /// + private void OnValidate() + { + if (m_EventsOnNodeEntry != null) + { + for (int i = 0; i < m_EventsOnNodeEntry.Length; ++i) + { + m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash = Animator.StringToHash(m_EventsOnNodeEntry[i].m_AnimatorNodeName); + } + } + + if (m_AudioSources == null || m_AudioSources.Length == 0) // if we have AudioSources handy, plug them in automatically + { + m_AudioSources = GetComponents(); + } + } + + } + + +#if UNITY_EDITOR + /// + /// This adds a button in the Inspector. Pressing it validates that all the + /// animator node names we reference are actually used by our Animator. We + /// can also show informational messages about problems with the configuration. + /// + [CustomEditor(typeof(AnimatorTriggeredSpecialFX))] + [CanEditMultipleObjects] + public class AnimatorTriggeredSpecialFXEditor : UnityEditor.Editor + { + private GUIStyle m_ErrorStyle = null; + public override void OnInspectorGUI() + { + // let Unity do all the normal Inspector stuff... + DrawDefaultInspector(); + + // ... then we tack extra stuff on the bottom + var fx = (AnimatorTriggeredSpecialFX)target; + if (!HasAudioSource(fx)) + { + GUILayout.Label("No Audio Sources Connected!", GetErrorStyle()); + } + + if (GUILayout.Button("Validate Node Names")) + { + ValidateNodeNames(fx); + } + + // it's really hard to follow the inspector when there's a lot of these components on the same GameObject... so let's add a bit of whitespace + EditorGUILayout.Space(50); + } + + private GUIStyle GetErrorStyle() + { + if (m_ErrorStyle == null) + { + m_ErrorStyle = new GUIStyle(EditorStyles.boldLabel); + m_ErrorStyle.normal.textColor = Color.red; + m_ErrorStyle.fontSize += 5; + } + return m_ErrorStyle; + } + + private bool HasAudioSource(AnimatorTriggeredSpecialFX fx) + { + if (fx.m_AudioSources == null) + return false; + foreach (var audioSource in fx.m_AudioSources) + { + if (audioSource != null) + return true; + } + return false; + } + + private void ValidateNodeNames(AnimatorTriggeredSpecialFX fx) + { + Animator animator = fx.GetComponent(); + if (!animator) + { + // should be impossible because we explicitly RequireComponent the Animator + EditorUtility.DisplayDialog("Error", "No Animator found on this GameObject!?", "OK"); + return; + } + if (animator.runtimeAnimatorController == null) + { + // perfectly normal user error: they haven't plugged a controller into the Animator + EditorUtility.DisplayDialog("Error", "The Animator does not have an AnimatorController in it!", "OK"); + return; + } + + // make sure there aren't any duplicated event entries! + int totalErrors = 0; + for (int i = 0; i < fx.m_EventsOnNodeEntry.Length; ++i) + { + for (int j = i + 1; j < fx.m_EventsOnNodeEntry.Length; ++j) + { + if (fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash == fx.m_EventsOnNodeEntry[j].m_AnimatorNodeNameHash + && fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash != 0 + && fx.m_EventsOnNodeEntry[i].m_Prefab == fx.m_EventsOnNodeEntry[j].m_Prefab + && fx.m_EventsOnNodeEntry[i].m_SoundEffect == fx.m_EventsOnNodeEntry[j].m_SoundEffect) + { + ++totalErrors; + Debug.LogError($"Entries {i} and {j} in EventsOnNodeEntry refer to the same node name ({fx.m_EventsOnNodeEntry[i].m_AnimatorNodeName}) and have the same prefab/sounds! This is probably a copy-paste error."); + } + } + } + + // create a map of nameHash -> useful debugging information (which we display in the log if there's a problem) + Dictionary usedNames = new Dictionary(); + for (int i = 0; i < fx.m_EventsOnNodeEntry.Length; ++i) + { + usedNames[fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash] = $"{fx.m_EventsOnNodeEntry[i].m_AnimatorNodeName} (EventsOnNodeEntry index {i})"; + } + + int totalUsedNames = usedNames.Count; + + // now remove all the hashes that are actually used by the controller + AnimatorController controller = GetAnimatorController(animator); + foreach (var layer in controller.layers) + { + foreach (var state in layer.stateMachine.states) + { + usedNames.Remove(state.state.nameHash); + } + } + + // anything that hasn't gotten removed from usedNames isn't actually valid! + foreach (var hash in usedNames.Keys) + { + Debug.LogError("Could not find Animation node named " + usedNames[hash]); + } + totalErrors += usedNames.Keys.Count; + + if (totalErrors == 0) + { + EditorUtility.DisplayDialog("Success", $"All {totalUsedNames} referenced node names were found in the Animator. No errors found!", "OK!"); + } + else + { + EditorUtility.DisplayDialog("Errors", $"Found {totalErrors} errors. See the log in the Console tab for more information.", "OK"); + } + } + + /// + /// Pulls the AnimatorController out of an Animator. Important: this technique can only work + /// in the editor. You can never reference an AnimatorController directly at runtime! (It might + /// seem to work while you're running the game in the editor, but it won't compile when you + /// try to build a standalone client, because AnimatorController is in an editor-only namespace.) + /// + private AnimatorController GetAnimatorController(Animator animator) + { + Debug.Assert(animator); // already pre-checked + Debug.Assert(animator.runtimeAnimatorController); // already pre-checked + + // we need the AnimatorController, but there's no direct way to retrieve it from the Animator, because + // at runtime the actual AnimatorController doesn't exist! Only a runtime representation does. (That's why + // AnimatorController is in the UnityEditor namespace.) But this *isn't* runtime, so when we retrieve the + // runtime controller, it will actually be a reference to our real AnimatorController. + AnimatorController controller = animator.runtimeAnimatorController as AnimatorController; + if (controller == null) + { + // if it's not an AnimatorController, it must be an AnimatorOverrideController (because those are currently the only two on-disk representations) + var overrideController = animator.runtimeAnimatorController as AnimatorOverrideController; + if (overrideController) + { + // override controllers are not allowed to be nested, so the thing it's overriding has to be our real AnimatorController + controller = overrideController.runtimeAnimatorController as AnimatorController; + } + } + if (controller == null) + { + // It's neither of the two standard disk representations! ... it must be a new Unity feature or a custom variation + // Either way, we don't know how to get the real AnimatorController out of it, so we have to stop + throw new System.Exception($"Unrecognized class derived from RuntimeAnimatorController! {animator.runtimeAnimatorController.GetType().FullName}"); + } + return controller; + } + + } +#endif +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorTriggeredSpecialFX.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorTriggeredSpecialFX.cs.meta new file mode 100644 index 0000000..f4fe774 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/AnimatorTriggeredSpecialFX.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b8618b4d6eb31448810545c6299def3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/BossDeathHelmetHandler.cs b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/BossDeathHelmetHandler.cs new file mode 100644 index 0000000..e0920d2 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/BossDeathHelmetHandler.cs @@ -0,0 +1,47 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.AnimationCallbacks +{ + /// + /// De-parents the boss's helmet when he is defeated. This prevents the helmet from jittering during the + /// animation loop. The "boss defeat start" animation has an event that calls OnAnimEvent("HelmetLanded") + /// right as the helmet hits the ground. That's what we listen for here. + /// + /// + /// Without this code, the boss's helmet appears to "jiggle" a bit while the boss throws his temper-tantrum. + /// The animation in the FBX keeps the helmet staying stationary, but it moves in-game due to animation + /// compression and floating-point round off. Since the helmet is parented deep in the transform hierarchy, + /// it's difficult to keep the helmet precisely still while all of its parent transforms are moving around wildly. + /// + /// We could get rid of the majority of the jiggle by disabling animation-compression on the FBX, but that could + /// adversely impact performance. Since this is a special case, we deal with it via this special-case script. + /// + public class BossDeathHelmetHandler : MonoBehaviour + { + [SerializeField] + [Tooltip("The transform of the boss's helmet, which will become de-parented when the boss is defeated")] + Transform m_HelmetTransform; + + bool m_HasDeparentedHelmet; + + public void OnAnimEvent(string id) + { + if (id == "HelmetLanded" && !m_HasDeparentedHelmet) + { + m_HasDeparentedHelmet = true; + m_HelmetTransform.parent = null; + } + } + + public void OnDestroy() + { + if (m_HasDeparentedHelmet && m_HelmetTransform) + { + // the boss is going away, so the helmet should go too! + Destroy(m_HelmetTransform.gameObject); + } + } + + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/BossDeathHelmetHandler.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/BossDeathHelmetHandler.cs.meta new file mode 100644 index 0000000..71eff81 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/AnimationCallbacks/BossDeathHelmetHandler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f9861f5280458794a935935c2e0db02a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Audio.meta b/Assets/Scripts/Gameplay/GameplayObjects/Audio.meta new file mode 100644 index 0000000..d770d03 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Audio.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 56df1779050a4483adef3fb1d8120225 +timeCreated: 1652926216 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Audio/BossMusicStarter.cs b/Assets/Scripts/Gameplay/GameplayObjects/Audio/BossMusicStarter.cs new file mode 100644 index 0000000..4f1523b --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Audio/BossMusicStarter.cs @@ -0,0 +1,67 @@ +using System; +using Unity.BossRoom.Audio; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Audio +{ + /// + /// Simple class to restart game theme on main menu load + /// + [RequireComponent(typeof(NetworkLifeState)), RequireComponent(typeof(NetworkHealthState))] + public class BossMusicStarter : MonoBehaviour + { + [SerializeField] + NetworkLifeState m_NetworkLifeState; + + [SerializeField] + NetworkHealthState m_NetworkHealthState; + + bool m_Won; + + void Start() + { + Assert.IsNotNull(m_NetworkLifeState, "NetworkLifeState not set!"); + Assert.IsNotNull(m_NetworkHealthState, "NetworkHealthState not set!"); + + m_NetworkLifeState.LifeState.OnValueChanged += OnLifeStateChanged; + m_NetworkHealthState.HitPoints.OnValueChanged += OnHealthChanged; + } + + void OnDestroy() + { + var serverCharacter = GetComponent(); + if (serverCharacter != null) + { + serverCharacter.NetLifeState.LifeState.OnValueChanged -= OnLifeStateChanged; + if (serverCharacter.NetHealthState != null) + { + serverCharacter.NetHealthState.HitPoints.OnValueChanged -= OnHealthChanged; + } + } + } + + private void OnLifeStateChanged(LifeState previousValue, LifeState newValue) + { + if (newValue != LifeState.Alive) + { + // players won! Start victory theme + ClientMusicPlayer.Instance.PlayVictoryMusic(); + m_Won = true; + } + } + + private void OnHealthChanged(int previousValue, int newValue) + { + // don't do anything if battle is over + if (m_Won) { return; } + + // make sure battle music started anytime boss is hurt + if (newValue < previousValue) + { + ClientMusicPlayer.Instance.PlayBossMusic(); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Audio/BossMusicStarter.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Audio/BossMusicStarter.cs.meta new file mode 100644 index 0000000..7058254 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Audio/BossMusicStarter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a6b1447f40f499c4a82ca50d40c76051 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Audio/MainMenuMusicStarter.cs b/Assets/Scripts/Gameplay/GameplayObjects/Audio/MainMenuMusicStarter.cs new file mode 100644 index 0000000..967e30c --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Audio/MainMenuMusicStarter.cs @@ -0,0 +1,21 @@ +using System; +using Unity.BossRoom.Audio; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Audio +{ + /// + /// Simple class to play game theme on scene load + /// + public class MainMenuMusicStarter : MonoBehaviour + { + // set whether theme should restart if already playing + [SerializeField] + bool m_Restart; + + void Start() + { + ClientMusicPlayer.Instance.PlayThemeMusic(m_Restart); + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Audio/MainMenuMusicStarter.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Audio/MainMenuMusicStarter.cs.meta new file mode 100644 index 0000000..d04223d --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Audio/MainMenuMusicStarter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3474f0bc07d7014890a065b6bdd64ee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Breakable.cs b/Assets/Scripts/Gameplay/GameplayObjects/Breakable.cs new file mode 100644 index 0000000..2468113 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Breakable.cs @@ -0,0 +1,208 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Infrastructure; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// This script handles the logic for a simple "single-shot" breakable object like a pot, or + /// other stationary items with arbitrary amounts of HP, like spawner-portal crystals. + /// Visualization for these objects works by swapping a "broken" prefab at the moment of breakage. The broken prefab + /// then handles the pesky details of actually falling apart. + /// + public class Breakable : NetworkBehaviour, IDamageable, ITargetable + { + [Header("Server Logic")] + [SerializeField] + [Tooltip("If left blank, this breakable effectively has 1 hit point")] + IntVariable m_MaxHealth; + + [SerializeField] + [Tooltip("If this breakable will have hit points, add a NetworkHealthState component to this GameObject")] + NetworkHealthState m_NetworkHealthState; + + [SerializeField] + Collider m_Collider; + + [SerializeField] + [Tooltip("Indicate which special interaction behaviors are needed for this breakable")] + IDamageable.SpecialDamageFlags m_SpecialDamageFlags; + + [Header("Visualization")] + [SerializeField] + private GameObject m_BrokenPrefab; + + [SerializeField] + [Tooltip("If set, will be used instead of BrokenPrefab when new players join, skipping transition effects.")] + private GameObject m_PrebrokenPrefab; + + [SerializeField] + [Tooltip("We use this transform's position and rotation when creating the prefab. (Defaults to self)")] + private Transform m_BrokenPrefabPos; + + [SerializeField] + private GameObject[] m_UnbrokenGameObjects; + + /// + /// Is the item broken or not? + /// + public NetworkVariable IsBroken; + + public bool IsNpc { get { return true; } } + + public bool IsValidTarget { get { return !IsBroken.Value; } } + + private GameObject m_CurrentBrokenVisualization; + + public override void OnNetworkSpawn() + { + if (IsServer) + { + if (m_MaxHealth && m_NetworkHealthState) + { + m_NetworkHealthState.HitPoints.Value = m_MaxHealth.Value; + } + } + + if (IsClient) + { + IsBroken.OnValueChanged += OnBreakableStateChanged; + + if (IsBroken.Value == true) + { + PerformBreakVisualization(true); + } + } + } + + public override void OnNetworkDespawn() + { + if (IsClient) + { + IsBroken.OnValueChanged -= OnBreakableStateChanged; + } + } + + public void ReceiveHP(ServerCharacter inflicter, int HP) + { + if (HP < 0) + { + if (inflicter && !inflicter.IsNpc) + { + bool isNotDamagedByPlayers = (GetSpecialDamageFlags() & IDamageable.SpecialDamageFlags.NotDamagedByPlayers) == IDamageable.SpecialDamageFlags.NotDamagedByPlayers; + if (isNotDamagedByPlayers) + { + // a player tried to damage us, but we are immune to player damage! + return; + } + } + + if (m_NetworkHealthState) + { + m_NetworkHealthState.HitPoints.Value = + Mathf.Clamp(m_NetworkHealthState.HitPoints.Value + HP, 0, m_MaxHealth.Value); + if (m_NetworkHealthState.HitPoints.Value <= 0) + { + Break(); + } + } + else + { + //any damage at all is enough to slay me. + Break(); + } + } + } + + private void Break() + { + IsBroken.Value = true; + if (m_Collider) + m_Collider.enabled = false; + } + + public void Unbreak() + { + IsBroken.Value = false; + if (m_Collider) + m_Collider.enabled = true; + if (m_MaxHealth && m_NetworkHealthState) + m_NetworkHealthState.HitPoints.Value = m_MaxHealth.Value; + } + + public IDamageable.SpecialDamageFlags GetSpecialDamageFlags() + { + return m_SpecialDamageFlags; + } + + public bool IsDamageable() + { + // you can damage this breakable until it's broken! + return !IsBroken.Value; + } + + private void OnBreakableStateChanged(bool wasBroken, bool isBroken) + { + if (!wasBroken && isBroken) + { + PerformBreakVisualization(false); + } + else if (wasBroken && !isBroken) + { + PerformUnbreakVisualization(); + } + } + + private void PerformBreakVisualization(bool onStart) + { + foreach (var unbrokenGameObject in m_UnbrokenGameObjects) + { + if (unbrokenGameObject) + { + unbrokenGameObject.SetActive(false); + } + } + + if (m_CurrentBrokenVisualization) + Destroy(m_CurrentBrokenVisualization); // just a safety check, should be null when we get here + + GameObject brokenPrefab = (onStart && m_PrebrokenPrefab != null) ? m_PrebrokenPrefab : m_BrokenPrefab; + if (brokenPrefab) + { + m_CurrentBrokenVisualization = Instantiate(brokenPrefab, m_BrokenPrefabPos.position, m_BrokenPrefabPos.rotation, transform); + } + } + + private void PerformUnbreakVisualization() + { + if (m_CurrentBrokenVisualization) + { + Destroy(m_CurrentBrokenVisualization); + } + foreach (var unbrokenGameObject in m_UnbrokenGameObjects) + { + if (unbrokenGameObject) + { + unbrokenGameObject.SetActive(true); + } + } + } + +#if UNITY_EDITOR + private void OnValidate() + { + if (!m_Collider) + m_Collider = GetComponent(); + if (!m_NetworkHealthState) + m_NetworkHealthState = GetComponent(); + if (!m_BrokenPrefabPos) + m_BrokenPrefabPos = transform; + } +#endif + } + + +} + diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Breakable.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Breakable.cs.meta new file mode 100644 index 0000000..e261caa --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Breakable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eb44a31731a459546bdf01f1af48173c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character.meta new file mode 100644 index 0000000..317c969 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5ccdcdfae8ab32b41a0f5a51b67c7146 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/AI.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI.meta new file mode 100644 index 0000000..37885c8 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e688e3d5a52ec484cb4867b0bca11a8b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIBrain.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIBrain.cs new file mode 100644 index 0000000..4570636 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIBrain.cs @@ -0,0 +1,178 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.Configuration; +using Unity.BossRoom.Gameplay.Actions; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character.AI +{ + /// + /// Handles enemy AI. Contains AIStateLogics that handle some of the details, + /// and has various utility functions that are called by those AIStateLogics + /// + public class AIBrain + { + private enum AIStateType + { + ATTACK, + //WANDER, + IDLE, + } + + static readonly AIStateType[] k_AIStates = (AIStateType[])Enum.GetValues(typeof(AIStateType)); + + private ServerCharacter m_ServerCharacter; + private ServerActionPlayer m_ServerActionPlayer; + private AIStateType m_CurrentState; + private Dictionary m_Logics; + private List m_HatedEnemies; + + /// + /// If we are created by a spawner, the spawner might override our detection radius + /// -1 is a sentinel value meaning "no override" + /// + private float m_DetectRangeOverride = -1; + + public AIBrain(ServerCharacter me, ServerActionPlayer myServerActionPlayer) + { + m_ServerCharacter = me; + m_ServerActionPlayer = myServerActionPlayer; + + m_Logics = new Dictionary + { + [AIStateType.IDLE] = new IdleAIState(this), + //[ AIStateType.WANDER ] = new WanderAIState(this), // not written yet + [AIStateType.ATTACK] = new AttackAIState(this, m_ServerActionPlayer), + }; + m_HatedEnemies = new List(); + m_CurrentState = AIStateType.IDLE; + } + + /// + /// Should be called by the AIBrain's owner each Update() + /// + public void Update() + { + AIStateType newState = FindBestEligibleAIState(); + if (m_CurrentState != newState) + { + m_Logics[newState].Initialize(); + } + m_CurrentState = newState; + m_Logics[m_CurrentState].Update(); + } + + /// + /// Called when we received some HP. Positive HP is healing, negative is damage. + /// + /// The person who hurt or healed us. May be null. + /// The amount of HP received. Negative is damage. + public void ReceiveHP(ServerCharacter inflicter, int amount) + { + if (inflicter != null && amount < 0) + { + Hate(inflicter); + } + } + + private AIStateType FindBestEligibleAIState() + { + // for now we assume the AI states are in order of appropriateness, + // which may be nonsensical when there are more states + foreach (AIStateType aiStateType in k_AIStates) + { + if (m_Logics[aiStateType].IsEligible()) + { + return aiStateType; + } + } + + Debug.LogError("No AI states are valid!?!"); + return AIStateType.IDLE; + } + + /// + /// Returns true if it be appropriate for us to murder this character, starting right now! + /// + public bool IsAppropriateFoe(ServerCharacter potentialFoe) + { + if (potentialFoe == null || + potentialFoe.IsNpc || + potentialFoe.LifeState != LifeState.Alive || + potentialFoe.IsStealthy.Value) + { + return false; + } + + // Also, we could use NavMesh.Raycast() to see if we have line of sight to foe? + return true; + } + + /// + /// Notify the AIBrain that we should consider this character an enemy. + /// + /// + public void Hate(ServerCharacter character) + { + if (!m_HatedEnemies.Contains(character)) + { + m_HatedEnemies.Add(character); + } + } + + /// + /// Return the raw list of hated enemies -- treat as read-only! + /// + public List GetHatedEnemies() + { + // first we clean the list -- remove any enemies that have disappeared (became null), are dead, etc. + for (int i = m_HatedEnemies.Count - 1; i >= 0; i--) + { + if (!IsAppropriateFoe(m_HatedEnemies[i])) + { + m_HatedEnemies.RemoveAt(i); + } + } + return m_HatedEnemies; + } + + /// + /// Retrieve info about who we are. Treat as read-only! + /// + /// + public ServerCharacter GetMyServerCharacter() + { + return m_ServerCharacter; + } + + /// + /// Convenience getter that returns the CharacterData associated with this creature. + /// + public CharacterClass CharacterData + { + get + { + return GameDataSource.Instance.CharacterDataByType[m_ServerCharacter.CharacterType]; + } + } + + /// + /// The range at which this character can detect enemies, in meters. + /// This is usually the same value as is indicated by our game data, but it + /// can be dynamically overridden. + /// + public float DetectRange + { + get + { + return (m_DetectRangeOverride == -1) ? CharacterData.DetectRange : m_DetectRangeOverride; + } + + set + { + m_DetectRangeOverride = value; + } + } + + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIBrain.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIBrain.cs.meta new file mode 100644 index 0000000..8e56345 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIBrain.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 25fa6461eb4b4fc4e8ec96487989fb8b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIState.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIState.cs new file mode 100644 index 0000000..f4b75ef --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIState.cs @@ -0,0 +1,30 @@ +using System; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character.AI +{ + + /// + /// Base class for all AIStates + /// + public abstract class AIState + { + /// + /// Indicates whether this state thinks it can become/continue to be the active state. + /// + /// + public abstract bool IsEligible(); + + /// + /// Called once each time this state becomes the active state. + /// (This will only happen if IsEligible() has returned true for this state) + /// + public abstract void Initialize(); + + /// + /// Called once per frame while this is the active state. Initialize() will have + /// already been called prior to Update() being called + /// + public abstract void Update(); + + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIState.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIState.cs.meta new file mode 100644 index 0000000..dbc54ab --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AIState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cebcb66dc48def84abd1cfbc995f7c6b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AttackAIState.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AttackAIState.cs new file mode 100644 index 0000000..e8a395f --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AttackAIState.cs @@ -0,0 +1,169 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.Actions; +using UnityEngine; +using Action = Unity.BossRoom.Gameplay.Actions.Action; +using Random = UnityEngine.Random; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character.AI +{ + public class AttackAIState : AIState + { + private AIBrain m_Brain; + private ServerActionPlayer m_ServerActionPlayer; + private ServerCharacter m_Foe; + private Action m_CurAttackAction; + + List m_AttackActions; + + public AttackAIState(AIBrain brain, ServerActionPlayer serverActionPlayer) + { + m_Brain = brain; + m_ServerActionPlayer = serverActionPlayer; + } + + public override bool IsEligible() + { + return m_Foe != null || ChooseFoe() != null; + } + + public override void Initialize() + { + m_AttackActions = new List(); + if (m_Brain.CharacterData.Skill1 != null) + { + m_AttackActions.Add(m_Brain.CharacterData.Skill1); + } + if (m_Brain.CharacterData.Skill2 != null) + { + m_AttackActions.Add(m_Brain.CharacterData.Skill2); + } + if (m_Brain.CharacterData.Skill3 != null) + { + m_AttackActions.Add(m_Brain.CharacterData.Skill3); + } + + // pick a starting attack action from the possible + m_CurAttackAction = m_AttackActions[Random.Range(0, m_AttackActions.Count)]; + + // clear any old foe info; we'll choose a new one in Update() + m_Foe = null; + } + + public override void Update() + { + if (!m_Brain.IsAppropriateFoe(m_Foe)) + { + // time for a new foe! + m_Foe = ChooseFoe(); + // whatever we used to be doing, stop that. New plan is coming! + m_ServerActionPlayer.ClearActions(true); + } + + // if we're out of foes, stop! IsEligible() will now return false so we'll soon switch to a new state + if (!m_Foe) + { + return; + } + + // see if we're already chasing or attacking our active foe! + if (m_ServerActionPlayer.GetActiveActionInfo(out var info)) + { + if (GameDataSource.Instance.GetActionPrototypeByID(info.ActionID).IsChaseAction) + { + if (info.TargetIds != null && info.TargetIds[0] == m_Foe.NetworkObjectId) + { + // yep we're chasing our foe; all set! (The attack is enqueued after it) + return; + } + } + else if (info.ActionID == m_CurAttackAction.ActionID) + { + if (info.TargetIds != null && info.TargetIds[0] == m_Foe.NetworkObjectId) + { + // yep we're attacking our foe; all set! + return; + } + } + else if (GameDataSource.Instance.GetActionPrototypeByID(info.ActionID).IsStunAction) + { + // we can't do anything right now. We're stunned! + return; + } + } + + // choose the attack to use + m_CurAttackAction = ChooseAttack(); + if (m_CurAttackAction == null) + { + // no actions are usable right now + return; + } + + // attack! + var attackData = new ActionRequestData + { + ActionID = m_CurAttackAction.ActionID, + TargetIds = new ulong[] { m_Foe.NetworkObjectId }, + ShouldClose = true, + Direction = m_Brain.GetMyServerCharacter().physicsWrapper.Transform.forward + }; + m_ServerActionPlayer.PlayAction(ref attackData); + } + + /// + /// Picks the most appropriate foe for us to attack right now, or null if none are appropriate + /// (Currently just chooses the foe closest to us in distance) + /// + /// + private ServerCharacter ChooseFoe() + { + Vector3 myPosition = m_Brain.GetMyServerCharacter().physicsWrapper.Transform.position; + + float closestDistanceSqr = int.MaxValue; + ServerCharacter closestFoe = null; + foreach (var foe in m_Brain.GetHatedEnemies()) + { + float distanceSqr = (myPosition - foe.physicsWrapper.Transform.position).sqrMagnitude; + if (distanceSqr < closestDistanceSqr) + { + closestDistanceSqr = distanceSqr; + closestFoe = foe; + } + } + return closestFoe; + } + + /// + /// Randomly picks a usable attack. If no actions are usable right now, returns null. + /// + /// Action to attack with, or null + private Action ChooseAttack() + { + // make a random choice + int idx = Random.Range(0, m_AttackActions.Count); + + // now iterate through our options to find one that's currently usable + bool anyUsable; + do + { + anyUsable = false; + foreach (var attack in m_AttackActions) + { + if (m_ServerActionPlayer.IsReuseTimeElapsed(attack.ActionID)) + { + anyUsable = true; + if (idx == 0) + { + return attack; + } + --idx; + } + } + } while (anyUsable); + + // none of our actions are available now + return null; + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AttackAIState.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AttackAIState.cs.meta new file mode 100644 index 0000000..cf221d3 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/AttackAIState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 53ec60f5ec1af1549b282973368a6f19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/IdleAIState.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/IdleAIState.cs new file mode 100644 index 0000000..7d87da5 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/IdleAIState.cs @@ -0,0 +1,47 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character.AI +{ + public class IdleAIState : AIState + { + private AIBrain m_Brain; + + public IdleAIState(AIBrain brain) + { + m_Brain = brain; + } + + public override bool IsEligible() + { + return m_Brain.GetHatedEnemies().Count == 0; + } + + public override void Initialize() + { + } + + public override void Update() + { + // while idle, we are scanning for jerks to hate + DetectFoes(); + } + + protected void DetectFoes() + { + float detectionRange = m_Brain.DetectRange; + // we are doing this check every Update, so we'll use square-magnitude distance to avoid the expensive sqrt (that's implicit in Vector3.magnitude) + float detectionRangeSqr = detectionRange * detectionRange; + Vector3 position = m_Brain.GetMyServerCharacter().physicsWrapper.Transform.position; + + // in this game, NPCs only attack players (and never other NPCs), so we can just iterate over the players to see if any are nearby + foreach (var character in PlayerServerCharacter.GetPlayerServerCharacters()) + { + if (m_Brain.IsAppropriateFoe(character) && (character.physicsWrapper.Transform.position - position).sqrMagnitude <= detectionRangeSqr) + { + m_Brain.Hate(character); + } + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/IdleAIState.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/IdleAIState.cs.meta new file mode 100644 index 0000000..be40277 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/AI/IdleAIState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e12014cb6bdbcb54eb08524c9d9301cc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterSwap.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterSwap.cs new file mode 100644 index 0000000..099204a --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterSwap.cs @@ -0,0 +1,198 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects.AnimationCallbacks; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + /// + /// Responsible for storing of all of the pieces of a character, and swapping the pieces out en masse when asked to. + /// + public class CharacterSwap : MonoBehaviour + { + [System.Serializable] + public class CharacterModelSet + { + public GameObject ears; + public GameObject head; + public GameObject mouth; + public GameObject hair; + public GameObject eyes; + public GameObject torso; + public GameObject gearRightHand; + public GameObject gearLeftHand; + public GameObject handRight; + public GameObject handLeft; + public GameObject shoulderRight; + public GameObject shoulderLeft; + public GameObject handSocket; + public AnimatorTriggeredSpecialFX specialFx; + public AnimatorOverrideController animatorOverrides; // references a separate stand-alone object in the project + private List m_CachedRenderers; + + public void SetFullActive(bool isActive) + { + ears.SetActive(isActive); + head.SetActive(isActive); + mouth.SetActive(isActive); + hair.SetActive(isActive); + eyes.SetActive(isActive); + torso.SetActive(isActive); + gearLeftHand.SetActive(isActive); + gearRightHand.SetActive(isActive); + handRight.SetActive(isActive); + handLeft.SetActive(isActive); + shoulderRight.SetActive(isActive); + shoulderLeft.SetActive(isActive); + } + + public List GetAllBodyParts() + { + if (m_CachedRenderers == null) + { + m_CachedRenderers = new List(); + AddRenderer(ref m_CachedRenderers, ears); + AddRenderer(ref m_CachedRenderers, head); + AddRenderer(ref m_CachedRenderers, mouth); + AddRenderer(ref m_CachedRenderers, hair); + AddRenderer(ref m_CachedRenderers, torso); + AddRenderer(ref m_CachedRenderers, gearRightHand); + AddRenderer(ref m_CachedRenderers, gearLeftHand); + AddRenderer(ref m_CachedRenderers, handRight); + AddRenderer(ref m_CachedRenderers, handLeft); + AddRenderer(ref m_CachedRenderers, shoulderRight); + AddRenderer(ref m_CachedRenderers, shoulderLeft); + } + return m_CachedRenderers; + } + + private void AddRenderer(ref List rendererList, GameObject bodypartGO) + { + if (!bodypartGO) { return; } + var bodyPartRenderer = bodypartGO.GetComponent(); + if (!bodyPartRenderer) { return; } + rendererList.Add(bodyPartRenderer); + } + + } + + [SerializeField] + CharacterModelSet m_CharacterModel; + + public CharacterModelSet CharacterModel => m_CharacterModel; + + /// + /// Reference to our shared-characters' animator. + /// Can be null, but if so, animator overrides are not supported! + /// + [SerializeField] + private Animator m_Animator; + + /// + /// Reference to the original controller in our Animator. + /// We switch back to this whenever we don't have an Override. + /// + private RuntimeAnimatorController m_OriginalController; + + [SerializeField] + [Tooltip("Special Material we plug in when the local player is \"stealthy\"")] + private Material m_StealthySelfMaterial; + + [SerializeField] + [Tooltip("Special Material we plug in when another player is \"stealthy\"")] + private Material m_StealthyOtherMaterial; + + public enum SpecialMaterialMode + { + None, + StealthySelf, + StealthyOther, + } + + /// + /// When we swap all our Materials out for a special material, + /// we keep the old references here, so we can swap them back. + /// + private Dictionary m_OriginalMaterials = new Dictionary(); + + ClientCharacter m_ClientCharacter; + + void Awake() + { + m_ClientCharacter = GetComponentInParent(); + m_Animator = m_ClientCharacter.OurAnimator; + m_OriginalController = m_Animator.runtimeAnimatorController; + } + + private void OnDisable() + { + // It's important that the original Materials that we pulled out of the renderers are put back. + // Otherwise nothing will Destroy() them and they will leak! (Alternatively we could manually + // Destroy() these in our OnDestroy(), but in this case it makes more sense just to put them back.) + ClearOverrideMaterial(); + } + + /// + /// Swap the visuals of the character to the index passed in. + /// + /// Special Material to apply to all body parts + public void SwapToModel(SpecialMaterialMode specialMaterialMode = SpecialMaterialMode.None) + { + ClearOverrideMaterial(); + + if (m_CharacterModel.specialFx) + { + m_CharacterModel.specialFx.enabled = true; + } + + if (m_Animator) + { + // plug in the correct animator override... or plug the original non - overridden version back in! + if (m_CharacterModel.animatorOverrides) + { + m_Animator.runtimeAnimatorController = m_CharacterModel.animatorOverrides; + } + else + { + m_Animator.runtimeAnimatorController = m_OriginalController; + } + } + + // lastly, now that we're all assembled, apply any override material. + switch (specialMaterialMode) + { + case SpecialMaterialMode.StealthySelf: + SetOverrideMaterial(m_StealthySelfMaterial); + break; + case SpecialMaterialMode.StealthyOther: + SetOverrideMaterial(m_StealthyOtherMaterial); + break; + } + } + + private void ClearOverrideMaterial() + { + foreach (var entry in m_OriginalMaterials) + { + if (entry.Key) + { + entry.Key.material = entry.Value; + } + } + m_OriginalMaterials.Clear(); + } + + private void SetOverrideMaterial(Material overrideMaterial) + { + ClearOverrideMaterial(); // just sanity-checking; this should already have been called! + foreach (var bodyPart in m_CharacterModel.GetAllBodyParts()) + { + if (bodyPart) + { + m_OriginalMaterials[bodyPart] = bodyPart.material; + bodyPart.material = overrideMaterial; + } + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterSwap.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterSwap.cs.meta new file mode 100644 index 0000000..dc7d817 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterSwap.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a3048059d1dc86848a814084448ace11 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterTypeEnum.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterTypeEnum.cs new file mode 100644 index 0000000..f52f407 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterTypeEnum.cs @@ -0,0 +1,22 @@ +using System; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + /// + /// This corresponds to a CharacterClass ScriptableObject data object, containing the core gameplay data for + /// a given class. + /// + public enum CharacterTypeEnum + { + //heroes + Tank, + Archer, + Mage, + Rogue, + + //monsters + Imp, + ImpBoss, + VandalImp + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterTypeEnum.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterTypeEnum.cs.meta new file mode 100644 index 0000000..57b1501 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/CharacterTypeEnum.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 349966cf4b3aa534dac5f040a049ee3d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientCharacter.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientCharacter.cs new file mode 100644 index 0000000..3146832 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientCharacter.cs @@ -0,0 +1,313 @@ +using System; +using Unity.BossRoom.CameraUtils; +using Unity.BossRoom.Gameplay.UserInput; +using Unity.BossRoom.Gameplay.Configuration; +using Unity.BossRoom.Gameplay.Actions; +using Unity.BossRoom.Utils; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + /// + /// is responsible for displaying a character on the client's screen based on state information sent by the server. + /// + public class ClientCharacter : NetworkBehaviour + { + [SerializeField] + Animator m_ClientVisualsAnimator; + + [SerializeField] + VisualizationConfiguration m_VisualizationConfiguration; + + /// + /// Returns a reference to the active Animator for this visualization + /// + public Animator OurAnimator => m_ClientVisualsAnimator; + + /// + /// Returns the targeting-reticule prefab for this character visualization + /// + public GameObject TargetReticulePrefab => m_VisualizationConfiguration.TargetReticule; + + /// + /// Returns the Material to plug into the reticule when the selected entity is hostile + /// + public Material ReticuleHostileMat => m_VisualizationConfiguration.ReticuleHostileMat; + + /// + /// Returns the Material to plug into the reticule when the selected entity is friendly + /// + public Material ReticuleFriendlyMat => m_VisualizationConfiguration.ReticuleFriendlyMat; + + CharacterSwap m_CharacterSwapper; + + public CharacterSwap CharacterSwap => m_CharacterSwapper; + + public bool CanPerformActions => m_ServerCharacter.CanPerformActions; + + ServerCharacter m_ServerCharacter; + + public ServerCharacter serverCharacter => m_ServerCharacter; + + ClientActionPlayer m_ClientActionViz; + + PositionLerper m_PositionLerper; + + RotationLerper m_RotationLerper; + + // this value suffices for both positional and rotational interpolations; one may have a constant value for each + const float k_LerpTime = 0.08f; + + Vector3 m_LerpedPosition; + + Quaternion m_LerpedRotation; + + float m_CurrentSpeed; + + /// + /// /// Server to Client RPC that broadcasts this action play to all clients. + /// + /// Data about which action to play and its associated details. + [Rpc(SendTo.ClientsAndHost)] + public void ClientPlayActionRpc(ActionRequestData data) + { + ActionRequestData data1 = data; + m_ClientActionViz.PlayAction(ref data1); + } + + /// + /// This RPC is invoked on the client when the active action FXs need to be cancelled (e.g. when the character has been stunned) + /// + [Rpc(SendTo.ClientsAndHost)] + public void ClientCancelAllActionsRpc() + { + m_ClientActionViz.CancelAllActions(); + } + + /// + /// This RPC is invoked on the client when active action FXs of a certain type need to be cancelled (e.g. when the Stealth action ends) + /// + [Rpc(SendTo.ClientsAndHost)] + public void ClientCancelActionsByPrototypeIDRpc(ActionID actionPrototypeID) + { + m_ClientActionViz.CancelAllActionsWithSamePrototypeID(actionPrototypeID); + } + + /// + /// Called on all clients when this character has stopped "charging up" an attack. + /// Provides a value between 0 and 1 inclusive which indicates how "charged up" the attack ended up being. + /// + [Rpc(SendTo.ClientsAndHost)] + public void ClientStopChargingUpRpc(float percentCharged) + { + m_ClientActionViz.OnStoppedChargingUp(percentCharged); + } + + void Awake() + { + enabled = false; + } + + public override void OnNetworkSpawn() + { + if (!IsClient || transform.parent == null) + { + return; + } + + enabled = true; + + m_ClientActionViz = new ClientActionPlayer(this); + + m_ServerCharacter = GetComponentInParent(); + + m_ServerCharacter.IsStealthy.OnValueChanged += OnStealthyChanged; + m_ServerCharacter.MovementStatus.OnValueChanged += OnMovementStatusChanged; + OnMovementStatusChanged(MovementStatus.Normal, m_ServerCharacter.MovementStatus.Value); + + // sync our visualization position & rotation to the most up to date version received from server + transform.SetPositionAndRotation(serverCharacter.physicsWrapper.Transform.position, + serverCharacter.physicsWrapper.Transform.rotation); + m_LerpedPosition = transform.position; + m_LerpedRotation = transform.rotation; + + // similarly, initialize start position and rotation for smooth lerping purposes + m_PositionLerper = new PositionLerper(serverCharacter.physicsWrapper.Transform.position, k_LerpTime); + m_RotationLerper = new RotationLerper(serverCharacter.physicsWrapper.Transform.rotation, k_LerpTime); + + if (!m_ServerCharacter.IsNpc) + { + name = "AvatarGraphics" + m_ServerCharacter.OwnerClientId; + + if (m_ServerCharacter.TryGetComponent(out ClientPlayerAvatarNetworkAnimator characterNetworkAnimator)) + { + m_ClientVisualsAnimator = characterNetworkAnimator.Animator; + } + + m_CharacterSwapper = GetComponentInChildren(); + + // ...and visualize the current char-select value that we know about + SetAppearanceSwap(); + + if (m_ServerCharacter.IsOwner) + { + ActionRequestData data = new ActionRequestData { ActionID = GameDataSource.Instance.GeneralTargetActionPrototype.ActionID }; + m_ClientActionViz.PlayAction(ref data); + gameObject.AddComponent(); + + if (m_ServerCharacter.TryGetComponent(out ClientInputSender inputSender)) + { + // anticipated actions will only be played on non-host, owning clients + if (!IsServer) + { + inputSender.ActionInputEvent += OnActionInput; + } + inputSender.ClientMoveEvent += OnMoveInput; + } + } + } + } + + public override void OnNetworkDespawn() + { + if (m_ServerCharacter) + { + m_ServerCharacter.IsStealthy.OnValueChanged -= OnStealthyChanged; + + if (m_ServerCharacter.TryGetComponent(out ClientInputSender sender)) + { + sender.ActionInputEvent -= OnActionInput; + sender.ClientMoveEvent -= OnMoveInput; + } + } + + enabled = false; + } + + void OnActionInput(ActionRequestData data) + { + m_ClientActionViz.AnticipateAction(ref data); + } + + void OnMoveInput(Vector3 position) + { + if (!IsAnimating()) + { + OurAnimator.SetTrigger(m_VisualizationConfiguration.AnticipateMoveTriggerID); + } + } + + void OnStealthyChanged(bool oldValue, bool newValue) + { + SetAppearanceSwap(); + } + + void SetAppearanceSwap() + { + if (m_CharacterSwapper) + { + var specialMaterialMode = CharacterSwap.SpecialMaterialMode.None; + if (m_ServerCharacter.IsStealthy.Value) + { + if (m_ServerCharacter.IsOwner) + { + specialMaterialMode = CharacterSwap.SpecialMaterialMode.StealthySelf; + } + else + { + specialMaterialMode = CharacterSwap.SpecialMaterialMode.StealthyOther; + } + } + + m_CharacterSwapper.SwapToModel(specialMaterialMode); + } + } + + /// + /// Returns the value we should set the Animator's "Speed" variable, given current gameplay conditions. + /// + float GetVisualMovementSpeed(MovementStatus movementStatus) + { + if (m_ServerCharacter.NetLifeState.LifeState.Value != LifeState.Alive) + { + return m_VisualizationConfiguration.SpeedDead; + } + + switch (movementStatus) + { + case MovementStatus.Idle: + return m_VisualizationConfiguration.SpeedIdle; + case MovementStatus.Normal: + return m_VisualizationConfiguration.SpeedNormal; + case MovementStatus.Uncontrolled: + return m_VisualizationConfiguration.SpeedUncontrolled; + case MovementStatus.Slowed: + return m_VisualizationConfiguration.SpeedSlowed; + case MovementStatus.Hasted: + return m_VisualizationConfiguration.SpeedHasted; + case MovementStatus.Walking: + return m_VisualizationConfiguration.SpeedWalking; + default: + throw new Exception($"Unknown MovementStatus {movementStatus}"); + } + } + + void OnMovementStatusChanged(MovementStatus previousValue, MovementStatus newValue) + { + m_CurrentSpeed = GetVisualMovementSpeed(newValue); + } + + void Update() + { + // On the host, Characters are translated via ServerCharacterMovement's FixedUpdate method. To ensure that + // the game camera tracks a GameObject moving in the Update loop and therefore eliminate any camera jitter, + // this graphics GameObject's position is smoothed over time on the host. Clients do not need to perform any + // positional smoothing since NetworkTransform will interpolate position updates on the root GameObject. + if (IsHost) + { + // Note: a cached position (m_LerpedPosition) and rotation (m_LerpedRotation) are created and used as + // the starting point for each interpolation since the root's position and rotation are modified in + // FixedUpdate, thus altering this transform (being a child) in the process. + m_LerpedPosition = m_PositionLerper.LerpPosition(m_LerpedPosition, + serverCharacter.physicsWrapper.Transform.position); + m_LerpedRotation = m_RotationLerper.LerpRotation(m_LerpedRotation, + serverCharacter.physicsWrapper.Transform.rotation); + transform.SetPositionAndRotation(m_LerpedPosition, m_LerpedRotation); + } + + if (m_ClientVisualsAnimator) + { + // set Animator variables here + OurAnimator.SetFloat(m_VisualizationConfiguration.SpeedVariableID, m_CurrentSpeed); + } + + m_ClientActionViz.OnUpdate(); + } + + void OnAnimEvent(string id) + { + //if you are trying to figure out who calls this method, it's "magic". The Unity Animation Event system takes method names as strings, + //and calls a method of the same name on a component on the same GameObject as the Animator. See the "attack1" Animation Clip as one + //example of where this is configured. + + m_ClientActionViz.OnAnimEvent(id); + } + + public bool IsAnimating() + { + if (OurAnimator.GetFloat(m_VisualizationConfiguration.SpeedVariableID) > 0.0) { return true; } + + for (int i = 0; i < OurAnimator.layerCount; i++) + { + if (OurAnimator.GetCurrentAnimatorStateInfo(i).tagHash != m_VisualizationConfiguration.BaseNodeTagID) + { + //we are in an active node, not the default "nothing" node. + return true; + } + } + + return false; + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientCharacter.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientCharacter.cs.meta new file mode 100644 index 0000000..941ca18 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientCharacter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9520a47fc61d5ab4ca99cdac2d574909 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatar.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatar.cs new file mode 100644 index 0000000..ccf623c --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatar.cs @@ -0,0 +1,55 @@ +using System; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + public class ClientPlayerAvatar : NetworkBehaviour + { + [SerializeField] + ClientPlayerAvatarRuntimeCollection m_PlayerAvatars; + + public static event Action LocalClientSpawned; + + public static event Action LocalClientDespawned; + + public override void OnNetworkSpawn() + { + name = "PlayerAvatar" + OwnerClientId; + + if (IsClient && IsOwner) + { + LocalClientSpawned?.Invoke(this); + } + + if (m_PlayerAvatars) + { + m_PlayerAvatars.Add(this); + } + } + + public override void OnNetworkDespawn() + { + if (IsClient && IsOwner) + { + LocalClientDespawned?.Invoke(); + } + + RemoveNetworkCharacter(); + } + + public override void OnDestroy() + { + base.OnDestroy(); + RemoveNetworkCharacter(); + } + + void RemoveNetworkCharacter() + { + if (m_PlayerAvatars) + { + m_PlayerAvatars.Remove(this); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatar.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatar.cs.meta new file mode 100644 index 0000000..2f889f4 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatar.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b9cdcc3c2393a2745a733ffa279642ba +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatarNetworkAnimator.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatarNetworkAnimator.cs new file mode 100644 index 0000000..2d9fdf3 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatarNetworkAnimator.cs @@ -0,0 +1,70 @@ +using Unity.Netcode; +using Unity.Netcode.Components; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + /// + /// Component that spawns a PlayerAvatar's Avatar. It does this in two places: + /// 1) either inside OnNetworkSpawn() or + /// 2) inside NetworkAnimator's OnSynchronize method. + /// The latter is necessary for clients receiving initial synchronizing data, where the Animator needs to be present + /// and bound (Animator.Bind()) *before* the incoming animation data is applied. + /// + public class ClientPlayerAvatarNetworkAnimator : NetworkAnimator + { + [SerializeField] + NetworkAvatarGuidState m_NetworkAvatarGuidState; + + bool m_AvatarInstantiated; + + public override void OnNetworkSpawn() + { + base.OnNetworkSpawn(); + if (!IsClient || m_AvatarInstantiated) + { + return; + } + + InstantiateAvatar(); + } + + public override void OnNetworkDespawn() + { + base.OnNetworkDespawn(); + m_AvatarInstantiated = false; + var avatarGraphics = Animator.transform.GetChild(0); + if (avatarGraphics != null) + { + Destroy(avatarGraphics.gameObject); + } + } + + protected override void OnSynchronize(ref BufferSerializer serializer) + { + if (NetworkManager.Singleton.IsClient && !m_AvatarInstantiated) + { + InstantiateAvatar(); + } + + base.OnSynchronize(ref serializer); + } + + void InstantiateAvatar() + { + if (Animator.transform.childCount > 0) + { + // we may receive a NetworkVariable's OnValueChanged callback more than once as a client + // this makes sure we don't spawn a duplicate graphics GameObject + return; + } + + // spawn avatar graphics GameObject + Instantiate(m_NetworkAvatarGuidState.RegisteredAvatar.Graphics, Animator.transform); + + Animator.Rebind(); + + m_AvatarInstantiated = true; + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatarNetworkAnimator.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatarNetworkAnimator.cs.meta new file mode 100644 index 0000000..8d8feb9 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ClientPlayerAvatarNetworkAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 99504426d7b854c33811fe398cf44a80 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/MovementStatus.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/MovementStatus.cs new file mode 100644 index 0000000..4f5171c --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/MovementStatus.cs @@ -0,0 +1,20 @@ +using System; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// Describes how the character's movement should be animated: as standing idle, running normally, + /// magically slowed, sped up, etc. (Not all statuses are currently used by game content, + /// but they are set up to be displayed correctly for future use.) + /// + [Serializable] + public enum MovementStatus + { + Idle, // not trying to move + Normal, // character is moving (normally) + Uncontrolled, // character is being moved by e.g. a knockback -- they are not in control! + Slowed, // character's movement is magically hindered + Hasted, // character's movement is magically enhanced + Walking, // character should appear to be "walking" rather than normal running (e.g. for cut-scenes) + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/MovementStatus.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/MovementStatus.cs.meta new file mode 100644 index 0000000..2d88957 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/MovementStatus.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: aadf46e1502f4bd7aedbe077e9a4944f +timeCreated: 1662673589 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/NetworkAvatarGuidState.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/NetworkAvatarGuidState.cs new file mode 100644 index 0000000..6548f89 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/NetworkAvatarGuidState.cs @@ -0,0 +1,72 @@ +using System; +using Unity.BossRoom.Gameplay.Configuration; +using Unity.BossRoom.Infrastructure; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Serialization; +using Avatar = Unity.BossRoom.Gameplay.Configuration.Avatar; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + /// + /// NetworkBehaviour component to send/receive GUIDs from server to clients. + /// + public class NetworkAvatarGuidState : NetworkBehaviour + { + [FormerlySerializedAs("AvatarGuidArray")] + [HideInInspector] + public NetworkVariable AvatarGuid = new NetworkVariable(); + + [SerializeField] + AvatarRegistry m_AvatarRegistry; + + Avatar m_Avatar; + + public Avatar RegisteredAvatar + { + get + { + if (m_Avatar == null) + { + RegisterAvatar(AvatarGuid.Value.ToGuid()); + } + + return m_Avatar; + } + } + + public void SetRandomAvatar() + { + AvatarGuid.Value = m_AvatarRegistry.GetRandomAvatar().Guid.ToNetworkGuid(); + } + + void RegisterAvatar(Guid guid) + { + if (guid.Equals(Guid.Empty)) + { + // not a valid Guid + return; + } + + // based on the Guid received, Avatar is fetched from AvatarRegistry + if (!m_AvatarRegistry.TryGetAvatar(guid, out var avatar)) + { + Debug.LogError("Avatar not found!"); + return; + } + + if (m_Avatar != null) + { + // already set, this is an idempotent call, we don't want to Instantiate twice + return; + } + + m_Avatar = avatar; + + if (TryGetComponent(out var serverCharacter)) + { + serverCharacter.CharacterClass = avatar.CharacterClass; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/NetworkAvatarGuidState.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/NetworkAvatarGuidState.cs.meta new file mode 100644 index 0000000..174d72f --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/NetworkAvatarGuidState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ebe9bfd21e47445488dfd84b4e0c9884 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/PhysicsWrapper.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/PhysicsWrapper.cs new file mode 100644 index 0000000..973fbd6 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/PhysicsWrapper.cs @@ -0,0 +1,60 @@ +using System; +using System.Collections.Generic; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + /// + /// Wrapper class for direct references to components relevant to physics. + /// Each instance of a PhysicsWrapper is registered to a static dictionary, indexed by the NetworkObject's ID. + /// + /// + /// The root GameObject of PCs & NPCs is not the object which will move through the world, so other classes will + /// need a quick reference to a PC's/NPC's in-game position. + /// + public class PhysicsWrapper : NetworkBehaviour + { + static Dictionary m_PhysicsWrappers = new Dictionary(); + + [SerializeField] + Transform m_Transform; + + public Transform Transform => m_Transform; + + [SerializeField] + Collider m_DamageCollider; + + public Collider DamageCollider => m_DamageCollider; + + ulong m_NetworkObjectID; + + public override void OnNetworkSpawn() + { + m_PhysicsWrappers.Add(NetworkObjectId, this); + + m_NetworkObjectID = NetworkObjectId; + } + + public override void OnNetworkDespawn() + { + RemovePhysicsWrapper(); + } + + public override void OnDestroy() + { + base.OnDestroy(); + RemovePhysicsWrapper(); + } + + void RemovePhysicsWrapper() + { + m_PhysicsWrappers.Remove(m_NetworkObjectID); + } + + public static bool TryGetPhysicsWrapper(ulong networkObjectID, out PhysicsWrapper physicsWrapper) + { + return m_PhysicsWrappers.TryGetValue(networkObjectID, out physicsWrapper); + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/PhysicsWrapper.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/PhysicsWrapper.cs.meta new file mode 100644 index 0000000..3e7e602 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/PhysicsWrapper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc85fa0320dca1545a3e037ee46391cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/PlayerServerCharacter.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/PlayerServerCharacter.cs new file mode 100644 index 0000000..3aed77d --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/PlayerServerCharacter.cs @@ -0,0 +1,90 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.ConnectionManagement; +using Unity.Multiplayer.Samples.BossRoom; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + /// + /// Attached to the player-characters' prefab, this maintains a list of active ServerCharacter objects for players. + /// + /// + /// This is an optimization. In server code you can already get a list of players' ServerCharacters by + /// iterating over the active connections and calling GetComponent() on their PlayerObject. But we need + /// to iterate over all players quite often -- the monsters' IdleAIState does so in every Update() -- + /// and all those GetComponent() calls add up! So this optimization lets us iterate without calling + /// GetComponent(). This will be refactored with a ScriptableObject-based approach on player collection. + /// + [RequireComponent(typeof(ServerCharacter))] + public class PlayerServerCharacter : NetworkBehaviour + { + static List s_ActivePlayers = new List(); + + [SerializeField] + ServerCharacter m_CachedServerCharacter; + + public override void OnNetworkSpawn() + { + if (IsServer) + { + s_ActivePlayers.Add(m_CachedServerCharacter); + } + else + { + enabled = false; + } + + } + + void OnDisable() + { + s_ActivePlayers.Remove(m_CachedServerCharacter); + } + + public override void OnNetworkDespawn() + { + if (IsServer) + { + var movementTransform = m_CachedServerCharacter.Movement.transform; + SessionPlayerData? sessionPlayerData = SessionManager.Instance.GetPlayerData(OwnerClientId); + if (sessionPlayerData.HasValue) + { + var playerData = sessionPlayerData.Value; + playerData.PlayerPosition = movementTransform.position; + playerData.PlayerRotation = movementTransform.rotation; + playerData.CurrentHitPoints = m_CachedServerCharacter.HitPoints; + playerData.HasCharacterSpawned = true; + SessionManager.Instance.SetPlayerData(OwnerClientId, playerData); + } + } + } + + /// + /// Returns a list of all active players' ServerCharacters. Treat the list as read-only! + /// The list will be empty on the client. + /// + public static List GetPlayerServerCharacters() + { + return s_ActivePlayers; + } + + /// + /// Returns the ServerCharacter owned by a specific client. Always returns null on the client. + /// + /// + /// The ServerCharacter owned by the client, or null if no ServerCharacter is found + public static ServerCharacter GetPlayerServerCharacter(ulong ownerClientId) + { + foreach (var playerServerCharacter in s_ActivePlayers) + { + if (playerServerCharacter.OwnerClientId == ownerClientId) + { + return playerServerCharacter; + } + } + return null; + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/PlayerServerCharacter.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/PlayerServerCharacter.cs.meta new file mode 100644 index 0000000..a9c3da1 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/PlayerServerCharacter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a46d628dbb19f12449867d14fa5268b0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerAnimationHandler.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerAnimationHandler.cs new file mode 100644 index 0000000..85fa6ff --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerAnimationHandler.cs @@ -0,0 +1,56 @@ +using System; +using Unity.BossRoom.Gameplay.Configuration; +using Unity.Netcode; +using Unity.Netcode.Components; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + public class ServerAnimationHandler : NetworkBehaviour + { + [SerializeField] + NetworkAnimator m_NetworkAnimator; + + [SerializeField] + VisualizationConfiguration m_VisualizationConfiguration; + + [SerializeField] + NetworkLifeState m_NetworkLifeState; + + public NetworkAnimator NetworkAnimator => m_NetworkAnimator; + + public override void OnNetworkSpawn() + { + if (IsServer) + { + m_NetworkLifeState.LifeState.OnValueChanged += OnLifeStateChanged; + } + } + + void OnLifeStateChanged(LifeState previousValue, LifeState newValue) + { + switch (newValue) + { + case LifeState.Alive: + NetworkAnimator.SetTrigger(m_VisualizationConfiguration.AliveStateTriggerID); + break; + case LifeState.Fainted: + NetworkAnimator.SetTrigger(m_VisualizationConfiguration.FaintedStateTriggerID); + break; + case LifeState.Dead: + NetworkAnimator.SetTrigger(m_VisualizationConfiguration.DeadStateTriggerID); + break; + default: + throw new ArgumentOutOfRangeException(nameof(newValue), newValue, null); + } + } + + public override void OnNetworkDespawn() + { + if (IsServer && m_NetworkLifeState != null) + { + m_NetworkLifeState.LifeState.OnValueChanged -= OnLifeStateChanged; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerAnimationHandler.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerAnimationHandler.cs.meta new file mode 100644 index 0000000..0e46348 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerAnimationHandler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 162844b92fe5b9a469bf0cd049b43138 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs new file mode 100644 index 0000000..3edac2f --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs @@ -0,0 +1,402 @@ +using System.Collections; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Gameplay.Actions; +using Unity.BossRoom.Gameplay.Configuration; +using Unity.BossRoom.Gameplay.GameplayObjects.Character.AI; +using Unity.Multiplayer.Samples.BossRoom; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Serialization; +using Action = Unity.BossRoom.Gameplay.Actions.Action; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + /// + /// Contains all NetworkVariables, RPCs and server-side logic of a character. + /// This class was separated in two to keep client and server context self contained. This way you don't have to continuously ask yourself if code is running client or server side. + /// + [RequireComponent(typeof(NetworkHealthState), + typeof(NetworkLifeState), + typeof(NetworkAvatarGuidState))] + public class ServerCharacter : NetworkBehaviour, ITargetable + { + [FormerlySerializedAs("m_ClientVisualization")] + [SerializeField] + ClientCharacter m_ClientCharacter; + + public ClientCharacter clientCharacter => m_ClientCharacter; + + [SerializeField] + CharacterClass m_CharacterClass; + + public CharacterClass CharacterClass + { + get + { + if (m_CharacterClass == null) + { + m_CharacterClass = m_State.RegisteredAvatar.CharacterClass; + } + + return m_CharacterClass; + } + + set => m_CharacterClass = value; + } + + /// Indicates how the character's movement should be depicted. + public NetworkVariable MovementStatus { get; } = new NetworkVariable(); + + public NetworkVariable HeldNetworkObject { get; } = new NetworkVariable(); + + /// + /// Indicates whether this character is in "stealth mode" (invisible to monsters and other players). + /// + public NetworkVariable IsStealthy { get; } = new NetworkVariable(); + + public NetworkHealthState NetHealthState { get; private set; } + + /// + /// The active target of this character. + /// + public NetworkVariable TargetId { get; } = new NetworkVariable(); + + /// + /// Current HP. This value is populated at startup time from CharacterClass data. + /// + public int HitPoints + { + get => NetHealthState.HitPoints.Value; + private set => NetHealthState.HitPoints.Value = value; + } + + public NetworkLifeState NetLifeState { get; private set; } + + /// + /// Current LifeState. Only Players should enter the FAINTED state. + /// + public LifeState LifeState + { + get => NetLifeState.LifeState.Value; + private set => NetLifeState.LifeState.Value = value; + } + + /// + /// Returns true if this Character is an NPC. + /// + public bool IsNpc => CharacterClass.IsNpc; + + public bool IsValidTarget => LifeState != LifeState.Dead; + + /// + /// Returns true if the Character is currently in a state where it can play actions, false otherwise. + /// + public bool CanPerformActions => LifeState == LifeState.Alive; + + /// + /// Character Type. This value is populated during character selection. + /// + public CharacterTypeEnum CharacterType => CharacterClass.CharacterType; + + private ServerActionPlayer m_ServerActionPlayer; + + /// + /// The Character's ActionPlayer. This is mainly exposed for use by other Actions. In particular, users are discouraged from + /// calling 'PlayAction' directly on this, as the ServerCharacter has certain game-level checks it performs in its own wrapper. + /// + public ServerActionPlayer ActionPlayer => m_ServerActionPlayer; + + [SerializeField] + [Tooltip("If set to false, an NPC character will be denied its brain (won't attack or chase players)")] + private bool m_BrainEnabled = true; + + [SerializeField] + [Tooltip("Setting negative value disables destroying object after it is killed.")] + private float m_KilledDestroyDelaySeconds = 3.0f; + + [SerializeField] + [Tooltip("If set, the ServerCharacter will automatically play the StartingAction when it is created. ")] + private Action m_StartingAction; + + + [SerializeField] + DamageReceiver m_DamageReceiver; + + [SerializeField] + ServerCharacterMovement m_Movement; + + public ServerCharacterMovement Movement => m_Movement; + + [SerializeField] + PhysicsWrapper m_PhysicsWrapper; + + public PhysicsWrapper physicsWrapper => m_PhysicsWrapper; + + [SerializeField] + ServerAnimationHandler m_ServerAnimationHandler; + + public ServerAnimationHandler serverAnimationHandler => m_ServerAnimationHandler; + + private AIBrain m_AIBrain; + NetworkAvatarGuidState m_State; + + void Awake() + { + m_ServerActionPlayer = new ServerActionPlayer(this); + NetLifeState = GetComponent(); + NetHealthState = GetComponent(); + m_State = GetComponent(); + } + + public override void OnNetworkSpawn() + { + if (!IsServer) { enabled = false; } + else + { + NetLifeState.LifeState.OnValueChanged += OnLifeStateChanged; + m_DamageReceiver.DamageReceived += ReceiveHP; + m_DamageReceiver.CollisionEntered += CollisionEntered; + + if (IsNpc) + { + m_AIBrain = new AIBrain(this, m_ServerActionPlayer); + } + + if (m_StartingAction != null) + { + var startingAction = new ActionRequestData() { ActionID = m_StartingAction.ActionID }; + PlayAction(ref startingAction); + } + InitializeHitPoints(); + } + } + + public override void OnNetworkDespawn() + { + NetLifeState.LifeState.OnValueChanged -= OnLifeStateChanged; + + if (m_DamageReceiver) + { + m_DamageReceiver.DamageReceived -= ReceiveHP; + m_DamageReceiver.CollisionEntered -= CollisionEntered; + } + } + + + /// + /// RPC to send inputs for this character from a client to a server. + /// + /// The position which this character should move towards. + [Rpc(SendTo.Server)] + public void ServerSendCharacterInputRpc(Vector3 movementTarget) + { + if (LifeState == LifeState.Alive && !m_Movement.IsPerformingForcedMovement()) + { + // if we're currently playing an interruptible action, interrupt it! + if (m_ServerActionPlayer.GetActiveActionInfo(out ActionRequestData data)) + { + if (GameDataSource.Instance.GetActionPrototypeByID(data.ActionID).Config.ActionInterruptible) + { + m_ServerActionPlayer.ClearActions(false); + } + } + + m_ServerActionPlayer.CancelRunningActionsByLogic(ActionLogic.Target, true); //clear target on move. + m_Movement.SetMovementTarget(movementTarget); + } + } + + // ACTION SYSTEM + + /// + /// Client->Server RPC that sends a request to play an action. + /// + /// Data about which action to play and its associated details. + [Rpc(SendTo.Server)] + public void ServerPlayActionRpc(ActionRequestData data) + { + ActionRequestData data1 = data; + if (!GameDataSource.Instance.GetActionPrototypeByID(data1.ActionID).Config.IsFriendly) + { + // notify running actions that we're using a new attack. (e.g. so Stealth can cancel itself) + ActionPlayer.OnGameplayActivity(Action.GameplayActivity.UsingAttackAction); + } + + PlayAction(ref data1); + } + + // UTILITY AND SPECIAL-PURPOSE RPCs + + /// + /// Called on server when the character's client decides they have stopped "charging up" an attack. + /// + [Rpc(SendTo.Server)] + public void ServerStopChargingUpRpc() + { + m_ServerActionPlayer.OnGameplayActivity(Action.GameplayActivity.StoppedChargingUp); + } + + void InitializeHitPoints() + { + HitPoints = CharacterClass.BaseHP.Value; + + if (!IsNpc) + { + SessionPlayerData? sessionPlayerData = SessionManager.Instance.GetPlayerData(OwnerClientId); + if (sessionPlayerData is { HasCharacterSpawned: true }) + { + HitPoints = sessionPlayerData.Value.CurrentHitPoints; + if (HitPoints <= 0) + { + LifeState = LifeState.Fainted; + } + } + } + } + + /// + /// Play a sequence of actions! + /// + public void PlayAction(ref ActionRequestData action) + { + //the character needs to be alive in order to be able to play actions + if (LifeState == LifeState.Alive && !m_Movement.IsPerformingForcedMovement()) + { + if (action.CancelMovement) + { + m_Movement.CancelMove(); + } + + m_ServerActionPlayer.PlayAction(ref action); + } + } + + void OnLifeStateChanged(LifeState prevLifeState, LifeState lifeState) + { + if (lifeState != LifeState.Alive) + { + m_ServerActionPlayer.ClearActions(true); + m_Movement.CancelMove(); + } + } + + IEnumerator KilledDestroyProcess() + { + yield return new WaitForSeconds(m_KilledDestroyDelaySeconds); + + if (NetworkObject != null) + { + NetworkObject.Despawn(true); + } + } + + /// + /// Receive an HP change from somewhere. Could be healing or damage. + /// + /// Person dishing out this damage/healing. Can be null. + /// The HP to receive. Positive value is healing. Negative is damage. + void ReceiveHP(ServerCharacter inflicter, int HP) + { + //to our own effects, and modify the damage or healing as appropriate. But in this game, we just take it straight. + if (HP > 0) + { + m_ServerActionPlayer.OnGameplayActivity(Action.GameplayActivity.Healed); + float healingMod = m_ServerActionPlayer.GetBuffedValue(Action.BuffableValue.PercentHealingReceived); + HP = (int)(HP * healingMod); + } + else + { +#if UNITY_EDITOR || DEVELOPMENT_BUILD + // Don't apply damage if god mode is on + if (NetLifeState.IsGodMode.Value) + { + return; + } +#endif + + m_ServerActionPlayer.OnGameplayActivity(Action.GameplayActivity.AttackedByEnemy); + float damageMod = m_ServerActionPlayer.GetBuffedValue(Action.BuffableValue.PercentDamageReceived); + HP = (int)(HP * damageMod); + + serverAnimationHandler.NetworkAnimator.SetTrigger("HitReact1"); + } + + HitPoints = Mathf.Clamp(HitPoints + HP, 0, CharacterClass.BaseHP.Value); + + if (m_AIBrain != null) + { + //let the brain know about the modified amount of damage we received. + m_AIBrain.ReceiveHP(inflicter, HP); + } + + //we can't currently heal a dead character back to Alive state. + //that's handled by a separate function. + if (HitPoints <= 0) + { + if (IsNpc) + { + if (m_KilledDestroyDelaySeconds >= 0.0f && LifeState != LifeState.Dead) + { + StartCoroutine(KilledDestroyProcess()); + } + + LifeState = LifeState.Dead; + } + else + { + LifeState = LifeState.Fainted; + } + + m_ServerActionPlayer.ClearActions(false); + } + } + + /// + /// Determines a gameplay variable for this character. The value is determined + /// by the character's active Actions. + /// + /// + /// + public float GetBuffedValue(Action.BuffableValue buffType) + { + return m_ServerActionPlayer.GetBuffedValue(buffType); + } + + /// + /// Receive a Life State change that brings Fainted characters back to Alive state. + /// + /// Person reviving the character. + /// The HP to set to a newly revived character. + public void Revive(ServerCharacter inflicter, int HP) + { + if (LifeState == LifeState.Fainted) + { + HitPoints = Mathf.Clamp(HP, 0, CharacterClass.BaseHP.Value); + NetLifeState.LifeState.Value = LifeState.Alive; + } + } + + void Update() + { + m_ServerActionPlayer.OnUpdate(); + if (m_AIBrain != null && LifeState == LifeState.Alive && m_BrainEnabled) + { + m_AIBrain.Update(); + } + } + + void CollisionEntered(Collision collision) + { + if (m_ServerActionPlayer != null) + { + m_ServerActionPlayer.CollisionEntered(collision); + } + } + + /// + /// This character's AIBrain. Will be null if this is not an NPC. + /// + public AIBrain AIBrain { get { return m_AIBrain; } } + + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs.meta new file mode 100644 index 0000000..5351b89 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 920a440eb254ba348915767fd046027a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacterMovement.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacterMovement.cs new file mode 100644 index 0000000..c90b75a --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacterMovement.cs @@ -0,0 +1,285 @@ +using System; +using Unity.BossRoom.Gameplay.Configuration; +using Unity.BossRoom.Navigation; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.AI; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Gameplay.GameplayObjects.Character +{ + public enum MovementState + { + Idle = 0, + PathFollowing = 1, + Charging = 2, + Knockback = 3, + } + + /// + /// Component responsible for moving a character on the server side based on inputs. + /// + /*[RequireComponent(typeof(NetworkCharacterState), typeof(NavMeshAgent), typeof(ServerCharacter)), RequireComponent(typeof(Rigidbody))]*/ + public class ServerCharacterMovement : NetworkBehaviour + { + [SerializeField] + NavMeshAgent m_NavMeshAgent; + + [SerializeField] + Rigidbody m_Rigidbody; + + private NavigationSystem m_NavigationSystem; + + private DynamicNavPath m_NavPath; + + private MovementState m_MovementState; + + MovementStatus m_PreviousState; + + [SerializeField] + private ServerCharacter m_CharLogic; + + // when we are in charging and knockback mode, we use these additional variables + private float m_ForcedSpeed; + private float m_SpecialModeDurationRemaining; + + // this one is specific to knockback mode + private Vector3 m_KnockbackVector; + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + public bool TeleportModeActivated { get; set; } + + const float k_CheatSpeed = 20; + + public bool SpeedCheatActivated { get; set; } +#endif + + void Awake() + { + // disable this NetworkBehavior until it is spawned + enabled = false; + } + + public override void OnNetworkSpawn() + { + if (IsServer) + { + // Only enable server component on servers + enabled = true; + + // On the server enable navMeshAgent and initialize + m_NavMeshAgent.enabled = true; + m_NavigationSystem = GameObject.FindGameObjectWithTag(NavigationSystem.NavigationSystemTag).GetComponent(); + m_NavPath = new DynamicNavPath(m_NavMeshAgent, m_NavigationSystem); + } + } + + /// + /// Sets a movement target. We will path to this position, avoiding static obstacles. + /// + /// Position in world space to path to. + public void SetMovementTarget(Vector3 position) + { +#if UNITY_EDITOR || DEVELOPMENT_BUILD + if (TeleportModeActivated) + { + Teleport(position); + return; + } +#endif + m_MovementState = MovementState.PathFollowing; + m_NavPath.SetTargetPosition(position); + } + + public void StartForwardCharge(float speed, float duration) + { + m_NavPath.Clear(); + m_MovementState = MovementState.Charging; + m_ForcedSpeed = speed; + m_SpecialModeDurationRemaining = duration; + } + + public void StartKnockback(Vector3 knocker, float speed, float duration) + { + m_NavPath.Clear(); + m_MovementState = MovementState.Knockback; + m_KnockbackVector = transform.position - knocker; + m_ForcedSpeed = speed; + m_SpecialModeDurationRemaining = duration; + } + + /// + /// Follow the given transform until it is reached. + /// + /// The transform to follow + public void FollowTransform(Transform followTransform) + { + m_MovementState = MovementState.PathFollowing; + m_NavPath.FollowTransform(followTransform); + } + + /// + /// Returns true if the current movement-mode is unabortable (e.g. a knockback effect) + /// + /// + public bool IsPerformingForcedMovement() + { + return m_MovementState == MovementState.Knockback || m_MovementState == MovementState.Charging; + } + + /// + /// Returns true if the character is actively moving, false otherwise. + /// + /// + public bool IsMoving() + { + return m_MovementState != MovementState.Idle; + } + + /// + /// Cancels any moves that are currently in progress. + /// + public void CancelMove() + { + if (m_NavPath != null) + { + m_NavPath.Clear(); + } + m_MovementState = MovementState.Idle; + } + + /// + /// Instantly moves the character to a new position. NOTE: this cancels any active movement operation! + /// This does not notify the client that the movement occurred due to teleportation, so that needs to + /// happen in some other way, such as with the custom action visualization in DashAttackActionFX. (Without + /// this, the clients will animate the character moving to the new destination spot, rather than instantly + /// appearing in the new spot.) + /// + /// new coordinates the character should be at + public void Teleport(Vector3 newPosition) + { + CancelMove(); + if (!m_NavMeshAgent.Warp(newPosition)) + { + // warping failed! We're off the navmesh somehow. Weird... but we can still teleport + Debug.LogWarning($"NavMeshAgent.Warp({newPosition}) failed!", gameObject); + transform.position = newPosition; + } + + m_Rigidbody.position = transform.position; + m_Rigidbody.rotation = transform.rotation; + } + + private void FixedUpdate() + { + PerformMovement(); + + var currentState = GetMovementStatus(m_MovementState); + if (m_PreviousState != currentState) + { + m_CharLogic.MovementStatus.Value = currentState; + m_PreviousState = currentState; + } + } + + public override void OnNetworkDespawn() + { + if (m_NavPath != null) + { + m_NavPath.Dispose(); + } + if (IsServer) + { + // Disable server components when despawning + enabled = false; + m_NavMeshAgent.enabled = false; + } + } + + private void PerformMovement() + { + if (m_MovementState == MovementState.Idle) + return; + + Vector3 movementVector; + + if (m_MovementState == MovementState.Charging) + { + // if we're done charging, stop moving + m_SpecialModeDurationRemaining -= Time.fixedDeltaTime; + if (m_SpecialModeDurationRemaining <= 0) + { + m_MovementState = MovementState.Idle; + return; + } + + var desiredMovementAmount = m_ForcedSpeed * Time.fixedDeltaTime; + movementVector = transform.forward * desiredMovementAmount; + } + else if (m_MovementState == MovementState.Knockback) + { + m_SpecialModeDurationRemaining -= Time.fixedDeltaTime; + if (m_SpecialModeDurationRemaining <= 0) + { + m_MovementState = MovementState.Idle; + return; + } + + var desiredMovementAmount = m_ForcedSpeed * Time.fixedDeltaTime; + movementVector = m_KnockbackVector * desiredMovementAmount; + } + else + { + var desiredMovementAmount = GetBaseMovementSpeed() * Time.fixedDeltaTime; + movementVector = m_NavPath.MoveAlongPath(desiredMovementAmount); + + // If we didn't move stop moving. + if (movementVector == Vector3.zero) + { + m_MovementState = MovementState.Idle; + return; + } + } + + m_NavMeshAgent.Move(movementVector); + transform.rotation = Quaternion.LookRotation(movementVector); + + // After moving adjust the position of the dynamic rigidbody. + m_Rigidbody.position = transform.position; + m_Rigidbody.rotation = transform.rotation; + } + + /// + /// Retrieves the speed for this character's class. + /// + private float GetBaseMovementSpeed() + { +#if UNITY_EDITOR || DEVELOPMENT_BUILD + if (SpeedCheatActivated) + { + return k_CheatSpeed; + } +#endif + CharacterClass characterClass = GameDataSource.Instance.CharacterDataByType[m_CharLogic.CharacterType]; + Assert.IsNotNull(characterClass, $"No CharacterClass data for character type {m_CharLogic.CharacterType}"); + return characterClass.Speed; + } + + /// + /// Determines the appropriate MovementStatus for the character. The + /// MovementStatus is used by the client code when animating the character. + /// + private MovementStatus GetMovementStatus(MovementState movementState) + { + switch (movementState) + { + case MovementState.Idle: + return MovementStatus.Idle; + case MovementState.Knockback: + return MovementStatus.Uncontrolled; + default: + return MovementStatus.Normal; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacterMovement.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacterMovement.cs.meta new file mode 100644 index 0000000..08c9e9e --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacterMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fdad0914904cc1e47933ecd7a58514ac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/ClientPickUpPotEffects.cs b/Assets/Scripts/Gameplay/GameplayObjects/ClientPickUpPotEffects.cs new file mode 100644 index 0000000..de22f35 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/ClientPickUpPotEffects.cs @@ -0,0 +1,49 @@ +using System; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.Multiplayer.Samples.BossRoom.Client +{ + /// + /// Component to play VFX and SFX when this NetworkObject's parent NetworkObject changes to make the action look more polished. + /// + public class ClientPickUpPotEffects : NetworkBehaviour + { + [SerializeField] + ParticleSystem m_PutDownParticleSystem; + + [SerializeField] + AudioSource m_PickUpSound; + + [SerializeField] + AudioSource m_PutDownSound; + + void Awake() + { + enabled = false; + } + + public override void OnNetworkSpawn() + { + enabled = IsClient; + } + + public override void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) + { + if (!IsClient) + { + return; + } + + if (parentNetworkObject == null) + { + m_PutDownParticleSystem.Play(); + m_PutDownSound.Play(); + } + else + { + m_PickUpSound.Play(); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/ClientPickUpPotEffects.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/ClientPickUpPotEffects.cs.meta new file mode 100644 index 0000000..519ccca --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/ClientPickUpPotEffects.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0996074c2953b424a88b4c04e79599d5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/DamageReceiver.cs b/Assets/Scripts/Gameplay/GameplayObjects/DamageReceiver.cs new file mode 100644 index 0000000..cc4e95c --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/DamageReceiver.cs @@ -0,0 +1,40 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + public class DamageReceiver : NetworkBehaviour, IDamageable + { + public event Action DamageReceived; + + public event Action CollisionEntered; + + [SerializeField] + NetworkLifeState m_NetworkLifeState; + + public void ReceiveHP(ServerCharacter inflicter, int HP) + { + if (IsDamageable()) + { + DamageReceived?.Invoke(inflicter, HP); + } + } + + public IDamageable.SpecialDamageFlags GetSpecialDamageFlags() + { + return IDamageable.SpecialDamageFlags.None; + } + + public bool IsDamageable() + { + return m_NetworkLifeState.LifeState.Value == LifeState.Alive; + } + + void OnCollisionEnter(Collision other) + { + CollisionEntered?.Invoke(other); + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/DamageReceiver.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/DamageReceiver.cs.meta new file mode 100644 index 0000000..0b13378 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/DamageReceiver.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1da3998b52020a949af0999ab7ea2d14 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/EnemyPortal.cs b/Assets/Scripts/Gameplay/GameplayObjects/EnemyPortal.cs new file mode 100644 index 0000000..ffed31f --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/EnemyPortal.cs @@ -0,0 +1,151 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// ServerEnemyPortal is a stationary dungeon element that spawns monsters when a player is + /// nearby. It has one or more "breakable bits". When all the breakable elements are broken, + /// the portal becomes dormant for a fixed amount of time, before repairing its breakables + /// and starting up again. + /// + /// The actual monster-spawning logic is managed by a ServerWaveSpawner component. + /// + /// + /// The ServerEnemyPortal also has its own NetworkBreakableState. This is for the graphics of + /// the portal itself (a glowy visual effect stops when Broken, turns back on when unbroken) + /// + [RequireComponent(typeof(ServerWaveSpawner))] + public class EnemyPortal : NetworkBehaviour, ITargetable + { + [SerializeField] + [Tooltip("Portal becomes dormant when ALL of these breakables are broken")] + public List m_BreakableElements; + + [SerializeField] + [Tooltip("When all breakable elements are broken, wait this long before respawning them (and reactivating)")] + float m_DormantCooldown; + + [SerializeField] + Breakable m_Breakable; + + public bool IsNpc { get { return true; } } + + public bool IsValidTarget { get { return !m_Breakable.IsBroken.Value; } } + + // cached reference to our components + [SerializeField] + ServerWaveSpawner m_WaveSpawner; + + // currently active "wait X seconds and then restart" coroutine + Coroutine m_CoroDormant; + + public override void OnNetworkSpawn() + { + if (!IsServer) + { + enabled = false; + return; + } + + foreach (var breakable in m_BreakableElements) + { + breakable.IsBroken.OnValueChanged += OnBreakableBroken; + } + + MaintainState(); + } + + public override void OnNetworkDespawn() + { + if (m_CoroDormant != null) + StopCoroutine(m_CoroDormant); + + foreach (var breakable in m_BreakableElements) + { + if (breakable) + breakable.IsBroken.OnValueChanged -= OnBreakableBroken; + } + } + + private void OnBreakableBroken(bool wasBroken, bool isBroken) + { + if (!wasBroken && isBroken) + MaintainState(); + } + + private void MaintainState() + { + bool hasUnbrokenBreakables = false; + foreach (var breakable in m_BreakableElements) + { + if (breakable && !breakable.IsBroken.Value) + { + hasUnbrokenBreakables = true; + break; + } + } + + m_Breakable.IsBroken.Value = !hasUnbrokenBreakables; + m_WaveSpawner.SetSpawnerEnabled(hasUnbrokenBreakables); + if (!hasUnbrokenBreakables && m_CoroDormant == null) + { + m_CoroDormant = StartCoroutine(CoroGoDormantAndThenRestart()); + } + } + + IEnumerator CoroGoDormantAndThenRestart() + { + yield return new WaitForSeconds(m_DormantCooldown); + + Restart(); + } + + void Restart() + { + foreach (var state in m_BreakableElements) + { + if (state) + { + var serverComponent = state.GetComponent(); + Assert.IsNotNull(serverComponent); + serverComponent.Unbreak(); + } + } + + m_Breakable.IsBroken.Value = false; + m_WaveSpawner.SetSpawnerEnabled(true); + m_CoroDormant = null; + } + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + public void ForceRestart() + { + if (m_CoroDormant != null) + { + StopCoroutine(m_CoroDormant); + } + Restart(); + } + + public void ForceDestroy() + { + foreach (var state in m_BreakableElements) + { + if (state) + { + var serverComponent = state.GetComponent(); + Assert.IsNotNull(serverComponent); + serverComponent.ReceiveHP(null, Int32.MinValue); + } + } + } +#endif + } + + +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/EnemyPortal.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/EnemyPortal.cs.meta new file mode 100644 index 0000000..47115a5 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/EnemyPortal.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9a7ed35fc071575449a96ece1cc1ae16 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/FloorSwitch.cs b/Assets/Scripts/Gameplay/GameplayObjects/FloorSwitch.cs new file mode 100644 index 0000000..3dc9579 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/FloorSwitch.cs @@ -0,0 +1,77 @@ +using System; +using System.Collections.Generic; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// Server-side logic for a floor switch (a/k/a "pressure plate"). + /// This script should be attached to a physics trigger. + /// + [RequireComponent(typeof(Collider))] + public class FloorSwitch : NetworkBehaviour + { + [SerializeField] + Animator m_Animator; + + [SerializeField] + Collider m_Collider; + + public NetworkVariable IsSwitchedOn { get; } = new NetworkVariable(); + + List m_RelevantCollidersInTrigger = new List(); + + const string k_AnimatorPressedDownBoolVarName = "IsPressed"; + + [SerializeField, HideInInspector] + int m_AnimatorPressedDownBoolVarID; + + void Awake() + { + m_Collider.isTrigger = true; + } + + public override void OnNetworkSpawn() + { + if (!IsServer) + { + enabled = false; + } + + FloorSwitchStateChanged(false, IsSwitchedOn.Value); + + IsSwitchedOn.OnValueChanged += FloorSwitchStateChanged; + } + + void OnTriggerEnter(Collider other) + { + // no need to check for layer; layer matrix has been configured to only allow FloorSwitch x PC interactions + m_RelevantCollidersInTrigger.Add(other); + } + + void OnTriggerExit(Collider other) + { + m_RelevantCollidersInTrigger.Remove(other); + } + + void FixedUpdate() + { + // it's possible that the Colliders in our trigger have been destroyed, while still inside our trigger. + // In this case, OnTriggerExit() won't get called for them! We can tell if a Collider was destroyed + // because its reference will become null. So here we remove any nulls and see if we're still active. + m_RelevantCollidersInTrigger.RemoveAll(col => col == null); + IsSwitchedOn.Value = m_RelevantCollidersInTrigger.Count > 0; + } + + void FloorSwitchStateChanged(bool previousValue, bool newValue) + { + m_Animator.SetBool(m_AnimatorPressedDownBoolVarID, newValue); + } + + void OnValidate() + { + m_AnimatorPressedDownBoolVarID = Animator.StringToHash(k_AnimatorPressedDownBoolVarName); + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/FloorSwitch.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/FloorSwitch.cs.meta new file mode 100644 index 0000000..2228dda --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/FloorSwitch.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 93c908f0b09a4e04083b7aaf1668e383 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/IDamageable.cs b/Assets/Scripts/Gameplay/GameplayObjects/IDamageable.cs new file mode 100644 index 0000000..23185d6 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/IDamageable.cs @@ -0,0 +1,53 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// Generic interface for damageable objects in the game. This includes ServerCharacter, as well as other things like + /// ServerBreakableLogic. + /// + public interface IDamageable + { + /// + /// Receives HP damage or healing. + /// + /// The Character responsible for the damage. May be null. + /// The damage done. Negative value is damage, positive is healing. + void ReceiveHP(ServerCharacter inflicter, int HP); + + /// + /// The NetworkId of this object. + /// + ulong NetworkObjectId { get; } + + /// + /// The transform of this object. + /// + Transform transform { get; } + + [Flags] + public enum SpecialDamageFlags + { + None = 0, + UnusedFlag = 1 << 0, // does nothing; see comments below + StunOnTrample = 1 << 1, + NotDamagedByPlayers = 1 << 2, + + // The "UnusedFlag" flag does nothing. It exists to work around a Unity editor quirk involving [Flags] enums: + // if you enable all the flags, Unity stores the value as 0xffffffff (labeled "Everything"), meaning that not + // only are all the currently-existing flags enabled, but any future flags you added later would also be enabled! + // This is not future-proof and can cause hard-to-track-down problems, when prefabs magically inherit a new flag + // you just added. So we have the Unused flag, which should NOT do anything, and shouldn't be selected on prefabs. + // It's just there so that we can select all the "real" flags and not get it turned into "Everything" in the editor. + } + SpecialDamageFlags GetSpecialDamageFlags(); + + /// + /// Are we still able to take damage? If we're broken or dead, should return false! + /// + bool IsDamageable(); + } +} + diff --git a/Assets/Scripts/Gameplay/GameplayObjects/IDamageable.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/IDamageable.cs.meta new file mode 100644 index 0000000..e08430e --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/IDamageable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7d93571ec822eef49ad7713a5bb49bee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/ITargetable.cs b/Assets/Scripts/Gameplay/GameplayObjects/ITargetable.cs new file mode 100644 index 0000000..406b07d --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/ITargetable.cs @@ -0,0 +1,22 @@ +using System; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// Entities that are Targetable by Skills should have their shared NetworkState component implement this interface. + /// + public interface ITargetable + { + /// + /// Is this targetable entity an Npc or a Pc? + /// + bool IsNpc { get; } + + /// + /// Is this Target currently valid. + /// + bool IsValidTarget { get; } + } + +} + diff --git a/Assets/Scripts/Gameplay/GameplayObjects/ITargetable.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/ITargetable.cs.meta new file mode 100644 index 0000000..d794a3d --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/ITargetable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1dbddb55b58d45c4c8ddccc1d48c0321 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/NetworkHealthState.cs b/Assets/Scripts/Gameplay/GameplayObjects/NetworkHealthState.cs new file mode 100644 index 0000000..339cbbd --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/NetworkHealthState.cs @@ -0,0 +1,45 @@ +using System; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// MonoBehaviour containing only one NetworkVariableInt which represents this object's health. + /// + public class NetworkHealthState : NetworkBehaviour + { + [HideInInspector] + public NetworkVariable HitPoints = new NetworkVariable(); + + // public subscribable event to be invoked when HP has been fully depleted + public event Action HitPointsDepleted; + + // public subscribable event to be invoked when HP has been replenished + public event Action HitPointsReplenished; + + void OnEnable() + { + HitPoints.OnValueChanged += HitPointsChanged; + } + + void OnDisable() + { + HitPoints.OnValueChanged -= HitPointsChanged; + } + + void HitPointsChanged(int previousValue, int newValue) + { + if (previousValue > 0 && newValue <= 0) + { + // newly reached 0 HP + HitPointsDepleted?.Invoke(); + } + else if (previousValue <= 0 && newValue > 0) + { + // newly revived + HitPointsReplenished?.Invoke(); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/NetworkHealthState.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/NetworkHealthState.cs.meta new file mode 100644 index 0000000..cac7d8c --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/NetworkHealthState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6733907396f36c44891916e5c62f25a0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/NetworkLifeState.cs b/Assets/Scripts/Gameplay/GameplayObjects/NetworkLifeState.cs new file mode 100644 index 0000000..4ca7af8 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/NetworkLifeState.cs @@ -0,0 +1,31 @@ +using System; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + public enum LifeState + { + Alive, + Fainted, + Dead, + } + + /// + /// MonoBehaviour containing only one NetworkVariable of type LifeState which represents this object's life state. + /// + public class NetworkLifeState : NetworkBehaviour + { + [SerializeField] + NetworkVariable m_LifeState = new NetworkVariable(GameplayObjects.LifeState.Alive); + + public NetworkVariable LifeState => m_LifeState; + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + /// + /// Indicates whether this character is in "god mode" (cannot be damaged). + /// + public NetworkVariable IsGodMode { get; } = new NetworkVariable(false); +#endif + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/NetworkLifeState.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/NetworkLifeState.cs.meta new file mode 100644 index 0000000..1d14321 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/NetworkLifeState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 818290ebb0ac23541921b4dfc6842778 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/PersistentPlayer.cs b/Assets/Scripts/Gameplay/GameplayObjects/PersistentPlayer.cs new file mode 100644 index 0000000..12a4e31 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/PersistentPlayer.cs @@ -0,0 +1,92 @@ +using System; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Utils; +using Unity.Multiplayer.Samples.BossRoom; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// NetworkBehaviour that represents a player connection and is the "Default Player Prefab" inside Netcode for + /// GameObjects' (Netcode) NetworkManager. This NetworkBehaviour will contain several other NetworkBehaviours that + /// should persist throughout the duration of this connection, meaning it will persist between scenes. + /// + /// + /// It is not necessary to explicitly mark this as a DontDestroyOnLoad object as Netcode will handle migrating this + /// Player object between scene loads. + /// + [RequireComponent(typeof(NetworkObject))] + public class PersistentPlayer : NetworkBehaviour + { + [SerializeField] + PersistentPlayerRuntimeCollection m_PersistentPlayerRuntimeCollection; + + [SerializeField] + NetworkNameState m_NetworkNameState; + + [SerializeField] + NetworkAvatarGuidState m_NetworkAvatarGuidState; + + public NetworkNameState NetworkNameState => m_NetworkNameState; + + public NetworkAvatarGuidState NetworkAvatarGuidState => m_NetworkAvatarGuidState; + + public override void OnNetworkSpawn() + { + gameObject.name = "PersistentPlayer" + OwnerClientId; + + // Note that this is done here on OnNetworkSpawn in case this NetworkBehaviour's properties are accessed + // when this element is added to the runtime collection. If this was done in OnEnable() there is a chance + // that OwnerClientID could be its default value (0). + m_PersistentPlayerRuntimeCollection.Add(this); + if (IsServer) + { + var sessionPlayerData = SessionManager.Instance.GetPlayerData(OwnerClientId); + if (sessionPlayerData.HasValue) + { + var playerData = sessionPlayerData.Value; + m_NetworkNameState.Name.Value = playerData.PlayerName; + if (playerData.HasCharacterSpawned) + { + m_NetworkAvatarGuidState.AvatarGuid.Value = playerData.AvatarNetworkGuid; + } + else + { + m_NetworkAvatarGuidState.SetRandomAvatar(); + playerData.AvatarNetworkGuid = m_NetworkAvatarGuidState.AvatarGuid.Value; + SessionManager.Instance.SetPlayerData(OwnerClientId, playerData); + } + } + } + } + + public override void OnDestroy() + { + base.OnDestroy(); + RemovePersistentPlayer(); + } + + public override void OnNetworkDespawn() + { + RemovePersistentPlayer(); + } + + void RemovePersistentPlayer() + { + m_PersistentPlayerRuntimeCollection.Remove(this); + if (IsServer) + { + var sessionPlayerData = SessionManager.Instance.GetPlayerData(OwnerClientId); + if (sessionPlayerData.HasValue) + { + var playerData = sessionPlayerData.Value; + playerData.PlayerName = m_NetworkNameState.Name.Value; + playerData.AvatarNetworkGuid = m_NetworkAvatarGuidState.AvatarGuid.Value; + SessionManager.Instance.SetPlayerData(OwnerClientId, playerData); + } + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/PersistentPlayer.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/PersistentPlayer.cs.meta new file mode 100644 index 0000000..cfe24c5 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/PersistentPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e9bbde9373514244f989e226f86fdc6b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/PickUpState.cs b/Assets/Scripts/Gameplay/GameplayObjects/PickUpState.cs new file mode 100644 index 0000000..9415dee --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/PickUpState.cs @@ -0,0 +1,15 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// Shared Network logic for targetable, NPC, pickup objects. + /// + public class PickUpState : MonoBehaviour, ITargetable + { + public bool IsNpc => true; + + public bool IsValidTarget => true; + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/PickUpState.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/PickUpState.cs.meta new file mode 100644 index 0000000..bc82ff5 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/PickUpState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4566134ae7183af429beed4d18a4d63b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Projectiles.meta b/Assets/Scripts/Gameplay/GameplayObjects/Projectiles.meta new file mode 100644 index 0000000..2f5223e --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Projectiles.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f145d8ed83ad4ea88849dd011e3a228e +timeCreated: 1659136606 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/FXProjectile.cs b/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/FXProjectile.cs new file mode 100644 index 0000000..12a9863 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/FXProjectile.cs @@ -0,0 +1,102 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// Logic that handles an FX-based pretend-missile. + /// + public class FXProjectile : MonoBehaviour + { + [SerializeField] + private List m_ProjectileGraphics; + + [SerializeField] + private List m_TargetHitGraphics; + + [SerializeField] + private List m_TargetMissedGraphics; + + [SerializeField] + [Tooltip("If this projectile plays an impact particle, how long should we stay alive for it to keep playing?")] + private float m_PostImpactDurationSeconds = 1; + + private Vector3 m_StartPoint; + private Transform m_TargetDestination; // null if we're a "miss" projectile (i.e. we hit nothing) + private Vector3 m_MissDestination; // only used if m_TargetDestination is null + private float m_FlightDuration; + private float m_Age; + private bool m_HasImpacted; + + public void Initialize(Vector3 startPoint, Transform target, Vector3 missPos, float flightTime) + { + m_StartPoint = startPoint; + m_TargetDestination = target; + m_MissDestination = missPos; + m_FlightDuration = flightTime; + m_HasImpacted = false; + + // the projectile graphics are actually already enabled in the prefab, but just in case, turn them on + foreach (var projectileGO in m_ProjectileGraphics) + { + projectileGO.SetActive(true); + } + } + + public void Cancel() + { + // we could play a "poof" particle... but for now we just instantly disappear + Destroy(gameObject); + } + + private void Update() + { + m_Age += Time.deltaTime; + if (!m_HasImpacted) + { + if (m_Age >= m_FlightDuration) + { + Impact(); + } + else + { + // we're flying through the air. Reposition ourselves to be closer to the destination + float progress = m_Age / m_FlightDuration; + transform.position = Vector3.Lerp(m_StartPoint, m_TargetDestination ? m_TargetDestination.position : m_MissDestination, progress); + } + } + else if (m_Age >= m_FlightDuration + m_PostImpactDurationSeconds) + { + Destroy(gameObject); + } + } + + + private void Impact() + { + m_HasImpacted = true; + + foreach (var projectileGO in m_ProjectileGraphics) + { + projectileGO.SetActive(false); + } + + // is it impacting an actual enemy? We allow different graphics for the "miss" case + if (m_TargetDestination) + { + foreach (var hitGraphicGO in m_TargetHitGraphics) + { + hitGraphicGO.SetActive(true); + } + } + else + { + foreach (var missGraphicGO in m_TargetMissedGraphics) + { + missGraphicGO.SetActive(true); + } + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/FXProjectile.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/FXProjectile.cs.meta new file mode 100644 index 0000000..6195046 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/FXProjectile.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34fb4ec9454074340bb987821781da39 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/PhysicsProjectile.cs b/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/PhysicsProjectile.cs new file mode 100644 index 0000000..6701f6a --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/PhysicsProjectile.cs @@ -0,0 +1,244 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.Actions; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Utils; +using Unity.BossRoom.VisualEffects; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// Logic that handles a physics-based projectile with a collider + /// + public class PhysicsProjectile : NetworkBehaviour + { + bool m_Started; + + [SerializeField] + SphereCollider m_OurCollider; + + /// + /// The character that created us. Can be 0 to signal that we were created generically by the server. + /// + ulong m_SpawnerId; + + /// + /// The data for our projectile. Indicates speed, damage, etc. + /// + ProjectileInfo m_ProjectileInfo; + + const int k_MaxCollisions = 4; + const float k_WallLingerSec = 2f; //time in seconds that arrows linger after hitting a target. + const float k_EnemyLingerSec = 0.2f; //time after hitting an enemy that we persist. + Collider[] m_CollisionCache = new Collider[k_MaxCollisions]; + + /// + /// Time when we should destroy this arrow, in Time.time seconds. + /// + float m_DestroyAtSec; + + int m_CollisionMask; //mask containing everything we test for while moving + int m_BlockerMask; //physics mask for things that block the arrow's flight. + int m_NpcLayer; + + /// + /// List of everyone we've hit and dealt damage to. + /// + /// + /// Note that it's possible for entries in this list to become null if they're Destroyed post-impact. + /// But that's fine by us! We use m_HitTargets.Count to tell us how many total enemies we've hit, + /// so those nulls still count as hits. + /// + List m_HitTargets = new List(); + + /// + /// Are we done moving? + /// + bool m_IsDead; + + [SerializeField] + [Tooltip("Explosion prefab used when projectile hits enemy. This should have a fixed duration.")] + SpecialFXGraphic m_OnHitParticlePrefab; + + [SerializeField] + TrailRenderer m_TrailRenderer; + + [SerializeField] + Transform m_Visualization; + + const float k_LerpTime = 0.1f; + + PositionLerper m_PositionLerper; + + /// + /// Set everything up based on provided projectile information. + /// (Note that this is called before OnNetworkSpawn(), so don't try to do any network stuff here.) + /// + public void Initialize(ulong creatorsNetworkObjectId, in ProjectileInfo projectileInfo) + { + m_SpawnerId = creatorsNetworkObjectId; + m_ProjectileInfo = projectileInfo; + } + + public override void OnNetworkSpawn() + { + if (IsServer) + { + m_Started = true; + + m_HitTargets = new List(); + m_IsDead = false; + + m_DestroyAtSec = Time.fixedTime + (m_ProjectileInfo.Range / m_ProjectileInfo.Speed_m_s); + + m_CollisionMask = LayerMask.GetMask(new[] { "NPCs", "Default", "Environment" }); + m_BlockerMask = LayerMask.GetMask(new[] { "Default", "Environment" }); + m_NpcLayer = LayerMask.NameToLayer("NPCs"); + } + + if (IsClient) + { + m_TrailRenderer.Clear(); + + m_Visualization.parent = null; + + m_PositionLerper = new PositionLerper(transform.position, k_LerpTime); + m_Visualization.transform.rotation = transform.rotation; + } + + } + + public override void OnNetworkDespawn() + { + if (IsServer) + { + m_Started = false; + } + + + if (IsClient) + { + m_TrailRenderer.Clear(); + m_Visualization.parent = transform; + } + } + + void FixedUpdate() + { + if (!m_Started || !IsServer) + { + return; //don't do anything before OnNetworkSpawn has run. + } + + if (m_DestroyAtSec < Time.fixedTime) + { + // Time to return to the pool from whence it came. + var networkObject = gameObject.GetComponent(); + networkObject.Despawn(); + return; + } + + var displacement = transform.forward * (m_ProjectileInfo.Speed_m_s * Time.fixedDeltaTime); + transform.position += displacement; + + if (!m_IsDead) + { + DetectCollisions(); + } + } + + void Update() + { + if (IsClient) + { + // One thing to note: this graphics GameObject is detached from its parent on OnNetworkSpawn. On the host, + // the m_Parent Transform is translated via PhysicsProjectile's FixedUpdate method. On all other + // clients, m_Parent's NetworkTransform handles syncing and interpolating the m_Parent Transform. Thus, to + // eliminate any visual jitter on the host, this GameObject is positionally smoothed over time. On all other + // clients, no positional smoothing is required, since m_Parent's NetworkTransform will perform + // positional interpolation on its Update method, and so this position is simply matched 1:1 with m_Parent. + + if (IsHost) + { + m_Visualization.position = m_PositionLerper.LerpPosition(m_Visualization.position, + transform.position); + } + else + { + m_Visualization.position = transform.position; + } + } + + } + + void DetectCollisions() + { + var position = transform.localToWorldMatrix.MultiplyPoint(m_OurCollider.center); + var numCollisions = Physics.OverlapSphereNonAlloc(position, m_OurCollider.radius, m_CollisionCache, m_CollisionMask); + for (int i = 0; i < numCollisions; i++) + { + int layerTest = 1 << m_CollisionCache[i].gameObject.layer; + if ((layerTest & m_BlockerMask) != 0) + { + //hit a wall; leave it for a couple of seconds. + m_ProjectileInfo.Speed_m_s = 0; + m_IsDead = true; + m_DestroyAtSec = Time.fixedTime + k_WallLingerSec; + return; + } + + if (m_CollisionCache[i].gameObject.layer == m_NpcLayer && !m_HitTargets.Contains(m_CollisionCache[i].gameObject)) + { + m_HitTargets.Add(m_CollisionCache[i].gameObject); + + if (m_HitTargets.Count >= m_ProjectileInfo.MaxVictims) + { + // we've hit all the enemies we're allowed to! So we're done + m_DestroyAtSec = Time.fixedTime + k_EnemyLingerSec; + m_IsDead = true; + } + + //all NPC layer entities should have one of these. + var targetNetObj = m_CollisionCache[i].GetComponentInParent(); + if (targetNetObj) + { + ClientHitEnemyRpc(targetNetObj.NetworkObjectId); + + //retrieve the person that created us, if he's still around. + NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(m_SpawnerId, out var spawnerNet); + var spawnerObj = spawnerNet != null ? spawnerNet.GetComponent() : null; + + if (m_CollisionCache[i].TryGetComponent(out IDamageable damageable)) + { + damageable.ReceiveHP(spawnerObj, -m_ProjectileInfo.Damage); + } + } + + if (m_IsDead) + { + return; // don't keep examining collisions since we can't damage anybody else + } + } + } + } + + [Rpc(SendTo.ClientsAndHost)] + private void ClientHitEnemyRpc(ulong enemyId) + { + //in the future we could do quite fancy things, like deparenting the Graphics Arrow and parenting it to the target. + //For the moment we play some particles (optionally), and cause the target to animate a hit-react. + + NetworkObject targetNetObject; + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(enemyId, out targetNetObject)) + { + if (m_OnHitParticlePrefab) + { + // show an impact graphic + Instantiate(m_OnHitParticlePrefab.gameObject, transform.position, transform.rotation); + } + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/PhysicsProjectile.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/PhysicsProjectile.cs.meta new file mode 100644 index 0000000..b7b8db6 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/Projectiles/PhysicsProjectile.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a091211e6ee54d14f965bccf3b7db5bd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/PublishMessageOnLifeChange.cs b/Assets/Scripts/Gameplay/GameplayObjects/PublishMessageOnLifeChange.cs new file mode 100644 index 0000000..ceb8660 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/PublishMessageOnLifeChange.cs @@ -0,0 +1,61 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Gameplay.GameState; +using Unity.BossRoom.Gameplay.Messages; +using Unity.BossRoom.Infrastructure; +using Unity.BossRoom.Utils; +using Unity.Netcode; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// Server-only component which publishes a message once the LifeState changes. + /// + [RequireComponent(typeof(NetworkLifeState), typeof(ServerCharacter))] + public class PublishMessageOnLifeChange : NetworkBehaviour + { + NetworkLifeState m_NetworkLifeState; + ServerCharacter m_ServerCharacter; + + [SerializeField] + string m_CharacterName; + + NetworkNameState m_NameState; + + [Inject] + IPublisher m_Publisher; + + void Awake() + { + m_NetworkLifeState = GetComponent(); + m_ServerCharacter = GetComponent(); + } + + public override void OnNetworkSpawn() + { + if (IsServer) + { + m_NameState = GetComponent(); + m_NetworkLifeState.LifeState.OnValueChanged += OnLifeStateChanged; + + var gameState = FindObjectOfType(); + if (gameState != null) + { + gameState.Container.Inject(this); + } + } + } + + void OnLifeStateChanged(LifeState previousState, LifeState newState) + { + m_Publisher.Publish(new LifeStateChangedEventMessage() + { + CharacterName = m_NameState != null ? m_NameState.Name.Value : (FixedPlayerName)m_CharacterName, + CharacterType = m_ServerCharacter.CharacterClass.CharacterType, + NewLifeState = newState + }); + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/PublishMessageOnLifeChange.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/PublishMessageOnLifeChange.cs.meta new file mode 100644 index 0000000..6137dab --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/PublishMessageOnLifeChange.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b7ee3f8e8fb4491495b03f890258082e +timeCreated: 1650392050 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers.meta b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers.meta new file mode 100644 index 0000000..9a04a44 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6ff2164d5c41a48139568906cc31c1af +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/ClientPlayerAvatarRuntimeCollection.cs b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/ClientPlayerAvatarRuntimeCollection.cs new file mode 100644 index 0000000..d2c06b8 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/ClientPlayerAvatarRuntimeCollection.cs @@ -0,0 +1,15 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Infrastructure; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// A runtime list of objects that is populated both on clients and server. + /// + [CreateAssetMenu] + public class ClientPlayerAvatarRuntimeCollection : RuntimeCollection + { + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/ClientPlayerAvatarRuntimeCollection.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/ClientPlayerAvatarRuntimeCollection.cs.meta new file mode 100644 index 0000000..608c2c3 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/ClientPlayerAvatarRuntimeCollection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1c7b2c5bad82ad34698f9baabaaa2727 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/GameDataSource.cs b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/GameDataSource.cs new file mode 100644 index 0000000..5161bae --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/GameDataSource.cs @@ -0,0 +1,163 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.Actions; +using Unity.BossRoom.Gameplay.Configuration; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; +using Action = Unity.BossRoom.Gameplay.Actions.Action; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + public class GameDataSource : MonoBehaviour + { + /// + /// static accessor for all GameData. + /// + public static GameDataSource Instance { get; private set; } + + [Header("Character classes")] + [Tooltip("All CharacterClass data should be slotted in here")] + [SerializeField] + private CharacterClass[] m_CharacterData; + + Dictionary m_CharacterDataMap; + + //Actions that are directly listed here will get automatically assigned ActionIDs and they don't need to be a part of m_ActionPrototypes array + [Header("Common action prototypes")] + [SerializeField] + Action m_GeneralChaseActionPrototype; + + [SerializeField] + Action m_GeneralTargetActionPrototype; + + [SerializeField] + Action m_Emote1ActionPrototype; + + [SerializeField] + Action m_Emote2ActionPrototype; + + [SerializeField] + Action m_Emote3ActionPrototype; + + [SerializeField] + Action m_Emote4ActionPrototype; + + [SerializeField] + Action m_ReviveActionPrototype; + + [SerializeField] + Action m_StunnedActionPrototype; + + [SerializeField] + Action m_DropActionPrototype; + + [SerializeField] + Action m_PickUpActionPrototype; + + [Tooltip("All Action prototype scriptable objects should be slotted in here")] + [SerializeField] + private Action[] m_ActionPrototypes; + + public Action GeneralChaseActionPrototype => m_GeneralChaseActionPrototype; + + public Action GeneralTargetActionPrototype => m_GeneralTargetActionPrototype; + + public Action Emote1ActionPrototype => m_Emote1ActionPrototype; + + public Action Emote2ActionPrototype => m_Emote2ActionPrototype; + + public Action Emote3ActionPrototype => m_Emote3ActionPrototype; + + public Action Emote4ActionPrototype => m_Emote4ActionPrototype; + + public Action ReviveActionPrototype => m_ReviveActionPrototype; + + public Action StunnedActionPrototype => m_StunnedActionPrototype; + + public Action DropActionPrototype => m_DropActionPrototype; + public Action PickUpActionPrototype => m_PickUpActionPrototype; + + List m_AllActions; + + public Action GetActionPrototypeByID(ActionID index) + { + return m_AllActions[index.ID]; + } + + public bool TryGetActionPrototypeByID(ActionID index, out Action action) + { + for (int i = 0; i < m_AllActions.Count; i++) + { + if (m_AllActions[i].ActionID == index) + { + action = m_AllActions[i]; + return true; + } + } + + action = null; + return false; + } + + /// + /// Contents of the CharacterData list, indexed by CharacterType for convenience. + /// + public Dictionary CharacterDataByType + { + get + { + if (m_CharacterDataMap == null) + { + m_CharacterDataMap = new Dictionary(); + foreach (CharacterClass data in m_CharacterData) + { + if (m_CharacterDataMap.ContainsKey(data.CharacterType)) + { + throw new System.Exception($"Duplicate character definition detected: {data.CharacterType}"); + } + m_CharacterDataMap[data.CharacterType] = data; + } + } + return m_CharacterDataMap; + } + } + + private void Awake() + { + if (Instance != null) + { + throw new System.Exception("Multiple GameDataSources defined!"); + } + + BuildActionIDs(); + + DontDestroyOnLoad(gameObject); + Instance = this; + } + + void BuildActionIDs() + { + var uniqueActions = new HashSet(m_ActionPrototypes); + uniqueActions.Add(GeneralChaseActionPrototype); + uniqueActions.Add(GeneralTargetActionPrototype); + uniqueActions.Add(Emote1ActionPrototype); + uniqueActions.Add(Emote2ActionPrototype); + uniqueActions.Add(Emote3ActionPrototype); + uniqueActions.Add(Emote4ActionPrototype); + uniqueActions.Add(ReviveActionPrototype); + uniqueActions.Add(StunnedActionPrototype); + uniqueActions.Add(DropActionPrototype); + uniqueActions.Add(PickUpActionPrototype); + + m_AllActions = new List(uniqueActions.Count); + + int i = 0; + foreach (var uniqueAction in uniqueActions) + { + uniqueAction.ActionID = new ActionID { ID = i }; + m_AllActions.Add(uniqueAction); + i++; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/GameDataSource.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/GameDataSource.cs.meta new file mode 100644 index 0000000..5477a1a --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/GameDataSource.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ca56308ec69d6d94c8e6a4d91b0642cc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/PersistentPlayerRuntimeCollection.cs b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/PersistentPlayerRuntimeCollection.cs new file mode 100644 index 0000000..c127fdf --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/PersistentPlayerRuntimeCollection.cs @@ -0,0 +1,28 @@ +using System; +using Unity.BossRoom.Infrastructure; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// A runtime list of objects that is populated both on clients and server. + /// + [CreateAssetMenu] + public class PersistentPlayerRuntimeCollection : RuntimeCollection + { + public bool TryGetPlayer(ulong clientID, out PersistentPlayer persistentPlayer) + { + for (int i = 0; i < Items.Count; i++) + { + if (clientID == Items[i].OwnerClientId) + { + persistentPlayer = Items[i]; + return true; + } + } + + persistentPlayer = null; + return false; + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/PersistentPlayerRuntimeCollection.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/PersistentPlayerRuntimeCollection.cs.meta new file mode 100644 index 0000000..dcb809e --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/RuntimeDataContainers/PersistentPlayerRuntimeCollection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ce63514888415b74a874462584165329 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/ServerDisplacerOnParentChange.cs b/Assets/Scripts/Gameplay/GameplayObjects/ServerDisplacerOnParentChange.cs new file mode 100644 index 0000000..c73e737 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/ServerDisplacerOnParentChange.cs @@ -0,0 +1,95 @@ +using System; +using System.Collections; +using Unity.Netcode; +using Unity.Netcode.Components; +using UnityEngine; +using UnityEngine.Animations; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// Component to simply play a descending animation when this NetworkObject's parent NetworkObject changes. + /// + public class ServerDisplacerOnParentChange : NetworkBehaviour + { + [SerializeField] + NetworkTransform m_NetworkTransform; + + [SerializeField] + PositionConstraint m_PositionConstraint; + + const float k_DropAnimationLength = 0.1f; + + void Awake() + { + m_PositionConstraint.enabled = false; + enabled = false; + } + + public override void OnNetworkSpawn() + { + m_PositionConstraint.enabled = IsServer; + enabled = IsServer; + } + + public override void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) + { + if (!IsServer) + { + return; + } + + RemoveParentConstraintSources(); + + if (parentNetworkObject == null) + { + StopAllCoroutines(); + + m_NetworkTransform.InLocalSpace = false; + + // when Netcode detects that a NetworkObject's parent has been destroyed, it assigns no parent for that + // object + // when this happens, NetworkTransform and PositionConstraint are disabled; here they are re-enabled + m_NetworkTransform.enabled = true; + m_PositionConstraint.enabled = true; + + // this NetworkObject has been dropped, move it slowly back to the ground + StartCoroutine(SmoothPositionLerpY(k_DropAnimationLength, 0)); + } + else + { + m_NetworkTransform.InLocalSpace = true; + } + } + + void RemoveParentConstraintSources() + { + if (m_PositionConstraint) + { + for (int i = m_PositionConstraint.sourceCount - 1; i >= 0; i--) + { + m_PositionConstraint.RemoveSource(i); + } + } + } + + IEnumerator SmoothPositionLerpY(float length, float targetHeight) + { + var start = transform.position.y; + + var progress = 0f; + var duration = 0f; + + while (progress < 1f) + { + duration += Time.deltaTime; + progress = Mathf.Clamp(duration / length, 0f, 1f); + var progressY = Mathf.Lerp(start, targetHeight, progress); + + transform.position = new Vector3(transform.position.x, progressY, transform.position.z); + + yield return null; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/ServerDisplacerOnParentChange.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/ServerDisplacerOnParentChange.cs.meta new file mode 100644 index 0000000..6d53ade --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/ServerDisplacerOnParentChange.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 19d305a23aab66843ab49f61511c8662 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/ServerWaveSpawner.cs b/Assets/Scripts/Gameplay/GameplayObjects/ServerWaveSpawner.cs new file mode 100644 index 0000000..5b65e28 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/ServerWaveSpawner.cs @@ -0,0 +1,316 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// Component responsible for spawning prefab clones in waves on the server. + /// calls our SetSpawnerEnabled() to turn on/off spawning. + /// + public class ServerWaveSpawner : NetworkBehaviour + { + // networked object that will be spawned in waves + [SerializeField] + NetworkObject m_NetworkedPrefab; + + [SerializeField] + [Tooltip("Each spawned enemy appears at one of the points in this list")] + List m_SpawnPositions; + + [Tooltip("Select which layers will block visibility.")] + [SerializeField] + LayerMask m_BlockingMask; + + [Tooltip("Time between player distance & visibility scans, in seconds.")] + [SerializeField] + float m_PlayerProximityValidationTimestep = 2; + + [SerializeField] + [Tooltip("The detection range of spawned entities. Only meaningful for NPCs (not breakables). -1 = \"use default for this NPC\"")] + float m_SpawnedEntityDetectDistance = -1; + + [Header("Wave parameters")] + [Tooltip("Total number of waves.")] + [SerializeField] + int m_NumberOfWaves = 2; + [Tooltip("Number of spawns per wave.")] + [SerializeField] + int m_SpawnsPerWave = 2; + [Tooltip("Time between individual spawns, in seconds.")] + [SerializeField] + float m_TimeBetweenSpawns = 0.5f; + [Tooltip("Time between waves, in seconds.")] + [SerializeField] + float m_TimeBetweenWaves = 5; + [Tooltip("Once last wave is spawned, the spawner waits this long to restart wave spawns, in seconds.")] + [SerializeField] + float m_RestartDelay = 10; + [Tooltip("A player must be within this distance to commence first wave spawn.")] + [SerializeField] + float m_ProximityDistance = 30; + [SerializeField] + [Tooltip("When looking for players within proximity distance, should we count players in stealth mode?")] + bool m_DetectStealthyPlayers = true; + + [Header("Spawn Cap (i.e. number of simultaneously spawned entities)")] + [SerializeField] + [Tooltip("The minimum number of entities this spawner will try to maintain (regardless of player count)")] + int m_MinSpawnCap = 2; + [SerializeField] + [Tooltip("The maximum number of entities this spawner will try to maintain (regardless of player count)")] + int m_MaxSpawnCap = 10; + [SerializeField] + [Tooltip("For each player in the game, the Spawn Cap is raised above the minimum by this amount. (Rounds up to nearest whole number.)")] + float m_SpawnCapIncreasePerPlayer = 1; + + // cache reference to our own transform + Transform m_Transform; + + // track wave index and reset once all waves are complete + int m_WaveIndex; + + // keep reference to our current watch-for-players coroutine + Coroutine m_WatchForPlayers; + + // keep reference to our wave spawning coroutine + Coroutine m_WaveSpawning; + + // cache array of RaycastHit as it will be reused for player visibility + RaycastHit[] m_Hit; + + // indicates whether OnNetworkSpawn() has been called on us yet + bool m_IsStarted; + + // are we currently spawning stuff? + bool m_IsSpawnerEnabled; + + // a running tally of spawned entities, used in determining which spawn-point to use next + int m_SpawnedCount; + + // the currently-spawned entities. We only bother to track these if m_MaxActiveSpawns is non-zero + List m_ActiveSpawns = new List(); + + void Awake() + { + m_Transform = transform; + } + + public override void OnNetworkSpawn() + { + if (!IsServer) + { + enabled = false; + return; + } + m_Hit = new RaycastHit[1]; + m_IsStarted = true; + if (m_IsSpawnerEnabled) + { + StartWaveSpawning(); + } + } + + public void SetSpawnerEnabled(bool isEnabledNow) + { + if (m_IsStarted && m_IsSpawnerEnabled != isEnabledNow) + { + if (!isEnabledNow) + { + StopWaveSpawning(); + } + else + { + StartWaveSpawning(); + } + } + m_IsSpawnerEnabled = isEnabledNow; + } + + void StartWaveSpawning() + { + StopWaveSpawning(); + m_WatchForPlayers = StartCoroutine(TriggerSpawnWhenPlayersNear()); + } + + void StopWaveSpawning() + { + if (m_WaveSpawning != null) + { + StopCoroutine(m_WaveSpawning); + } + m_WaveSpawning = null; + if (m_WatchForPlayers != null) + { + StopCoroutine(m_WatchForPlayers); + } + m_WatchForPlayers = null; + } + + public override void OnNetworkDespawn() + { + StopWaveSpawning(); + } + + /// + /// Coroutine for continually validating proximity to players and starting a wave of enemies in response. + /// + IEnumerator TriggerSpawnWhenPlayersNear() + { + while (true) + { + if (m_WaveSpawning == null && IsAnyPlayerNearbyAndVisible()) + { + m_WaveSpawning = StartCoroutine(SpawnWaves()); + } + + yield return new WaitForSeconds(m_PlayerProximityValidationTimestep); + } + } + + /// + /// Coroutine for spawning prefabs clones in waves, waiting a duration before spawning a new wave. + /// Once all waves are completed, it waits a restart time before termination. + /// + /// + IEnumerator SpawnWaves() + { + m_WaveIndex = 0; + + while (m_WaveIndex < m_NumberOfWaves) + { + yield return SpawnWave(); + + yield return new WaitForSeconds(m_TimeBetweenWaves); + } + + yield return new WaitForSeconds(m_RestartDelay); + + m_WaveSpawning = null; + } + + /// + /// Coroutine that spawns a wave of prefab clones, with some time between spawns. + /// + /// + IEnumerator SpawnWave() + { + for (int i = 0; i < m_SpawnsPerWave; i++) + { + if (IsRoomAvailableForAnotherSpawn()) + { + var newSpawn = SpawnPrefab(); + m_ActiveSpawns.Add(newSpawn); + } + + yield return new WaitForSeconds(m_TimeBetweenSpawns); + } + + m_WaveIndex++; + } + + /// + /// Spawn a NetworkObject prefab clone. + /// + NetworkObject SpawnPrefab() + { + if (m_NetworkedPrefab == null) + { + throw new System.ArgumentNullException("m_NetworkedPrefab"); + } + + int posIdx = m_SpawnedCount++ % m_SpawnPositions.Count; + var clone = Instantiate(m_NetworkedPrefab, m_SpawnPositions[posIdx].position, m_SpawnPositions[posIdx].rotation); + if (!clone.IsSpawned) + { + clone.Spawn(true); + } + if (m_SpawnedEntityDetectDistance > -1) + { + // need to override the spawned creature's detection range (if they even have a detection range!) + var serverChar = clone.GetComponent(); + if (serverChar && serverChar.AIBrain != null) + { + serverChar.AIBrain.DetectRange = m_SpawnedEntityDetectDistance; + } + } + + return clone; + } + + bool IsRoomAvailableForAnotherSpawn() + { + // references to spawned components that no longer exist will become null, + // so clear those out. Then we know how many we have left + m_ActiveSpawns.RemoveAll(spawnedNetworkObject => { return spawnedNetworkObject == null; }); + return m_ActiveSpawns.Count < GetCurrentSpawnCap(); + } + + /// + /// Returns the current max number of entities we should try to maintain. + /// This can change based on the current number of living players; if the cap goes below + /// our current number of active spawns, we don't spawn anything new until we're below the cap. + /// + int GetCurrentSpawnCap() + { + int numPlayers = 0; + foreach (var serverCharacter in PlayerServerCharacter.GetPlayerServerCharacters()) + { + if (serverCharacter.NetLifeState.LifeState.Value == LifeState.Alive) + { + ++numPlayers; + } + } + + return Mathf.CeilToInt(Mathf.Min(m_MinSpawnCap + (numPlayers * m_SpawnCapIncreasePerPlayer), m_MaxSpawnCap)); + } + + /// + /// Determines whether any player is within range & visible through RaycastNonAlloc check. + /// + /// True if visible and within range, else false. + bool IsAnyPlayerNearbyAndVisible() + { + var spawnerPosition = m_Transform.position; + + var ray = new Ray(); + + // note: this is not cached to allow runtime modifications to m_ProximityDistance + var squaredProximityDistance = m_ProximityDistance * m_ProximityDistance; + + // iterate through clients and only return true if a player is in range + // and is not occluded by a blocking collider. + foreach (var serverCharacter in PlayerServerCharacter.GetPlayerServerCharacters()) + { + if (!m_DetectStealthyPlayers && serverCharacter.IsStealthy.Value) + { + // we don't detect stealthy players + continue; + } + + var playerPosition = serverCharacter.physicsWrapper.Transform.position; + var direction = playerPosition - spawnerPosition; + + if (direction.sqrMagnitude > squaredProximityDistance) + { + continue; + } + + ray.origin = spawnerPosition; + ray.direction = direction; + + var hit = Physics.RaycastNonAlloc(ray, m_Hit, + Mathf.Min(direction.magnitude, m_ProximityDistance), m_BlockingMask); + if (hit == 0) + { + return true; + } + } + + return false; + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/ServerWaveSpawner.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/ServerWaveSpawner.cs.meta new file mode 100644 index 0000000..dac322b --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/ServerWaveSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 49b962917cae99f48a2a598485996b8d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/SwitchedDoor.cs b/Assets/Scripts/Gameplay/GameplayObjects/SwitchedDoor.cs new file mode 100644 index 0000000..ebc2ee5 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/SwitchedDoor.cs @@ -0,0 +1,115 @@ +using System; +using Unity.BossRoom.Gameplay.Messages; +using Unity.BossRoom.Infrastructure; +using Unity.Netcode; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + /// + /// This class contains both client and server logic for a door that is opened when a player stands on a floor switch. + /// (Assign the floor switches for this door in the editor.) + /// Represents a door in the client. The visuals of the door animate as + /// "opening" and "closing", but for physics purposes this is an illusion: + /// whenever the door is open on the server, the door's physics are disabled, + /// and vice versa. + /// + public class SwitchedDoor : NetworkBehaviour + { + [SerializeField] + FloorSwitch[] m_SwitchesThatOpenThisDoor; + + [SerializeField] + Animator m_Animator; + + public NetworkVariable IsOpen { get; } = new NetworkVariable(); + + const string k_AnimatorDoorOpenBoolVarName = "IsOpen"; + + [SerializeField, HideInInspector] + int m_AnimatorDoorOpenBoolID; + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + public bool ForceOpen; +#endif + + [SerializeField] + [Tooltip("This physics and navmesh obstacle is enabled when the door is closed.")] + GameObject m_PhysicsObject; + + [Inject] + IPublisher m_Publisher; + + void Awake() + { + if (m_SwitchesThatOpenThisDoor.Length == 0) + Debug.LogError("Door has no switches and can never be opened!", gameObject); + } + + public override void OnNetworkSpawn() + { + IsOpen.OnValueChanged += OnDoorStateChanged; + + if (IsClient) + { + // initialize visuals based on current server state (or else we default to "closed") + m_PhysicsObject.SetActive(!IsOpen.Value); + } + + if (IsServer) + { + OnDoorStateChanged(false, IsOpen.Value); + } + } + + public override void OnNetworkDespawn() + { + IsOpen.OnValueChanged -= OnDoorStateChanged; + } + + void Update() + { + if (IsServer && IsSpawned) + { + var isAnySwitchOn = false; + foreach (var floorSwitch in m_SwitchesThatOpenThisDoor) + { + if (floorSwitch && floorSwitch.IsSwitchedOn.Value) + { + isAnySwitchOn = true; + break; + } + } + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + isAnySwitchOn |= ForceOpen; +#endif + + IsOpen.Value = isAnySwitchOn; + } + } + + void OnDoorStateChanged(bool wasDoorOpen, bool isDoorOpen) + { + if (IsServer) + { + m_Animator.SetBool(m_AnimatorDoorOpenBoolID, isDoorOpen); + } + + if (IsClient) + { + m_PhysicsObject.SetActive(!isDoorOpen); + if (m_Publisher != null) + { + m_Publisher.Publish(new DoorStateChangedEventMessage() { IsDoorOpen = isDoorOpen }); + } + } + } + + void OnValidate() + { + m_AnimatorDoorOpenBoolID = Animator.StringToHash(k_AnimatorDoorOpenBoolVarName); + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/SwitchedDoor.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/SwitchedDoor.cs.meta new file mode 100644 index 0000000..f37b9b7 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/SwitchedDoor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 807950367df705846a434c719e75809a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/GameplayObjects/TossedItem.cs b/Assets/Scripts/Gameplay/GameplayObjects/TossedItem.cs new file mode 100644 index 0000000..ea67187 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/TossedItem.cs @@ -0,0 +1,161 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Events; + +namespace Unity.BossRoom.Gameplay.GameplayObjects +{ + public class TossedItem : NetworkBehaviour + { + [Header("Server")] + + [SerializeField] + int m_DamagePoints; + + [SerializeField] + float m_HitRadius = 5f; + + [SerializeField] + float m_KnockbackSpeed; + + [SerializeField] + float m_KnockbackDuration; + + [SerializeField] + LayerMask m_LayerMask; + + bool m_Started; + + const int k_MaxCollisions = 16; + + Collider[] m_CollisionCache = new Collider[k_MaxCollisions]; + + [SerializeField] + float m_DetonateAfterSeconds = 5f; + + float m_DetonateTimer; + + [SerializeField] + float m_DestroyAfterSeconds = 6f; + + float m_DestroyTimer; + + bool m_Detonated; + + public UnityEvent detonatedCallback; + + [Header("Client")] + + [SerializeField] + Transform m_TossedItemVisualTransform; + + const float k_DisplayHeight = 0.1f; + + readonly Quaternion k_TossAttackRadiusDisplayRotation = Quaternion.Euler(90f, 0f, 0f); + + [SerializeField] + GameObject m_TossedObjectGraphics; + + [SerializeField] + AudioSource m_FallingSound; + + public override void OnNetworkSpawn() + { + if (IsServer) + { + m_Started = true; + m_Detonated = false; + + m_DetonateTimer = Time.fixedTime + m_DetonateAfterSeconds; + m_DestroyTimer = Time.fixedTime + m_DestroyAfterSeconds; + } + + if (IsClient) + { + m_TossedItemVisualTransform.gameObject.SetActive(true); + m_TossedObjectGraphics.SetActive(true); + m_FallingSound.Play(); + } + } + + public override void OnNetworkDespawn() + { + if (IsServer) + { + m_Started = false; + m_Detonated = false; + } + + if (IsClient) + { + m_TossedItemVisualTransform.gameObject.SetActive(false); + } + + } + + void Detonate() + { + var hits = Physics.OverlapSphereNonAlloc(transform.position, m_HitRadius, m_CollisionCache, m_LayerMask); + + for (int i = 0; i < hits; i++) + { + if (m_CollisionCache[i].gameObject.TryGetComponent(out IDamageable damageReceiver)) + { + damageReceiver.ReceiveHP(null, -m_DamagePoints); + + var serverCharacter = m_CollisionCache[i].gameObject.GetComponentInParent(); + if (serverCharacter) + { + serverCharacter.Movement.StartKnockback(transform.position, m_KnockbackSpeed, m_KnockbackDuration); + } + } + } + + // send client RPC to detonate on clients + ClientDetonateRpc(); + + m_Detonated = true; + } + + [Rpc(SendTo.ClientsAndHost)] + void ClientDetonateRpc() + { + detonatedCallback?.Invoke(); + } + + void FixedUpdate() + { + if (IsServer) + { + if (!m_Started) + { + return; //don't do anything before OnNetworkSpawn has run. + } + + if (!m_Detonated && m_DetonateTimer < Time.fixedTime) + { + Detonate(); + } + + if (m_Detonated && m_DestroyTimer < Time.fixedTime) + { + // despawn after sending detonate RPC + var networkObject = gameObject.GetComponent(); + networkObject.Despawn(); + } + } + } + + void LateUpdate() + { + if (IsClient) + { + var tossedItemPosition = transform.position; + m_TossedItemVisualTransform.SetPositionAndRotation( + new Vector3(tossedItemPosition.x, k_DisplayHeight, tossedItemPosition.z), + k_TossAttackRadiusDisplayRotation); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/GameplayObjects/TossedItem.cs.meta b/Assets/Scripts/Gameplay/GameplayObjects/TossedItem.cs.meta new file mode 100644 index 0000000..04e0863 --- /dev/null +++ b/Assets/Scripts/Gameplay/GameplayObjects/TossedItem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8bff02995bf9984488cdd9c4cda2c328 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Messages.meta b/Assets/Scripts/Gameplay/Messages.meta new file mode 100644 index 0000000..5abecfd --- /dev/null +++ b/Assets/Scripts/Gameplay/Messages.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0d6580869a8cf4d59a26147dc60c4b29 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Messages/CheatUsedMessage.cs b/Assets/Scripts/Gameplay/Messages/CheatUsedMessage.cs new file mode 100644 index 0000000..2e8ca75 --- /dev/null +++ b/Assets/Scripts/Gameplay/Messages/CheatUsedMessage.cs @@ -0,0 +1,26 @@ +using System; +using Unity.BossRoom.Utils; +using Unity.Collections; +using Unity.Netcode; + +namespace Unity.BossRoom.Gameplay.Messages +{ +#if UNITY_EDITOR || DEVELOPMENT_BUILD + + public struct CheatUsedMessage : INetworkSerializeByMemcpy + { + FixedString32Bytes m_CheatUsed; + FixedPlayerName m_CheaterName; + + public string CheatUsed => m_CheatUsed.ToString(); + public string CheaterName => m_CheaterName.ToString(); + + public CheatUsedMessage(string cheatUsed, string cheaterName) + { + m_CheatUsed = cheatUsed; + m_CheaterName = cheaterName; + } + } + +#endif +} diff --git a/Assets/Scripts/Gameplay/Messages/CheatUsedMessage.cs.meta b/Assets/Scripts/Gameplay/Messages/CheatUsedMessage.cs.meta new file mode 100644 index 0000000..46c679d --- /dev/null +++ b/Assets/Scripts/Gameplay/Messages/CheatUsedMessage.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4cfd07691ddf434b84ab4a018e879501 +timeCreated: 1662580393 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Messages/DoorStateChangedEventMessage.cs b/Assets/Scripts/Gameplay/Messages/DoorStateChangedEventMessage.cs new file mode 100644 index 0000000..2a6fe5c --- /dev/null +++ b/Assets/Scripts/Gameplay/Messages/DoorStateChangedEventMessage.cs @@ -0,0 +1,10 @@ +using System; +using Unity.Netcode; + +namespace Unity.BossRoom.Gameplay.Messages +{ + public struct DoorStateChangedEventMessage : INetworkSerializeByMemcpy + { + public bool IsDoorOpen; + } +} diff --git a/Assets/Scripts/Gameplay/Messages/DoorStateChangedEventMessage.cs.meta b/Assets/Scripts/Gameplay/Messages/DoorStateChangedEventMessage.cs.meta new file mode 100644 index 0000000..f0a6e40 --- /dev/null +++ b/Assets/Scripts/Gameplay/Messages/DoorStateChangedEventMessage.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9fe9a32d91034b26a47e8e08bd888e40 +timeCreated: 1662580393 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Messages/LifeStateChangedEventMessage.cs b/Assets/Scripts/Gameplay/Messages/LifeStateChangedEventMessage.cs new file mode 100644 index 0000000..2798770 --- /dev/null +++ b/Assets/Scripts/Gameplay/Messages/LifeStateChangedEventMessage.cs @@ -0,0 +1,15 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Utils; +using Unity.Netcode; + +namespace Unity.BossRoom.Gameplay.Messages +{ + public struct LifeStateChangedEventMessage : INetworkSerializeByMemcpy + { + public LifeState NewLifeState; + public CharacterTypeEnum CharacterType; + public FixedPlayerName CharacterName; + } +} diff --git a/Assets/Scripts/Gameplay/Messages/LifeStateChangedEventMessage.cs.meta b/Assets/Scripts/Gameplay/Messages/LifeStateChangedEventMessage.cs.meta new file mode 100644 index 0000000..ccc92fa --- /dev/null +++ b/Assets/Scripts/Gameplay/Messages/LifeStateChangedEventMessage.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b24f7dc164d44e159cfc13edd85fb5ca +timeCreated: 1650376527 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/UI.meta b/Assets/Scripts/Gameplay/UI.meta new file mode 100644 index 0000000..d9d12af --- /dev/null +++ b/Assets/Scripts/Gameplay/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3d8dd27d96315be4c9c7413bc17b82c7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/ClickFeedbackLerper.cs b/Assets/Scripts/Gameplay/UI/ClickFeedbackLerper.cs new file mode 100644 index 0000000..e350a2c --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ClickFeedbackLerper.cs @@ -0,0 +1,34 @@ +using System; +using Unity.BossRoom.Utils; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class ClickFeedbackLerper : MonoBehaviour + { + PositionLerper m_PositionLerper; + + Vector3 m_TargetPosition; + + // The amount of offset to keep the click feedback object from intersecting with the floor + const float k_HoverHeight = 0.15f; + const float k_LerpTime = 0.04f; + + void Start() + { + m_PositionLerper = new PositionLerper(Vector3.zero, k_LerpTime); + } + + void Update() + { + transform.position = m_PositionLerper.LerpPosition(transform.position, m_TargetPosition); + } + + public void SetTarget(Vector3 clientInputPosition) + { + m_TargetPosition.x = clientInputPosition.x; + m_TargetPosition.y = k_HoverHeight; + m_TargetPosition.z = clientInputPosition.z; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/ClickFeedbackLerper.cs.meta b/Assets/Scripts/Gameplay/UI/ClickFeedbackLerper.cs.meta new file mode 100644 index 0000000..4ebcec4 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ClickFeedbackLerper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 598271baef5b1d843990b429b974205f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/ClientBossRoomLoadingScreen.cs b/Assets/Scripts/Gameplay/UI/ClientBossRoomLoadingScreen.cs new file mode 100644 index 0000000..e7eb75e --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ClientBossRoomLoadingScreen.cs @@ -0,0 +1,37 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.Multiplayer.Samples.Utilities; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class ClientBossRoomLoadingScreen : ClientLoadingScreen + { + [SerializeField] + PersistentPlayerRuntimeCollection m_PersistentPlayerRuntimeCollection; + + protected override void AddOtherPlayerProgressBar(ulong clientId, NetworkedLoadingProgressTracker progressTracker) + { + base.AddOtherPlayerProgressBar(clientId, progressTracker); + m_LoadingProgressBars[clientId].NameText.text = GetPlayerName(clientId); + } + + protected override void UpdateOtherPlayerProgressBar(ulong clientId, int progressBarIndex) + { + base.UpdateOtherPlayerProgressBar(clientId, progressBarIndex); + m_LoadingProgressBars[clientId].NameText.text = GetPlayerName(clientId); + } + + string GetPlayerName(ulong clientId) + { + foreach (var player in m_PersistentPlayerRuntimeCollection.Items) + { + if (clientId == player.OwnerClientId) + { + return player.NetworkNameState.Name.Value; + } + } + return ""; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/ClientBossRoomLoadingScreen.cs.meta b/Assets/Scripts/Gameplay/UI/ClientBossRoomLoadingScreen.cs.meta new file mode 100644 index 0000000..135d007 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ClientBossRoomLoadingScreen.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b75179a400e24b20b141bd6802e53254 +timeCreated: 1648136754 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/UI/ClientClickFeedback.cs b/Assets/Scripts/Gameplay/UI/ClientClickFeedback.cs new file mode 100644 index 0000000..559dc58 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ClientClickFeedback.cs @@ -0,0 +1,55 @@ +using System; +using Unity.BossRoom.Gameplay.UserInput; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Responsible for managing and creating a feedback icon where the player clicked to move + /// + [RequireComponent(typeof(ClientInputSender))] + public class ClientClickFeedback : NetworkBehaviour + { + [SerializeField] + GameObject m_FeedbackPrefab; + + GameObject m_FeedbackObj; + + ClientInputSender m_ClientSender; + + ClickFeedbackLerper m_ClickFeedbackLerper; + + + void Start() + { + if (NetworkManager.Singleton.LocalClientId != OwnerClientId) + { + enabled = false; + return; + } + + m_ClientSender = GetComponent(); + m_ClientSender.ClientMoveEvent += OnClientMove; + m_FeedbackObj = Instantiate(m_FeedbackPrefab); + m_FeedbackObj.SetActive(false); + m_ClickFeedbackLerper = m_FeedbackObj.GetComponent(); + } + + void OnClientMove(Vector3 position) + { + m_FeedbackObj.SetActive(true); + m_ClickFeedbackLerper.SetTarget(position); + } + + public override void OnDestroy() + { + base.OnDestroy(); + if (m_ClientSender) + { + m_ClientSender.ClientMoveEvent -= OnClientMove; + } + + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/ClientClickFeedback.cs.meta b/Assets/Scripts/Gameplay/UI/ClientClickFeedback.cs.meta new file mode 100644 index 0000000..19f6eb6 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ClientClickFeedback.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 119ee2e9b25694aa9b2f80b9a3d22c6e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/ConnectionAnimation.cs b/Assets/Scripts/Gameplay/UI/ConnectionAnimation.cs new file mode 100644 index 0000000..a51a5d2 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ConnectionAnimation.cs @@ -0,0 +1,22 @@ +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// A Temporary animation script that rotates the image on the game + /// + [RequireComponent(typeof(Image))] + public class ConnectionAnimation : MonoBehaviour + { + [SerializeField] + private float m_RotationSpeed; + + void Update() + { + transform.Rotate(new Vector3(0, 0, m_RotationSpeed * Mathf.PI * Time.deltaTime)); + } + } +} + diff --git a/Assets/Scripts/Gameplay/UI/ConnectionAnimation.cs.meta b/Assets/Scripts/Gameplay/UI/ConnectionAnimation.cs.meta new file mode 100644 index 0000000..63586b8 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ConnectionAnimation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2239312c08bc5bb478d49bd7ce25903a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/ConnectionStatusMessageUIManager.cs b/Assets/Scripts/Gameplay/UI/ConnectionStatusMessageUIManager.cs new file mode 100644 index 0000000..bb25892 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ConnectionStatusMessageUIManager.cs @@ -0,0 +1,102 @@ +using System; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Infrastructure; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Subscribes to connection status messages to display them through the popup panel. + /// + public class ConnectionStatusMessageUIManager : MonoBehaviour + { + DisposableGroup m_Subscriptions; + + PopupPanel m_CurrentReconnectPopup; + + [Inject] + void InjectDependencies(ISubscriber connectStatusSub, ISubscriber reconnectMessageSub) + { + m_Subscriptions = new DisposableGroup(); + m_Subscriptions.Add(connectStatusSub.Subscribe(OnConnectStatus)); + m_Subscriptions.Add(reconnectMessageSub.Subscribe(OnReconnectMessage)); + } + + void Awake() + { + DontDestroyOnLoad(gameObject); + } + + void OnDestroy() + { + if (m_Subscriptions != null) + { + m_Subscriptions.Dispose(); + } + } + + void OnConnectStatus(ConnectStatus status) + { + switch (status) + { + case ConnectStatus.Undefined: + case ConnectStatus.UserRequestedDisconnect: + break; + case ConnectStatus.ServerFull: + PopupManager.ShowPopupPanel("Connection Failed", "The Host is full and cannot accept any additional connections."); + break; + case ConnectStatus.Success: + break; + case ConnectStatus.LoggedInAgain: + PopupManager.ShowPopupPanel("Connection Failed", "You have logged in elsewhere using the same account. If you still want to connect, select a different profile by using the 'Change Profile' button."); + break; + case ConnectStatus.IncompatibleBuildType: + PopupManager.ShowPopupPanel("Connection Failed", "Server and client builds are not compatible. You cannot connect a release build to a development build or an in-editor session."); + break; + case ConnectStatus.GenericDisconnect: + PopupManager.ShowPopupPanel("Disconnected From Host", "The connection to the host was lost."); + break; + case ConnectStatus.HostEndedSession: + PopupManager.ShowPopupPanel("Disconnected From Host", "The host has ended the game session."); + break; + case ConnectStatus.Reconnecting: + break; + case ConnectStatus.StartHostFailed: + PopupManager.ShowPopupPanel("Connection Failed", "Starting host failed."); + break; + case ConnectStatus.StartClientFailed: + PopupManager.ShowPopupPanel("Connection Failed", "Starting client failed."); + break; + default: + Debug.LogWarning($"New ConnectStatus {status} has been added, but no connect message defined for it."); + break; + } + } + + void OnReconnectMessage(ReconnectMessage message) + { + if (message.CurrentAttempt == message.MaxAttempt) + { + CloseReconnectPopup(); + } + else if (m_CurrentReconnectPopup != null) + { + m_CurrentReconnectPopup.SetupPopupPanel("Connection lost", $"Attempting to reconnect...\nAttempt {message.CurrentAttempt + 1}/{message.MaxAttempt}", closeableByUser: false); + } + else + { + m_CurrentReconnectPopup = PopupManager.ShowPopupPanel("Connection lost", $"Attempting to reconnect...\nAttempt {message.CurrentAttempt + 1}/{message.MaxAttempt}", closeableByUser: false); + } + } + + void CloseReconnectPopup() + { + if (m_CurrentReconnectPopup != null) + { + m_CurrentReconnectPopup.Hide(); + m_CurrentReconnectPopup = null; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/ConnectionStatusMessageUIManager.cs.meta b/Assets/Scripts/Gameplay/UI/ConnectionStatusMessageUIManager.cs.meta new file mode 100644 index 0000000..1375b78 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ConnectionStatusMessageUIManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6bf97fb8b52d37a4c99c1241500aea48 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/HeroActionBar.cs b/Assets/Scripts/Gameplay/UI/HeroActionBar.cs new file mode 100644 index 0000000..ba4d77f --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/HeroActionBar.cs @@ -0,0 +1,277 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.UserInput; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using UnityEngine; +using Action = Unity.BossRoom.Gameplay.Actions.Action; +using SkillTriggerStyle = Unity.BossRoom.Gameplay.UserInput.ClientInputSender.SkillTriggerStyle; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Provides logic for a Hero Action Bar with attack, skill buttons and a button to open emotes panel + /// This bar tracks button clicks on hero action buttons for later use by ClientInputSender + /// + public class HeroActionBar : MonoBehaviour + { + [SerializeField] + [Tooltip("The button that activates the basic action (comparable to right-clicking the mouse)")] + UIHUDButton m_BasicActionButton; + + [SerializeField] + [Tooltip("The button that activates the hero's first special move")] + UIHUDButton m_SpecialAction1Button; + + [SerializeField] + [Tooltip("The button that activates the hero's second special move")] + UIHUDButton m_SpecialAction2Button; + + [SerializeField] + [Tooltip("The button that opens/closes the Emote bar")] + UIHUDButton m_EmoteBarButton; + + [SerializeField] + [Tooltip("The Emote bar that will be enabled or disabled when clicking the Emote bar button")] + GameObject m_EmotePanel; + + /// + /// Our input-sender. Initialized in RegisterInputSender() + /// + ClientInputSender m_InputSender; + + /// + /// Identifiers for the buttons on the action bar. + /// + enum ActionButtonType + { + BasicAction, + Special1, + Special2, + EmoteBar, + } + + /// + /// Cached UI information about one of the buttons on the action bar. + /// Takes care of registering/unregistering click-event messages, + /// and routing the events into HeroActionBar. + /// + class ActionButtonInfo + { + public readonly ActionButtonType Type; + public readonly UIHUDButton Button; + public readonly UITooltipDetector Tooltip; + + /// T + /// The current Action that is used when this button is pressed. + /// + public Action CurAction; + + readonly HeroActionBar m_Owner; + + public ActionButtonInfo(ActionButtonType type, UIHUDButton button, HeroActionBar owner) + { + Type = type; + Button = button; + Tooltip = button.GetComponent(); + m_Owner = owner; + } + + public void RegisterEventHandlers() + { + Button.OnPointerDownEvent += OnClickDown; + Button.OnPointerUpEvent += OnClickUp; + } + + public void UnregisterEventHandlers() + { + Button.OnPointerDownEvent -= OnClickDown; + Button.OnPointerUpEvent -= OnClickUp; + } + + void OnClickDown() + { + m_Owner.OnButtonClickedDown(Type); + } + + void OnClickUp() + { + m_Owner.OnButtonClickedUp(Type); + } + } + + /// + /// Dictionary of info about all the buttons on the action bar. + /// + Dictionary m_ButtonInfo; + + /// + /// Cache the input sender from a and self-initialize. + /// + /// + void RegisterInputSender(ClientPlayerAvatar clientPlayerAvatar) + { + if (!clientPlayerAvatar.TryGetComponent(out ClientInputSender inputSender)) + { + Debug.LogError("ClientInputSender not found on ClientPlayerAvatar!", clientPlayerAvatar); + } + + if (m_InputSender != null) + { + Debug.LogWarning($"Multiple ClientInputSenders in scene? Discarding sender belonging to {m_InputSender.gameObject.name} and adding it for {inputSender.gameObject.name} "); + } + + m_InputSender = inputSender; + m_InputSender.action1ModifiedCallback += Action1ModifiedCallback; + + Action action1 = null; + if (m_InputSender.actionState1 != null) + { + GameDataSource.Instance.TryGetActionPrototypeByID(m_InputSender.actionState1.actionID, out action1); + } + UpdateActionButton(m_ButtonInfo[ActionButtonType.BasicAction], action1); + + Action action2 = null; + if (m_InputSender.actionState2 != null) + { + GameDataSource.Instance.TryGetActionPrototypeByID(m_InputSender.actionState2.actionID, out action2); + } + UpdateActionButton(m_ButtonInfo[ActionButtonType.Special1], action2); + + Action action3 = null; + if (m_InputSender.actionState3 != null) + { + GameDataSource.Instance.TryGetActionPrototypeByID(m_InputSender.actionState3.actionID, out action3); + } + UpdateActionButton(m_ButtonInfo[ActionButtonType.Special2], action3); + } + + void Action1ModifiedCallback() + { + var action = GameDataSource.Instance.GetActionPrototypeByID(m_InputSender.actionState1.actionID); + + UpdateActionButton(m_ButtonInfo[ActionButtonType.BasicAction], + action, + m_InputSender.actionState1.selectable); + } + + void DeregisterInputSender() + { + if (m_InputSender) + { + m_InputSender.action1ModifiedCallback -= Action1ModifiedCallback; + } + m_InputSender = null; + } + + void Awake() + { + m_ButtonInfo = new Dictionary() + { + [ActionButtonType.BasicAction] = new ActionButtonInfo(ActionButtonType.BasicAction, m_BasicActionButton, this), + [ActionButtonType.Special1] = new ActionButtonInfo(ActionButtonType.Special1, m_SpecialAction1Button, this), + [ActionButtonType.Special2] = new ActionButtonInfo(ActionButtonType.Special2, m_SpecialAction2Button, this), + [ActionButtonType.EmoteBar] = new ActionButtonInfo(ActionButtonType.EmoteBar, m_EmoteBarButton, this), + }; + + ClientPlayerAvatar.LocalClientSpawned += RegisterInputSender; + ClientPlayerAvatar.LocalClientDespawned += DeregisterInputSender; + } + + void OnEnable() + { + foreach (ActionButtonInfo buttonInfo in m_ButtonInfo.Values) + { + buttonInfo.RegisterEventHandlers(); + } + } + + void OnDisable() + { + foreach (ActionButtonInfo buttonInfo in m_ButtonInfo.Values) + { + buttonInfo.UnregisterEventHandlers(); + } + } + + void OnDestroy() + { + DeregisterInputSender(); + + ClientPlayerAvatar.LocalClientSpawned -= RegisterInputSender; + ClientPlayerAvatar.LocalClientDespawned -= DeregisterInputSender; + } + + void Update() + { + if (Input.GetKeyUp(KeyCode.Alpha4)) + { + m_ButtonInfo[ActionButtonType.EmoteBar].Button.OnPointerUpEvent.Invoke(); + } + } + + void OnButtonClickedDown(ActionButtonType buttonType) + { + if (buttonType == ActionButtonType.EmoteBar) + { + return; // this is the "emote" button; we won't do anything until they let go of the button + } + + if (m_InputSender == null) + { + //nothing to do past this point if we don't have an InputSender. + return; + } + + // send input to begin the action associated with this button + m_InputSender.RequestAction(m_ButtonInfo[buttonType].CurAction.ActionID, SkillTriggerStyle.UI); + } + + void OnButtonClickedUp(ActionButtonType buttonType) + { + if (buttonType == ActionButtonType.EmoteBar) + { + m_EmotePanel.SetActive(!m_EmotePanel.activeSelf); + return; + } + + if (m_InputSender == null) + { + //nothing to do past this point if we don't have an InputSender. + return; + } + + // send input to complete the action associated with this button + m_InputSender.RequestAction(m_ButtonInfo[buttonType].CurAction.ActionID, SkillTriggerStyle.UIRelease); + } + + void UpdateActionButton(ActionButtonInfo buttonInfo, Action action, bool isClickable = true) + { + // first find the info we need (sprite and description) + Sprite sprite = null; + string description = ""; + + if (action != null) + { + sprite = action.Config.Icon; + description = action.Config.Description; + } + + // set up UI elements appropriately + if (sprite == null) + { + buttonInfo.Button.gameObject.SetActive(false); + } + else + { + buttonInfo.Button.gameObject.SetActive(true); + buttonInfo.Button.interactable = isClickable; + buttonInfo.Button.image.sprite = sprite; + buttonInfo.Tooltip.SetText(description); + } + + // store the action type so that we can retrieve it in click events + buttonInfo.CurAction = action; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/HeroActionBar.cs.meta b/Assets/Scripts/Gameplay/UI/HeroActionBar.cs.meta new file mode 100644 index 0000000..d9344de --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/HeroActionBar.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1fb38c2fdf8bb424c9db5b6389c96e51 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/HeroEmoteBar.cs b/Assets/Scripts/Gameplay/UI/HeroEmoteBar.cs new file mode 100644 index 0000000..0ca4f62 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/HeroEmoteBar.cs @@ -0,0 +1,69 @@ +using System; +using Unity.BossRoom.Gameplay.UserInput; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Gameplay.GameplayObjects; +using UnityEngine; +using SkillTriggerStyle = Unity.BossRoom.Gameplay.UserInput.ClientInputSender.SkillTriggerStyle; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Provides logic for a Hero Emote Bar + /// This button bar tracks button clicks and also hides after any click + /// + public class HeroEmoteBar : MonoBehaviour + { + ClientInputSender m_InputSender; + + void Awake() + { + ClientPlayerAvatar.LocalClientSpawned += RegisterInputSender; + ClientPlayerAvatar.LocalClientDespawned += DeregisterInputSender; + } + + void RegisterInputSender(ClientPlayerAvatar clientPlayerAvatar) + { + if (!clientPlayerAvatar.TryGetComponent(out ClientInputSender inputSender)) + { + Debug.LogError("ClientInputSender not found on ClientPlayerAvatar!", clientPlayerAvatar); + } + + if (m_InputSender != null) + { + Debug.LogWarning($"Multiple ClientInputSenders in scene? Discarding sender belonging to {m_InputSender.gameObject.name} and adding it for {inputSender.gameObject.name} "); + } + + m_InputSender = inputSender; + + gameObject.SetActive(false); + } + + void DeregisterInputSender() + { + m_InputSender = null; + } + + void OnDestroy() + { + ClientPlayerAvatar.LocalClientSpawned -= RegisterInputSender; + ClientPlayerAvatar.LocalClientDespawned -= DeregisterInputSender; + } + + public void OnButtonClicked(int buttonIndex) + { + if (m_InputSender != null) + { + switch (buttonIndex) + { + case 0: m_InputSender.RequestAction(GameDataSource.Instance.Emote1ActionPrototype.ActionID, SkillTriggerStyle.UI); break; + case 1: m_InputSender.RequestAction(GameDataSource.Instance.Emote2ActionPrototype.ActionID, SkillTriggerStyle.UI); break; + case 2: m_InputSender.RequestAction(GameDataSource.Instance.Emote3ActionPrototype.ActionID, SkillTriggerStyle.UI); break; + case 3: m_InputSender.RequestAction(GameDataSource.Instance.Emote4ActionPrototype.ActionID, SkillTriggerStyle.UI); break; + } + } + + // also deactivate the emote panel + gameObject.SetActive(false); + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/HeroEmoteBar.cs.meta b/Assets/Scripts/Gameplay/UI/HeroEmoteBar.cs.meta new file mode 100644 index 0000000..540873a --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/HeroEmoteBar.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6186abc45a9f82542a1f46850a0a20a1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/IPConnectionWindow.cs b/Assets/Scripts/Gameplay/UI/IPConnectionWindow.cs new file mode 100644 index 0000000..8e80272 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/IPConnectionWindow.cs @@ -0,0 +1,109 @@ +using System; +using System.Collections; +using TMPro; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Infrastructure; +using Unity.Netcode; +using Unity.Netcode.Transports.UTP; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class IPConnectionWindow : MonoBehaviour + { + [SerializeField] + CanvasGroup m_CanvasGroup; + + [SerializeField] + TextMeshProUGUI m_TitleText; + + [Inject] IPUIMediator m_IPUIMediator; + + ISubscriber m_ConnectStatusSubscriber; + + [Inject] + void InjectDependencies(ISubscriber connectStatusSubscriber) + { + m_ConnectStatusSubscriber = connectStatusSubscriber; + m_ConnectStatusSubscriber.Subscribe(OnConnectStatusMessage); + } + + void Awake() + { + Hide(); + } + + void OnDestroy() + { + if (m_ConnectStatusSubscriber != null) + { + m_ConnectStatusSubscriber.Unsubscribe(OnConnectStatusMessage); + } + } + + void OnConnectStatusMessage(ConnectStatus connectStatus) + { + CancelConnectionWindow(); + m_IPUIMediator.DisableSignInSpinner(); + } + + void Show() + { + m_CanvasGroup.alpha = 1f; + m_CanvasGroup.blocksRaycasts = true; + } + + void Hide() + { + m_CanvasGroup.alpha = 0f; + m_CanvasGroup.blocksRaycasts = false; + } + + public void ShowConnectingWindow() + { + void OnTimeElapsed() + { + Hide(); + m_IPUIMediator.DisableSignInSpinner(); + } + + var utp = (UnityTransport)NetworkManager.Singleton.NetworkConfig.NetworkTransport; + var maxConnectAttempts = utp.MaxConnectAttempts; + var connectTimeoutMS = utp.ConnectTimeoutMS; + StartCoroutine(DisplayUTPConnectionDuration(maxConnectAttempts, connectTimeoutMS, OnTimeElapsed)); + + Show(); + } + + public void CancelConnectionWindow() + { + Hide(); + StopAllCoroutines(); + } + + IEnumerator DisplayUTPConnectionDuration(int maxReconnectAttempts, int connectTimeoutMS, Action endAction) + { + var connectionDuration = maxReconnectAttempts * connectTimeoutMS / 1000f; + + var seconds = Mathf.CeilToInt(connectionDuration); + + while (seconds > 0) + { + m_TitleText.text = $"Connecting...\n{seconds}"; + yield return new WaitForSeconds(1f); + seconds--; + } + m_TitleText.text = "Connecting..."; + + endAction(); + } + + // invoked by UI cancel button + public void OnCancelJoinButtonPressed() + { + CancelConnectionWindow(); + m_IPUIMediator.JoiningWindowCancelled(); + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/IPConnectionWindow.cs.meta b/Assets/Scripts/Gameplay/UI/IPConnectionWindow.cs.meta new file mode 100644 index 0000000..61bdbcd --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/IPConnectionWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f241465a5f80ed149a63ff9917451ee9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/IPHostingUI.cs b/Assets/Scripts/Gameplay/UI/IPHostingUI.cs new file mode 100644 index 0000000..3ec93b8 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/IPHostingUI.cs @@ -0,0 +1,62 @@ +using System; +using UnityEngine; +using UnityEngine.UI; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class IPHostingUI : MonoBehaviour + { + [SerializeField] InputField m_IPInputField; + [SerializeField] InputField m_PortInputField; + + [SerializeField] + CanvasGroup m_CanvasGroup; + + [SerializeField] + Button m_HostButton; + + [Inject] IPUIMediator m_IPUIMediator; + + void Awake() + { + m_IPInputField.text = IPUIMediator.k_DefaultIP; + m_PortInputField.text = IPUIMediator.k_DefaultPort.ToString(); + } + + public void Show() + { + m_CanvasGroup.alpha = 1f; + m_CanvasGroup.blocksRaycasts = true; + } + + public void Hide() + { + m_CanvasGroup.alpha = 0f; + m_CanvasGroup.blocksRaycasts = false; + } + + public void OnCreateClick() + { + m_IPUIMediator.HostIPRequest(m_IPInputField.text, m_PortInputField.text); + } + + /// + /// Added to the InputField component's OnValueChanged callback for the Room/IP UI text. + /// + public void SanitizeIPInputText() + { + m_IPInputField.text = IPUIMediator.SanitizeIP(m_IPInputField.text); + m_HostButton.interactable = IPUIMediator.AreIpAddressAndPortValid(m_IPInputField.text, m_PortInputField.text); + } + + /// + /// Added to the InputField component's OnValueChanged callback for the Port UI text. + /// + public void SanitizePortText() + { + m_PortInputField.text = IPUIMediator.SanitizePort(m_PortInputField.text); + m_HostButton.interactable = IPUIMediator.AreIpAddressAndPortValid(m_IPInputField.text, m_PortInputField.text); + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/IPHostingUI.cs.meta b/Assets/Scripts/Gameplay/UI/IPHostingUI.cs.meta new file mode 100644 index 0000000..8e66701 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/IPHostingUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b7abafe07944f5d449ce5dc6a9e81e56 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/IPJoiningUI.cs b/Assets/Scripts/Gameplay/UI/IPJoiningUI.cs new file mode 100644 index 0000000..bc214c9 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/IPJoiningUI.cs @@ -0,0 +1,63 @@ +using System; +using UnityEngine; +using UnityEngine.UI; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class IPJoiningUI : MonoBehaviour + { + [SerializeField] + CanvasGroup m_CanvasGroup; + + [SerializeField] InputField m_IPInputField; + + [SerializeField] InputField m_PortInputField; + + [SerializeField] + Button m_JoinButton; + + [Inject] IPUIMediator m_IPUIMediator; + + void Awake() + { + m_IPInputField.text = IPUIMediator.k_DefaultIP; + m_PortInputField.text = IPUIMediator.k_DefaultPort.ToString(); + } + + public void Show() + { + m_CanvasGroup.alpha = 1f; + m_CanvasGroup.blocksRaycasts = true; + } + + public void Hide() + { + m_CanvasGroup.alpha = 0f; + m_CanvasGroup.blocksRaycasts = false; + } + + public void OnJoinButtonPressed() + { + m_IPUIMediator.JoinWithIP(m_IPInputField.text, m_PortInputField.text); + } + + /// + /// Added to the InputField component's OnValueChanged callback for the Room/IP UI text. + /// + public void SanitizeIPInputText() + { + m_IPInputField.text = IPUIMediator.SanitizeIP(m_IPInputField.text); + m_JoinButton.interactable = IPUIMediator.AreIpAddressAndPortValid(m_IPInputField.text, m_PortInputField.text); + } + + /// + /// Added to the InputField component's OnValueChanged callback for the Port UI text. + /// + public void SanitizePortText() + { + m_PortInputField.text = IPUIMediator.SanitizePort(m_PortInputField.text); + m_JoinButton.interactable = IPUIMediator.AreIpAddressAndPortValid(m_IPInputField.text, m_PortInputField.text); + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/IPJoiningUI.cs.meta b/Assets/Scripts/Gameplay/UI/IPJoiningUI.cs.meta new file mode 100644 index 0000000..39528d9 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/IPJoiningUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1d579b1f7628584cbffb414f343abae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/IPUIMediator.cs b/Assets/Scripts/Gameplay/UI/IPUIMediator.cs new file mode 100644 index 0000000..565b66b --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/IPUIMediator.cs @@ -0,0 +1,206 @@ +using System; +using System.Text.RegularExpressions; +using Unity.BossRoom.Gameplay.Configuration; +using TMPro; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Infrastructure; +using Unity.Networking.Transport; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class IPUIMediator : MonoBehaviour + { + public const string k_DefaultIP = "127.0.0.1"; + public const int k_DefaultPort = 9998; + + [SerializeField] + CanvasGroup m_CanvasGroup; + + [SerializeField] TextMeshProUGUI m_PlayerNameLabel; + + [SerializeField] IPJoiningUI m_IPJoiningUI; + + [SerializeField] IPHostingUI m_IPHostingUI; + + [SerializeField] UITinter m_JoinTabButtonHighlightTinter; + + [SerializeField] UITinter m_JoinTabButtonTabBlockerTinter; + + [SerializeField] UITinter m_HostTabButtonHighlightTinter; + + [SerializeField] UITinter m_HostTabButtonTabBlockerTinter; + + [SerializeField] GameObject m_SignInSpinner; + + [SerializeField] + IPConnectionWindow m_IPConnectionWindow; + + [Inject] NameGenerationData m_NameGenerationData; + [Inject] ConnectionManager m_ConnectionManager; + + public IPHostingUI IPHostingUI => m_IPHostingUI; + + ISubscriber m_ConnectStatusSubscriber; + + [Inject] + void InjectDependencies(ISubscriber connectStatusSubscriber) + { + m_ConnectStatusSubscriber = connectStatusSubscriber; + m_ConnectStatusSubscriber.Subscribe(OnConnectStatusMessage); + } + + void Awake() + { + Hide(); + } + + void Start() + { + // show create IP as default + ToggleCreateIPUI(); + RegenerateName(); + } + + void OnDestroy() + { + if (m_ConnectStatusSubscriber != null) + { + m_ConnectStatusSubscriber.Unsubscribe(OnConnectStatusMessage); + } + } + + void OnConnectStatusMessage(ConnectStatus connectStatus) + { + DisableSignInSpinner(); + } + + public void HostIPRequest(string ip, string port) + { + int.TryParse(port, out var portNum); + if (portNum <= 0) + { + portNum = k_DefaultPort; + } + + ip = string.IsNullOrEmpty(ip) ? k_DefaultIP : ip; + + m_SignInSpinner.SetActive(true); + m_ConnectionManager.StartHostIp(m_PlayerNameLabel.text, ip, portNum); + } + + public void JoinWithIP(string ip, string port) + { + int.TryParse(port, out var portNum); + if (portNum <= 0) + { + portNum = k_DefaultPort; + } + + ip = string.IsNullOrEmpty(ip) ? k_DefaultIP : ip; + + m_SignInSpinner.SetActive(true); + + m_ConnectionManager.StartClientIp(m_PlayerNameLabel.text, ip, portNum); + + m_IPConnectionWindow.ShowConnectingWindow(); + } + + public void JoiningWindowCancelled() + { + DisableSignInSpinner(); + RequestShutdown(); + } + + public void DisableSignInSpinner() + { + m_SignInSpinner.SetActive(false); + } + + void RequestShutdown() + { + if (m_ConnectionManager && m_ConnectionManager.NetworkManager) + { + m_ConnectionManager.RequestShutdown(); + } + } + + public void RegenerateName() + { + m_PlayerNameLabel.text = m_NameGenerationData.GenerateName(); + } + + public void ToggleJoinIPUI() + { + m_IPJoiningUI.Show(); + m_IPHostingUI.Hide(); + m_JoinTabButtonHighlightTinter.SetToColor(1); + m_JoinTabButtonTabBlockerTinter.SetToColor(1); + m_HostTabButtonHighlightTinter.SetToColor(0); + m_HostTabButtonTabBlockerTinter.SetToColor(0); + } + + public void ToggleCreateIPUI() + { + m_IPJoiningUI.Hide(); + m_IPHostingUI.Show(); + m_JoinTabButtonHighlightTinter.SetToColor(0); + m_JoinTabButtonTabBlockerTinter.SetToColor(0); + m_HostTabButtonHighlightTinter.SetToColor(1); + m_HostTabButtonTabBlockerTinter.SetToColor(1); + } + + public void Show() + { + m_CanvasGroup.alpha = 1f; + m_CanvasGroup.interactable = true; + m_CanvasGroup.blocksRaycasts = true; + + DisableSignInSpinner(); + } + + public void Hide() + { + m_CanvasGroup.alpha = 0f; + m_CanvasGroup.interactable = false; + m_CanvasGroup.blocksRaycasts = false; + } + + // To be called from the Cancel (X) UI button + public void CancelConnectingWindow() + { + RequestShutdown(); + m_IPConnectionWindow.CancelConnectionWindow(); + } + + /// + /// Sanitize user IP address InputField box allowing only numbers and '.'. This also prevents undesirable + /// invisible characters from being copy-pasted accidentally. + /// + /// string to sanitize. + /// Sanitized text string. + public static string SanitizeIP(string dirtyString) + { + return Regex.Replace(dirtyString, "[^0-9.]", ""); + } + + /// + /// Sanitize user port InputField box allowing only numbers. This also prevents undesirable invisible characters + /// from being copy-pasted accidentally. + /// + /// string to sanitize. + /// Sanitized text string. + public static string SanitizePort(string dirtyString) + { + + return Regex.Replace(dirtyString, "[^0-9]", ""); + } + + public static bool AreIpAddressAndPortValid(string ipAddress, string port) + { + var portValid = ushort.TryParse(port, out var portNum); + return portValid && NetworkEndpoint.TryParse(ipAddress, portNum, out var networkEndPoint); + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/IPUIMediator.cs.meta b/Assets/Scripts/Gameplay/UI/IPUIMediator.cs.meta new file mode 100644 index 0000000..d798521 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/IPUIMediator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 078016714dfe43544bec491cb00fa469 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/Lobby.meta b/Assets/Scripts/Gameplay/UI/Lobby.meta new file mode 100644 index 0000000..fb7c980 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/Lobby.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: dc8177562c8f40cba3f509478332fb40 +timeCreated: 1642780978 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/UI/Lobby/LobbyCreationUI.cs b/Assets/Scripts/Gameplay/UI/Lobby/LobbyCreationUI.cs new file mode 100644 index 0000000..4f21410 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/Lobby/LobbyCreationUI.cs @@ -0,0 +1,43 @@ +using System; +using UnityEngine; +using UnityEngine.UI; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class LobbyCreationUI : MonoBehaviour + { + [SerializeField] InputField m_LobbyNameInputField; + [SerializeField] GameObject m_LoadingIndicatorObject; + [SerializeField] Toggle m_IsPrivate; + [SerializeField] CanvasGroup m_CanvasGroup; + [Inject] LobbyUIMediator m_LobbyUIMediator; + + void Awake() + { + EnableUnityRelayUI(); + } + + void EnableUnityRelayUI() + { + m_LoadingIndicatorObject.SetActive(false); + } + + public void OnCreateClick() + { + m_LobbyUIMediator.CreateLobbyRequest(m_LobbyNameInputField.text, m_IsPrivate.isOn); + } + + public void Show() + { + m_CanvasGroup.alpha = 1f; + m_CanvasGroup.blocksRaycasts = true; + } + + public void Hide() + { + m_CanvasGroup.alpha = 0f; + m_CanvasGroup.blocksRaycasts = false; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/Lobby/LobbyCreationUI.cs.meta b/Assets/Scripts/Gameplay/UI/Lobby/LobbyCreationUI.cs.meta new file mode 100644 index 0000000..eea8a4f --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/Lobby/LobbyCreationUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a2f076764a76c434dbd08324243a9f2c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/Lobby/LobbyJoiningUI.cs b/Assets/Scripts/Gameplay/UI/Lobby/LobbyJoiningUI.cs new file mode 100644 index 0000000..fdff41f --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/Lobby/LobbyJoiningUI.cs @@ -0,0 +1,166 @@ +using System; +using System.Collections.Generic; +using System.Text.RegularExpressions; +using Unity.BossRoom.Infrastructure; +using Unity.BossRoom.UnityServices.Lobbies; +using UnityEngine; +using UnityEngine.UI; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Handles the list of LobbyListItemUIs and ensures it stays synchronized with the lobby list from the service. + /// + public class LobbyJoiningUI : MonoBehaviour + { + [SerializeField] + LobbyListItemUI m_LobbyListItemPrototype; + [SerializeField] + InputField m_JoinCodeField; + [SerializeField] + CanvasGroup m_CanvasGroup; + [SerializeField] + Graphic m_EmptyLobbyListLabel; + [SerializeField] + Button m_JoinLobbyButton; + + IObjectResolver m_Container; + LobbyUIMediator m_LobbyUIMediator; + UpdateRunner m_UpdateRunner; + ISubscriber m_LocalLobbiesRefreshedSub; + + List m_LobbyListItems = new List(); + + void Awake() + { + m_LobbyListItemPrototype.gameObject.SetActive(false); + } + + void OnDisable() + { + if (m_UpdateRunner != null) + { + m_UpdateRunner.Unsubscribe(PeriodicRefresh); + } + } + + void OnDestroy() + { + if (m_LocalLobbiesRefreshedSub != null) + { + m_LocalLobbiesRefreshedSub.Unsubscribe(UpdateUI); + } + } + + [Inject] + void InjectDependenciesAndInitialize( + IObjectResolver container, + LobbyUIMediator lobbyUIMediator, + UpdateRunner updateRunner, + ISubscriber localLobbiesRefreshedSub) + { + m_Container = container; + m_LobbyUIMediator = lobbyUIMediator; + m_UpdateRunner = updateRunner; + m_LocalLobbiesRefreshedSub = localLobbiesRefreshedSub; + m_LocalLobbiesRefreshedSub.Subscribe(UpdateUI); + } + + /// + /// Added to the InputField component's OnValueChanged callback for the join code text. + /// + public void OnJoinCodeInputTextChanged() + { + m_JoinCodeField.text = SanitizeJoinCode(m_JoinCodeField.text); + m_JoinLobbyButton.interactable = m_JoinCodeField.text.Length > 0; + } + + string SanitizeJoinCode(string dirtyString) + { + return Regex.Replace(dirtyString.ToUpper(), "[^A-Z0-9]", ""); + } + + public void OnJoinButtonPressed() + { + m_LobbyUIMediator.JoinLobbyWithCodeRequest(SanitizeJoinCode(m_JoinCodeField.text)); + } + + void PeriodicRefresh(float _) + { + //this is a soft refresh without needing to lock the UI and such + m_LobbyUIMediator.QueryLobbiesRequest(false); + } + + public void OnRefresh() + { + m_LobbyUIMediator.QueryLobbiesRequest(true); + } + + void UpdateUI(LobbyListFetchedMessage message) + { + EnsureNumberOfActiveUISlots(message.LocalLobbies.Count); + + for (var i = 0; i < message.LocalLobbies.Count; i++) + { + var localLobby = message.LocalLobbies[i]; + m_LobbyListItems[i].SetData(localLobby); + } + + if (message.LocalLobbies.Count == 0) + { + m_EmptyLobbyListLabel.enabled = true; + } + else + { + m_EmptyLobbyListLabel.enabled = false; + } + } + + void EnsureNumberOfActiveUISlots(int requiredNumber) + { + int delta = requiredNumber - m_LobbyListItems.Count; + + for (int i = 0; i < delta; i++) + { + m_LobbyListItems.Add(CreateLobbyListItem()); + } + + for (int i = 0; i < m_LobbyListItems.Count; i++) + { + m_LobbyListItems[i].gameObject.SetActive(i < requiredNumber); + } + } + + LobbyListItemUI CreateLobbyListItem() + { + var listItem = Instantiate(m_LobbyListItemPrototype.gameObject, m_LobbyListItemPrototype.transform.parent) + .GetComponent(); + listItem.gameObject.SetActive(true); + + m_Container.Inject(listItem); + + return listItem; + } + + public void OnQuickJoinClicked() + { + m_LobbyUIMediator.QuickJoinRequest(); + } + + public void Show() + { + m_CanvasGroup.alpha = 1f; + m_CanvasGroup.blocksRaycasts = true; + m_JoinCodeField.text = ""; + m_UpdateRunner.Subscribe(PeriodicRefresh, 10f); + } + + public void Hide() + { + m_CanvasGroup.alpha = 0f; + m_CanvasGroup.blocksRaycasts = false; + m_UpdateRunner.Unsubscribe(PeriodicRefresh); + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/Lobby/LobbyJoiningUI.cs.meta b/Assets/Scripts/Gameplay/UI/Lobby/LobbyJoiningUI.cs.meta new file mode 100644 index 0000000..9046064 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/Lobby/LobbyJoiningUI.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5badc8e4e5a84afeae84746e5199ebaf +timeCreated: 1642781658 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/UI/Lobby/LobbyListItemUI.cs b/Assets/Scripts/Gameplay/UI/Lobby/LobbyListItemUI.cs new file mode 100644 index 0000000..62733cd --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/Lobby/LobbyListItemUI.cs @@ -0,0 +1,34 @@ +using System; +using TMPro; +using Unity.BossRoom.UnityServices.Lobbies; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// An individual Lobby UI in the list of available lobbies + /// + public class LobbyListItemUI : MonoBehaviour + { + [SerializeField] TextMeshProUGUI m_lobbyNameText; + [SerializeField] TextMeshProUGUI m_lobbyCountText; + + [Inject] LobbyUIMediator m_LobbyUIMediator; + + LocalLobby m_Data; + + + public void SetData(LocalLobby data) + { + m_Data = data; + m_lobbyNameText.SetText(data.LobbyName); + m_lobbyCountText.SetText($"{data.PlayerCount}/{data.MaxPlayerCount}"); + } + + public void OnClick() + { + m_LobbyUIMediator.JoinLobbyRequest(m_Data); + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/Lobby/LobbyListItemUI.cs.meta b/Assets/Scripts/Gameplay/UI/Lobby/LobbyListItemUI.cs.meta new file mode 100644 index 0000000..867dbb5 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/Lobby/LobbyListItemUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 83ebc4f31452e4fc1b11263aed913c99 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/Lobby/LobbyUIMediator.cs b/Assets/Scripts/Gameplay/UI/Lobby/LobbyUIMediator.cs new file mode 100644 index 0000000..d79d764 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/Lobby/LobbyUIMediator.cs @@ -0,0 +1,278 @@ +using System; +using Unity.BossRoom.Gameplay.Configuration; +using TMPro; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Infrastructure; +using Unity.BossRoom.UnityServices.Auth; +using Unity.BossRoom.UnityServices.Lobbies; +using Unity.Services.Core; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class LobbyUIMediator : MonoBehaviour + { + [SerializeField] CanvasGroup m_CanvasGroup; + [SerializeField] LobbyJoiningUI m_LobbyJoiningUI; + [SerializeField] LobbyCreationUI m_LobbyCreationUI; + [SerializeField] UITinter m_JoinToggleHighlight; + [SerializeField] UITinter m_JoinToggleTabBlocker; + [SerializeField] UITinter m_CreateToggleHighlight; + [SerializeField] UITinter m_CreateToggleTabBlocker; + [SerializeField] TextMeshProUGUI m_PlayerNameLabel; + [SerializeField] GameObject m_LoadingSpinner; + + AuthenticationServiceFacade m_AuthenticationServiceFacade; + LobbyServiceFacade m_LobbyServiceFacade; + LocalLobbyUser m_LocalUser; + LocalLobby m_LocalLobby; + NameGenerationData m_NameGenerationData; + ConnectionManager m_ConnectionManager; + ISubscriber m_ConnectStatusSubscriber; + + const string k_DefaultLobbyName = "no-name"; + + [Inject] + void InjectDependenciesAndInitialize( + AuthenticationServiceFacade authenticationServiceFacade, + LobbyServiceFacade lobbyServiceFacade, + LocalLobbyUser localUser, + LocalLobby localLobby, + NameGenerationData nameGenerationData, + ISubscriber connectStatusSub, + ConnectionManager connectionManager + ) + { + m_AuthenticationServiceFacade = authenticationServiceFacade; + m_NameGenerationData = nameGenerationData; + m_LocalUser = localUser; + m_LobbyServiceFacade = lobbyServiceFacade; + m_LocalLobby = localLobby; + m_ConnectionManager = connectionManager; + m_ConnectStatusSubscriber = connectStatusSub; + RegenerateName(); + + m_ConnectStatusSubscriber.Subscribe(OnConnectStatus); + } + + void OnConnectStatus(ConnectStatus status) + { + if (status is ConnectStatus.GenericDisconnect or ConnectStatus.StartClientFailed) + { + UnblockUIAfterLoadingIsComplete(); + } + } + + void OnDestroy() + { + if (m_ConnectStatusSubscriber != null) + { + m_ConnectStatusSubscriber.Unsubscribe(OnConnectStatus); + } + } + + //Lobby and Relay calls done from UI + + public async void CreateLobbyRequest(string lobbyName, bool isPrivate) + { + // before sending request to lobby service, populate an empty lobby name, if necessary + if (string.IsNullOrEmpty(lobbyName)) + { + lobbyName = k_DefaultLobbyName; + } + + BlockUIWhileLoadingIsInProgress(); + + bool playerIsAuthorized = await m_AuthenticationServiceFacade.EnsurePlayerIsAuthorized(); + + if (!playerIsAuthorized) + { + UnblockUIAfterLoadingIsComplete(); + return; + } + + var lobbyCreationAttempt = await m_LobbyServiceFacade.TryCreateLobbyAsync(lobbyName, m_ConnectionManager.MaxConnectedPlayers, isPrivate); + + if (lobbyCreationAttempt.Success) + { + m_LocalUser.IsHost = true; + m_LobbyServiceFacade.SetRemoteLobby(lobbyCreationAttempt.Lobby); + + Debug.Log($"Created lobby with ID: {m_LocalLobby.LobbyID} and code {m_LocalLobby.LobbyCode}"); + m_ConnectionManager.StartHostLobby(m_LocalUser.DisplayName); + } + else + { + UnblockUIAfterLoadingIsComplete(); + } + } + + public async void QueryLobbiesRequest(bool blockUI) + { + if (Unity.Services.Core.UnityServices.State != ServicesInitializationState.Initialized) + { + return; + } + + if (blockUI) + { + BlockUIWhileLoadingIsInProgress(); + } + + bool playerIsAuthorized = await m_AuthenticationServiceFacade.EnsurePlayerIsAuthorized(); + + if (blockUI && !playerIsAuthorized) + { + UnblockUIAfterLoadingIsComplete(); + return; + } + + await m_LobbyServiceFacade.RetrieveAndPublishLobbyListAsync(); + + if (blockUI) + { + UnblockUIAfterLoadingIsComplete(); + } + } + + public async void JoinLobbyWithCodeRequest(string lobbyCode) + { + BlockUIWhileLoadingIsInProgress(); + + bool playerIsAuthorized = await m_AuthenticationServiceFacade.EnsurePlayerIsAuthorized(); + + if (!playerIsAuthorized) + { + UnblockUIAfterLoadingIsComplete(); + return; + } + + var result = await m_LobbyServiceFacade.TryJoinLobbyAsync(null, lobbyCode); + + if (result.Success) + { + OnJoinedLobby(result.Lobby); + } + else + { + UnblockUIAfterLoadingIsComplete(); + } + } + + public async void JoinLobbyRequest(LocalLobby lobby) + { + BlockUIWhileLoadingIsInProgress(); + + bool playerIsAuthorized = await m_AuthenticationServiceFacade.EnsurePlayerIsAuthorized(); + + if (!playerIsAuthorized) + { + UnblockUIAfterLoadingIsComplete(); + return; + } + + var result = await m_LobbyServiceFacade.TryJoinLobbyAsync(lobby.LobbyID, lobby.LobbyCode); + + if (result.Success) + { + OnJoinedLobby(result.Lobby); + } + else + { + UnblockUIAfterLoadingIsComplete(); + } + } + + public async void QuickJoinRequest() + { + BlockUIWhileLoadingIsInProgress(); + + bool playerIsAuthorized = await m_AuthenticationServiceFacade.EnsurePlayerIsAuthorized(); + + if (!playerIsAuthorized) + { + UnblockUIAfterLoadingIsComplete(); + return; + } + + var result = await m_LobbyServiceFacade.TryQuickJoinLobbyAsync(); + + if (result.Success) + { + OnJoinedLobby(result.Lobby); + } + else + { + UnblockUIAfterLoadingIsComplete(); + } + } + + void OnJoinedLobby(Unity.Services.Lobbies.Models.Lobby remoteLobby) + { + m_LobbyServiceFacade.SetRemoteLobby(remoteLobby); + + Debug.Log($"Joined lobby with code: {m_LocalLobby.LobbyCode}, Internal Relay Join Code{m_LocalLobby.RelayJoinCode}"); + m_ConnectionManager.StartClientLobby(m_LocalUser.DisplayName); + } + + //show/hide UI + + public void Show() + { + m_CanvasGroup.alpha = 1f; + m_CanvasGroup.blocksRaycasts = true; + } + + public void Hide() + { + m_CanvasGroup.alpha = 0f; + m_CanvasGroup.blocksRaycasts = false; + m_LobbyCreationUI.Hide(); + m_LobbyJoiningUI.Hide(); + } + + public void ToggleJoinLobbyUI() + { + m_LobbyJoiningUI.Show(); + m_LobbyCreationUI.Hide(); + m_JoinToggleHighlight.SetToColor(1); + m_JoinToggleTabBlocker.SetToColor(1); + m_CreateToggleHighlight.SetToColor(0); + m_CreateToggleTabBlocker.SetToColor(0); + } + + public void ToggleCreateLobbyUI() + { + m_LobbyJoiningUI.Hide(); + m_LobbyCreationUI.Show(); + m_JoinToggleHighlight.SetToColor(0); + m_JoinToggleTabBlocker.SetToColor(0); + m_CreateToggleHighlight.SetToColor(1); + m_CreateToggleTabBlocker.SetToColor(1); + } + + public void RegenerateName() + { + m_LocalUser.DisplayName = m_NameGenerationData.GenerateName(); + m_PlayerNameLabel.text = m_LocalUser.DisplayName; + } + + void BlockUIWhileLoadingIsInProgress() + { + m_CanvasGroup.interactable = false; + m_LoadingSpinner.SetActive(true); + } + + void UnblockUIAfterLoadingIsComplete() + { + //this callback can happen after we've already switched to a different scene + //in that case the canvas group would be null + if (m_CanvasGroup != null) + { + m_CanvasGroup.interactable = true; + m_LoadingSpinner.SetActive(false); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/Lobby/LobbyUIMediator.cs.meta b/Assets/Scripts/Gameplay/UI/Lobby/LobbyUIMediator.cs.meta new file mode 100644 index 0000000..f2f3aaf --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/Lobby/LobbyUIMediator.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: baa903a3eece41eab81a9432f523ae3e +timeCreated: 1642114995 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/UI/PartyHUD.cs b/Assets/Scripts/Gameplay/UI/PartyHUD.cs new file mode 100644 index 0000000..f2c5b16 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/PartyHUD.cs @@ -0,0 +1,357 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.Gameplay.UserInput; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using TMPro; +using Unity.BossRoom.Utils; +using UnityEngine; +using UnityEngine.Assertions; +using UnityEngine.UI; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Provides logic for the Party HUD with information on the player and allies + /// Party HUD shows hero portrait and class info for all ally characters + /// Party HUD also shows healthbars for each player allows clicks to select an ally + /// + public class PartyHUD : MonoBehaviour + { + [SerializeField] + ClientPlayerAvatarRuntimeCollection m_PlayerAvatars; + + [SerializeField] + private Image m_HeroPortrait; + + [SerializeField] + private GameObject[] m_AllyPanel; + + [SerializeField] + private TextMeshProUGUI[] m_PartyNames; + + [SerializeField] + private Image[] m_PartyClassSymbols; + + [SerializeField] + private Slider[] m_PartyHealthSliders; + + [SerializeField] + private Image[] m_PartyHealthGodModeImages; + + // track a list of hero (slot 0) + allies + private ulong[] m_PartyIds; + + // track Hero's target to show when it is the Hero or an ally + private ulong m_CurrentTarget; + + ServerCharacter m_OwnedServerCharacter; + + ClientPlayerAvatar m_OwnedPlayerAvatar; + + private Dictionary m_TrackedAllies = new Dictionary(); + + private ClientInputSender m_ClientSender; + + void Awake() + { + // Make sure arrays are initialized + InitPartyArrays(); + + m_PlayerAvatars.ItemAdded += PlayerAvatarAdded; + m_PlayerAvatars.ItemRemoved += PlayerAvatarRemoved; + } + + void PlayerAvatarAdded(ClientPlayerAvatar clientPlayerAvatar) + { + if (clientPlayerAvatar.IsOwner) + { + SetHeroData(clientPlayerAvatar); + } + else + { + SetAllyData(clientPlayerAvatar); + } + } + + void PlayerAvatarRemoved(ClientPlayerAvatar clientPlayerAvatar) + { + if (m_OwnedPlayerAvatar == clientPlayerAvatar) + { + RemoveHero(); + } + else if (m_TrackedAllies.ContainsKey(clientPlayerAvatar.NetworkObjectId)) + { + RemoveAlly(clientPlayerAvatar.NetworkObjectId); + m_TrackedAllies.Remove(clientPlayerAvatar.NetworkObjectId); + } + } + + void SetHeroData(ClientPlayerAvatar clientPlayerAvatar) + { + m_OwnedServerCharacter = clientPlayerAvatar.GetComponent(); + + Assert.IsTrue(m_OwnedServerCharacter, "ServerCharacter component not found on ClientPlayerAvatar"); + + m_OwnedPlayerAvatar = clientPlayerAvatar; + + // Hero is always our slot 0 + m_PartyIds[0] = m_OwnedServerCharacter.NetworkObject.NetworkObjectId; + + // set hero portrait + if (m_OwnedServerCharacter.TryGetComponent(out NetworkAvatarGuidState avatarGuidState)) + { + m_HeroPortrait.sprite = avatarGuidState.RegisteredAvatar.Portrait; + } + + SetUIFromSlotData(0, m_OwnedServerCharacter); + + m_OwnedServerCharacter.NetHealthState.HitPoints.OnValueChanged += SetHeroHealth; + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + m_OwnedServerCharacter.NetLifeState.IsGodMode.OnValueChanged += SetHeroGodModeStatus; +#endif + + // plus we track their target + m_OwnedServerCharacter.TargetId.OnValueChanged += OnHeroSelectionChanged; + + m_ClientSender = m_OwnedServerCharacter.GetComponent(); + } + + void SetHeroHealth(int previousValue, int newValue) + { + m_PartyHealthSliders[0].value = newValue; + } + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + void SetHeroGodModeStatus(bool previousValue, bool newValue) + { + m_PartyHealthGodModeImages[0].gameObject.SetActive(newValue); + } +#endif + + /// + /// Gets Player Name from the NetworkObjectId of his controlled Character. + /// + string GetPlayerName(Component component) + { + var networkName = component.GetComponent(); + return networkName.Name.Value; + } + + // set the class type for an ally - allies are tracked by appearance so you must also provide appearance id + void SetAllyData(ClientPlayerAvatar clientPlayerAvatar) + { + var networkCharacterStateExists = + clientPlayerAvatar.TryGetComponent(out ServerCharacter serverCharacter); + + Assert.IsTrue(networkCharacterStateExists, + "NetworkCharacterState component not found on ClientPlayerAvatar"); + + ulong id = serverCharacter.NetworkObjectId; + int slot = FindOrAddAlly(id); + // do nothing if not in a slot + if (slot == -1) + { + return; + } + + SetUIFromSlotData(slot, serverCharacter); + + serverCharacter.NetHealthState.HitPoints.OnValueChanged += (int previousValue, int newValue) => + { + SetAllyHealth(id, newValue); + }; + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + serverCharacter.NetLifeState.IsGodMode.OnValueChanged += (value, newValue) => + { + SetAllyGodModeStatus(id, newValue); + }; +#endif + + m_TrackedAllies.Add(serverCharacter.NetworkObjectId, serverCharacter); + } + + void SetUIFromSlotData(int slot, ServerCharacter serverCharacter) + { + m_PartyHealthSliders[slot].maxValue = serverCharacter.CharacterClass.BaseHP.Value; + m_PartyHealthSliders[slot].value = serverCharacter.HitPoints; + m_PartyNames[slot].text = GetPlayerName(serverCharacter); + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + m_PartyHealthGodModeImages[slot].gameObject.SetActive(serverCharacter.NetLifeState.IsGodMode.Value); +#endif + + m_PartyClassSymbols[slot].sprite = serverCharacter.CharacterClass.ClassBannerLit; + } + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + void SetAllyGodModeStatus(ulong id, bool newValue) + { + int slot = FindOrAddAlly(id); + // do nothing if not in a slot + if (slot == -1) + { + return; + } + m_PartyHealthGodModeImages[slot].gameObject.SetActive(newValue); + } +#endif + + void SetAllyHealth(ulong id, int hp) + { + int slot = FindOrAddAlly(id); + // do nothing if not in a slot + if (slot == -1) + { + return; + } + + m_PartyHealthSliders[slot].value = hp; + } + + private void OnHeroSelectionChanged(ulong prevTarget, ulong newTarget) + { + SetHeroSelectFX(m_CurrentTarget, false); + SetHeroSelectFX(newTarget, true); + } + + // Helper to change name appearance for selected or unselected party members + // also updates m_CurrentTarget + private void SetHeroSelectFX(ulong target, bool selected) + { + // check id against all party slots + int slot = FindOrAddAlly(target, true); + if (slot >= 0) + { + m_PartyNames[slot].color = selected ? Color.green : Color.white; + if (selected) + { + m_CurrentTarget = target; + } + else + { + m_CurrentTarget = 0; + } + } + } + + public void SelectPartyMember(int slot) + { + m_ClientSender.RequestAction(GameDataSource.Instance.GeneralTargetActionPrototype.ActionID, + ClientInputSender.SkillTriggerStyle.UI, m_PartyIds[slot]); + } + + // helper to initialize the Allies array - safe to call multiple times + private void InitPartyArrays() + { + if (m_PartyIds == null) + { + // clear party ID array + m_PartyIds = new ulong[m_PartyHealthSliders.Length]; + + for (int i = 0; i < m_PartyHealthSliders.Length; i++) + { + // initialize all IDs positions to 0 and HP to 1000 on sliders + m_PartyIds[i] = 0; + m_PartyHealthSliders[i].maxValue = 1000; + } + } + } + + // Helper to find ally slots, returns -1 if no slot is found for the id + // If a slot is available one will be added for this id unless dontAdd=true + private int FindOrAddAlly(ulong id, bool dontAdd = false) + { + // make sure allies array is ready + InitPartyArrays(); + + int openslot = -1; + for (int i = 0; i < m_PartyIds.Length; i++) + { + // if this ID is in the list, return the slot index + if (m_PartyIds[i] == id) { return i; } + // otherwise, record the first open slot (not slot 0 thats for the Hero) + if (openslot == -1 && i > 0 && m_PartyIds[i] == 0) + { + openslot = i; + } + } + + // if we don't add, we are done nw and didnt fint the ID + if (dontAdd) { return -1; } + + // Party slot was not found for this ID - add one in the open slot + if (openslot > 0) + { + // activeate the correct ally panel + m_AllyPanel[openslot - 1].SetActive(true); + // and save ally ID to party array + m_PartyIds[openslot] = id; + return openslot; + } + + // this should not happen unless there are too many players - we didn't find the ally or a slot + return -1; + } + + void RemoveHero() + { + if (m_OwnedServerCharacter && m_OwnedServerCharacter.NetHealthState) + { + m_OwnedServerCharacter.NetHealthState.HitPoints.OnValueChanged -= SetHeroHealth; +#if UNITY_EDITOR || DEVELOPMENT_BUILD + m_OwnedServerCharacter.NetLifeState.IsGodMode.OnValueChanged -= SetHeroGodModeStatus; +#endif + } + + m_OwnedServerCharacter = null; + } + + /// + /// Remove an ally from the PartyHUD UI. + /// + /// NetworkObjectID of the ally. + void RemoveAlly(ulong id) + { + for (int i = 0; i < m_PartyIds.Length; i++) + { + // if this ID is in the list, return the slot index + if (m_PartyIds[i] == id) + { + m_AllyPanel[i - 1].SetActive(false); + // and save ally ID to party array + m_PartyIds[i] = 0; + return; + } + } + + if (m_TrackedAllies.TryGetValue(id, out ServerCharacter serverCharacter)) + { + serverCharacter.NetHealthState.HitPoints.OnValueChanged -= (int previousValue, int newValue) => + { + SetAllyHealth(id, newValue); + }; +#if UNITY_EDITOR || DEVELOPMENT_BUILD + serverCharacter.NetLifeState.IsGodMode.OnValueChanged -= (value, newValue) => + { + SetAllyGodModeStatus(id, value); + }; +#endif + } + } + + void OnDestroy() + { + m_PlayerAvatars.ItemAdded -= PlayerAvatarAdded; + m_PlayerAvatars.ItemRemoved -= PlayerAvatarRemoved; + + RemoveHero(); + foreach (var kvp in m_TrackedAllies) + { + RemoveAlly(kvp.Key); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/PartyHUD.cs.meta b/Assets/Scripts/Gameplay/UI/PartyHUD.cs.meta new file mode 100644 index 0000000..cf3fd42 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/PartyHUD.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9e31ad038966e0f4d9de73015f8bd8a0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/PopupManager.cs b/Assets/Scripts/Gameplay/UI/PopupManager.cs new file mode 100644 index 0000000..65c1948 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/PopupManager.cs @@ -0,0 +1,99 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Handles the display of Popup messages. Instantiates and reuses popup panel prefabs to allow displaying multiple + /// messages in succession. + /// + public class PopupManager : MonoBehaviour + { + [SerializeField] + GameObject m_PopupPanelPrefab; + + [SerializeField] + GameObject m_Canvas; + + List m_PopupPanels = new List(); + + static PopupManager s_Instance; + + const float k_Offset = 30; + const float k_MaxOffset = 200; + + void Awake() + { + if (s_Instance != null) throw new Exception("Invalid state, instance is not null"); + s_Instance = this; + DontDestroyOnLoad(m_Canvas); + } + + void OnDestroy() + { + s_Instance = null; + } + + /// + /// Displays a popup message with the specified title and main text. + /// + /// The title text at the top of the panel + /// The text just under the title- the main body of text + /// + public static PopupPanel ShowPopupPanel(string titleText, string mainText, bool closeableByUser = true) + { + if (s_Instance != null) + { + return s_Instance.DisplayPopupPanel(titleText, mainText, closeableByUser); + } + + Debug.LogError($"No PopupPanel instance found. Cannot display message: {titleText}: {mainText}"); + return null; + } + + PopupPanel DisplayPopupPanel(string titleText, string mainText, bool closeableByUser) + { + var popup = GetNextAvailablePopupPanel(); + if (popup != null) + { + popup.SetupPopupPanel(titleText, mainText, closeableByUser); + } + + return popup; + } + + PopupPanel GetNextAvailablePopupPanel() + { + int nextAvailablePopupIndex = 0; + // Find the index of the first PopupPanel that is not displaying and has no popups after it that are currently displaying + for (int i = 0; i < m_PopupPanels.Count; i++) + { + if (m_PopupPanels[i].IsDisplaying) + { + nextAvailablePopupIndex = i + 1; + } + } + + if (nextAvailablePopupIndex < m_PopupPanels.Count) + { + return m_PopupPanels[nextAvailablePopupIndex]; + } + + // None of the current PopupPanels are available, so instantiate a new one + var popupGameObject = Instantiate(m_PopupPanelPrefab, gameObject.transform); + popupGameObject.transform.position += new Vector3(1, -1) * (k_Offset * m_PopupPanels.Count % k_MaxOffset); + var popupPanel = popupGameObject.GetComponent(); + if (popupPanel != null) + { + m_PopupPanels.Add(popupPanel); + } + else + { + Debug.LogError("PopupPanel prefab does not have a PopupPanel component!"); + } + + return popupPanel; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/PopupManager.cs.meta b/Assets/Scripts/Gameplay/UI/PopupManager.cs.meta new file mode 100644 index 0000000..d199d24 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/PopupManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3a4bb527918221345b1414cbf0324cba +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/PopupPanel.cs b/Assets/Scripts/Gameplay/UI/PopupPanel.cs new file mode 100644 index 0000000..1fe7d66 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/PopupPanel.cs @@ -0,0 +1,66 @@ +using System; +using UnityEngine; +using TMPro; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Simple popup panel to display information to players. + /// + public class PopupPanel : MonoBehaviour + { + [SerializeField] + TextMeshProUGUI m_TitleText; + [SerializeField] + TextMeshProUGUI m_MainText; + [SerializeField] + GameObject m_ConfirmButton; + [SerializeField] + GameObject m_LoadingSpinner; + [SerializeField] + CanvasGroup m_CanvasGroup; + + public bool IsDisplaying => m_IsDisplaying; + + bool m_IsDisplaying; + + bool m_ClosableByUser; + + void Awake() + { + Hide(); + } + + public void OnConfirmClick() + { + if (m_ClosableByUser) + { + Hide(); + } + } + + public void SetupPopupPanel(string titleText, string mainText, bool closeableByUser = true) + { + m_TitleText.text = titleText; + m_MainText.text = mainText; + m_ClosableByUser = closeableByUser; + m_ConfirmButton.SetActive(m_ClosableByUser); + m_LoadingSpinner.SetActive(!m_ClosableByUser); + Show(); + } + + void Show() + { + m_CanvasGroup.alpha = 1f; + m_CanvasGroup.blocksRaycasts = true; + m_IsDisplaying = true; + } + + public void Hide() + { + m_CanvasGroup.alpha = 0f; + m_CanvasGroup.blocksRaycasts = false; + m_IsDisplaying = false; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/PopupPanel.cs.meta b/Assets/Scripts/Gameplay/UI/PopupPanel.cs.meta new file mode 100644 index 0000000..a97ef79 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/PopupPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b247bc798e114a642aaf1ba2a3fbd936 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/PostGameUI.cs b/Assets/Scripts/Gameplay/UI/PostGameUI.cs new file mode 100644 index 0000000..6d291cf --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/PostGameUI.cs @@ -0,0 +1,107 @@ +using System; +using Unity.BossRoom.Gameplay.GameState; +using TMPro; +using Unity.Netcode; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Provides backing logic for all of the UI that runs in the PostGame stage. + /// + public class PostGameUI : MonoBehaviour + { + [SerializeField] + private Light m_SceneLight; + + [SerializeField] + private TextMeshProUGUI m_WinEndMessage; + + [SerializeField] + private TextMeshProUGUI m_LoseGameMessage; + + [SerializeField] + private GameObject m_ReplayButton; + + [SerializeField] + private GameObject m_WaitOnHostMsg; + + [SerializeField] + private Color m_WinLightColor; + + [SerializeField] + private Color m_LoseLightColor; + + ServerPostGameState m_PostGameState; + + [Inject] + void Inject(ServerPostGameState postGameState) + { + m_PostGameState = postGameState; + + // only hosts can restart the game, other players see a wait message + if (NetworkManager.Singleton.IsHost) + { + m_ReplayButton.SetActive(true); + m_WaitOnHostMsg.SetActive(false); + } + else + { + m_ReplayButton.SetActive(false); + m_WaitOnHostMsg.SetActive(true); + } + } + + void Start() + { + m_PostGameState.NetworkPostGame.WinState.OnValueChanged += OnWinStateChanged; + SetPostGameUI(m_PostGameState.NetworkPostGame.WinState.Value); + } + + void OnDestroy() + { + if (m_PostGameState != null) + { + m_PostGameState.NetworkPostGame.WinState.OnValueChanged -= OnWinStateChanged; + } + } + + void OnWinStateChanged(WinState previousValue, WinState newValue) + { + SetPostGameUI(newValue); + } + + void SetPostGameUI(WinState winState) + { + switch (winState) + { + // Set end message and background color based last game outcome + case WinState.Win: + m_SceneLight.color = m_WinLightColor; + m_WinEndMessage.gameObject.SetActive(true); + m_LoseGameMessage.gameObject.SetActive(false); + break; + case WinState.Loss: + m_SceneLight.color = m_LoseLightColor; + m_WinEndMessage.gameObject.SetActive(false); + m_LoseGameMessage.gameObject.SetActive(true); + break; + case WinState.Invalid: + Debug.LogWarning("PostGameUI encountered Invalid WinState"); + break; + } + } + + public void OnPlayAgainClicked() + { + m_PostGameState.PlayAgain(); + } + + public void OnMainMenuClicked() + { + m_PostGameState.GoToMainMenu(); + } + } +} + diff --git a/Assets/Scripts/Gameplay/UI/PostGameUI.cs.meta b/Assets/Scripts/Gameplay/UI/PostGameUI.cs.meta new file mode 100644 index 0000000..f14e6be --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/PostGameUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 244988fdac9136a41a5d1aa23ed95f42 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/ProfileListItemUI.cs b/Assets/Scripts/Gameplay/UI/ProfileListItemUI.cs new file mode 100644 index 0000000..6dccc2c --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ProfileListItemUI.cs @@ -0,0 +1,31 @@ +using System; +using TMPro; +using Unity.BossRoom.Utils; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class ProfileListItemUI : MonoBehaviour + { + [SerializeField] + TextMeshProUGUI m_ProfileNameText; + + [Inject] ProfileManager m_ProfileManager; + + public void SetProfileName(string profileName) + { + m_ProfileNameText.text = profileName; + } + + public void OnSelectClick() + { + m_ProfileManager.Profile = m_ProfileNameText.text; + } + + public void OnDeleteClick() + { + m_ProfileManager.DeleteProfile(m_ProfileNameText.text); + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/ProfileListItemUI.cs.meta b/Assets/Scripts/Gameplay/UI/ProfileListItemUI.cs.meta new file mode 100644 index 0000000..6ca31f1 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/ProfileListItemUI.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0bfaaed5ed234d72a6c41220a9bb9ebf +timeCreated: 1651262785 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/UI/QualityButton.cs b/Assets/Scripts/Gameplay/UI/QualityButton.cs new file mode 100644 index 0000000..b802885 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/QualityButton.cs @@ -0,0 +1,37 @@ +using System; +using TMPro; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class QualityButton : MonoBehaviour + { + [SerializeField] + TMP_Text m_QualityBtnText; + + private void Start() + { + var index = QualitySettings.GetQualityLevel(); + m_QualityBtnText.text = QualitySettings.names[index]; + } + + public void SetQualitySettings() + { + var qualityLevels = QualitySettings.names.Length - 1; + var currentLevel = QualitySettings.GetQualityLevel(); + + if (currentLevel < qualityLevels) + { + QualitySettings.IncreaseLevel(); + m_QualityBtnText.text = QualitySettings.names[QualitySettings.GetQualityLevel()]; + } + else + { + QualitySettings.SetQualityLevel(0); + m_QualityBtnText.text = QualitySettings.names[QualitySettings.GetQualityLevel()]; + } + } + } +} + + diff --git a/Assets/Scripts/Gameplay/UI/QualityButton.cs.meta b/Assets/Scripts/Gameplay/UI/QualityButton.cs.meta new file mode 100644 index 0000000..d2e9b8a --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/QualityButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1106bff381881f94187fe4be82e21554 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/RoomNameBox.cs b/Assets/Scripts/Gameplay/UI/RoomNameBox.cs new file mode 100644 index 0000000..06525f6 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/RoomNameBox.cs @@ -0,0 +1,57 @@ +using System; +using TMPro; +using Unity.BossRoom.UnityServices.Lobbies; +using UnityEngine; +using UnityEngine.UI; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class RoomNameBox : MonoBehaviour + { + [SerializeField] + TextMeshProUGUI m_RoomNameText; + [SerializeField] + Button m_CopyToClipboardButton; + + LocalLobby m_LocalLobby; + string m_LobbyCode; + + [Inject] + private void InjectDependencies(LocalLobby localLobby) + { + m_LocalLobby = localLobby; + m_LocalLobby.changed += UpdateUI; + } + + void Awake() + { + UpdateUI(m_LocalLobby); + } + + private void OnDestroy() + { + m_LocalLobby.changed -= UpdateUI; + } + + private void UpdateUI(LocalLobby localLobby) + { + if (!string.IsNullOrEmpty(localLobby.LobbyCode)) + { + m_LobbyCode = localLobby.LobbyCode; + m_RoomNameText.text = $"Lobby Code: {m_LobbyCode}"; + gameObject.SetActive(true); + m_CopyToClipboardButton.gameObject.SetActive(true); + } + else + { + gameObject.SetActive(false); + } + } + + public void CopyToClipboard() + { + GUIUtility.systemCopyBuffer = m_LobbyCode; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/RoomNameBox.cs.meta b/Assets/Scripts/Gameplay/UI/RoomNameBox.cs.meta new file mode 100644 index 0000000..1247297 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/RoomNameBox.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 78ff7184acda5ef48a0ca72397341bab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UICharSelectClassInfoBox.cs b/Assets/Scripts/Gameplay/UI/UICharSelectClassInfoBox.cs new file mode 100644 index 0000000..153501c --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UICharSelectClassInfoBox.cs @@ -0,0 +1,99 @@ +using System; +using Unity.BossRoom.Gameplay.Configuration; +using TMPro; +using UnityEngine; +using UnityEngine.UI; +using Action = Unity.BossRoom.Gameplay.Actions.Action; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Controls the "information box" on the character-select screen. + /// + /// + /// This box also includes the "READY" button. The Ready button's state (enabled/disabled) is controlled + /// here, but note that the actual behavior (when clicked) is set in the editor: the button directly calls + /// ClientCharSelectState.OnPlayerClickedReady(). + /// + public class UICharSelectClassInfoBox : MonoBehaviour + { + [SerializeField] + private TextMeshProUGUI m_WelcomeBanner; + [SerializeField] + private TextMeshProUGUI m_ClassLabel; + [SerializeField] + private GameObject m_HideWhenNoClassSelected; + [SerializeField] + private Image m_ClassBanner; + [SerializeField] + private Image m_Skill1; + [SerializeField] + private Image m_Skill2; + [SerializeField] + private Image m_Skill3; + [SerializeField] + private Image m_ReadyButtonImage; + [SerializeField] + private GameObject m_Checkmark; + [SerializeField] + [Tooltip("Message shown in the char-select screen. {0} will be replaced with the player's seat number")] + [Multiline] + private string m_WelcomeMsg = "Welcome, P{0}!"; + [SerializeField] + [Tooltip("Format of tooltips. {0} is skill name, {1} is skill description. Html-esque tags allowed!")] + [Multiline] + private string m_TooltipFormat = "{0}\n\n{1}"; + + private bool m_IsLockedIn = false; + + public void OnSetPlayerNumber(int playerNumber) + { + m_WelcomeBanner.text = string.Format(m_WelcomeMsg, (playerNumber + 1)); + } + + public void ConfigureForNoSelection() + { + m_HideWhenNoClassSelected.SetActive(false); + SetLockedIn(false); + } + + public void SetLockedIn(bool lockedIn) + { + m_ReadyButtonImage.color = lockedIn ? Color.green : Color.white; + m_IsLockedIn = lockedIn; + m_Checkmark.SetActive(lockedIn); + } + + public void ConfigureForClass(CharacterClass characterClass) + { + m_HideWhenNoClassSelected.SetActive(true); + + m_Checkmark.SetActive(m_IsLockedIn); + + m_ClassLabel.text = characterClass.DisplayedName; + m_ClassBanner.sprite = characterClass.ClassBannerLit; + + ConfigureSkillIcon(m_Skill1, characterClass.Skill1); + ConfigureSkillIcon(m_Skill2, characterClass.Skill2); + ConfigureSkillIcon(m_Skill3, characterClass.Skill3); + } + + private void ConfigureSkillIcon(Image iconSlot, Action action) + { + if (action == null) + { + iconSlot.gameObject.SetActive(false); + } + else + { + iconSlot.gameObject.SetActive(true); + iconSlot.sprite = action.Config.Icon; + UITooltipDetector tooltipDetector = iconSlot.GetComponent(); + if (tooltipDetector) + { + tooltipDetector.SetText(string.Format(m_TooltipFormat, action.Config.DisplayedName, action.Config.Description)); + } + } + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/UICharSelectClassInfoBox.cs.meta b/Assets/Scripts/Gameplay/UI/UICharSelectClassInfoBox.cs.meta new file mode 100644 index 0000000..2f3fa8f --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UICharSelectClassInfoBox.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a385f19be6274674cad356b3cd023d97 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UICharSelectPlayerSeat.cs b/Assets/Scripts/Gameplay/UI/UICharSelectPlayerSeat.cs new file mode 100644 index 0000000..d79146a --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UICharSelectPlayerSeat.cs @@ -0,0 +1,153 @@ +using System; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Gameplay.GameState; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Controls one of the eight "seats" on the character-select screen (the boxes along the bottom). + /// + public class UICharSelectPlayerSeat : MonoBehaviour + { + [SerializeField] + private GameObject m_InactiveStateVisuals; + [SerializeField] + private GameObject m_ActiveStateVisuals; + [SerializeField] + private Image m_PlayerNumberHolder; + [SerializeField] + private TextMeshProUGUI m_PlayerNameHolder; + [SerializeField] + private Image m_Glow; + [SerializeField] + private Image m_Checkbox; + [SerializeField] + private Button m_Button; + [SerializeField] + private Animator m_Animator; + [SerializeField] + private string m_AnimatorTriggerWhenLockedIn = "LockedIn"; + [SerializeField] + private string m_AnimatorTriggerWhenUnlocked = "Unlocked"; + + [SerializeField] + private CharacterTypeEnum m_CharacterClass; + + // just a way to designate which seat we are -- the leftmost seat on the lobby UI is index 0, the next one is index 1, etc. + private int m_SeatIndex; + + // playerNumber of who is sitting in this seat right now. 0-based; e.g. this is 0 for Player 1, 1 for Player 2, etc. Meaningless when m_State is Inactive (and in that case it is set to -1 for clarity) + private int m_PlayerNumber; + + // the last SeatState we were assigned + private NetworkCharSelection.SeatState m_State; + + // once this is true, we're never clickable again! + private bool m_IsDisabled; + + public void Initialize(int seatIndex) + { + m_SeatIndex = seatIndex; + m_State = NetworkCharSelection.SeatState.Inactive; + m_PlayerNumber = -1; + ConfigureStateGraphics(); + } + + public void SetState(NetworkCharSelection.SeatState state, int playerIndex, string playerName) + { + if (state == m_State && playerIndex == m_PlayerNumber) + return; // no actual changes + + m_State = state; + m_PlayerNumber = playerIndex; + m_PlayerNameHolder.text = playerName; + if (m_State == NetworkCharSelection.SeatState.Inactive) + m_PlayerNumber = -1; + ConfigureStateGraphics(); + } + + public bool IsLocked() + { + return m_State == NetworkCharSelection.SeatState.LockedIn; + } + + public void SetDisableInteraction(bool disable) + { + m_Button.interactable = !disable; + m_IsDisabled = disable; + + if (!disable) + { + // if we were locked move to unlocked state + PlayUnlockAnim(); + } + } + + private void PlayLockAnim() + { + if (m_Animator) + { + m_Animator.ResetTrigger(m_AnimatorTriggerWhenUnlocked); + m_Animator.SetTrigger(m_AnimatorTriggerWhenLockedIn); + } + } + + private void PlayUnlockAnim() + { + if (m_Animator) + { + m_Animator.ResetTrigger(m_AnimatorTriggerWhenLockedIn); + m_Animator.SetTrigger(m_AnimatorTriggerWhenUnlocked); + } + } + + private void ConfigureStateGraphics() + { + if (m_State == NetworkCharSelection.SeatState.Inactive) + { + m_InactiveStateVisuals.SetActive(true); + m_ActiveStateVisuals.SetActive(false); + m_Glow.gameObject.SetActive(false); + m_Checkbox.gameObject.SetActive(false); + m_PlayerNameHolder.gameObject.SetActive(false); + m_Button.interactable = m_IsDisabled ? false : true; + PlayUnlockAnim(); + } + else // either active or locked-in... these states are visually very similar + { + m_InactiveStateVisuals.SetActive(false); + m_PlayerNumberHolder.sprite = ClientCharSelectState.Instance.m_IdentifiersForEachPlayerNumber[m_PlayerNumber].Indicator; + m_ActiveStateVisuals.SetActive(true); + + m_PlayerNameHolder.gameObject.SetActive(true); + m_PlayerNameHolder.color = ClientCharSelectState.Instance.m_IdentifiersForEachPlayerNumber[m_PlayerNumber].Color; + m_Button.interactable = m_IsDisabled ? false : true; + + if (m_State == NetworkCharSelection.SeatState.LockedIn) + { + m_Glow.color = ClientCharSelectState.Instance.m_IdentifiersForEachPlayerNumber[m_PlayerNumber].Color; + m_Glow.gameObject.SetActive(true); + m_Checkbox.gameObject.SetActive(true); + m_Button.interactable = false; + PlayLockAnim(); + } + else + { + m_Glow.gameObject.SetActive(false); + m_Checkbox.gameObject.SetActive(false); + PlayUnlockAnim(); + } + } + } + + // Called directly by Button in UI + public void OnClicked() + { + ClientCharSelectState.Instance.OnPlayerClickedSeat(m_SeatIndex); + } + + } +} diff --git a/Assets/Scripts/Gameplay/UI/UICharSelectPlayerSeat.cs.meta b/Assets/Scripts/Gameplay/UI/UICharSelectPlayerSeat.cs.meta new file mode 100644 index 0000000..d84c64a --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UICharSelectPlayerSeat.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 202b55377fea5a54caed392aa936bfe8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UIHUDButton.cs b/Assets/Scripts/Gameplay/UI/UIHUDButton.cs new file mode 100644 index 0000000..cbf9818 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIHUDButton.cs @@ -0,0 +1,44 @@ +using System; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Provides logic for a UI HUD Button to slightly shrink scale on pointer down. + /// Also has an optional code interface for receiving notifications about down/up events (instead of just on-click) + /// + public class UIHUDButton : Button, IPointerDownHandler, IPointerUpHandler + { + // We apply a uniform 95% scale to buttons when pressed + static readonly Vector3 k_DownScale = new Vector3(0.95f, 0.95f, 0.95f); + + /// + /// Called when the user clicks down on the button (but hasn't released the button yet) + /// + public Action OnPointerDownEvent; + + /// + /// Called when the user clicks up on the button (completing a click event) + /// + public Action OnPointerUpEvent; + + public override void OnPointerDown(PointerEventData eventData) + { + if (!IsInteractable()) { return; } + base.OnPointerDown(eventData); + transform.localScale = k_DownScale; + OnPointerDownEvent?.Invoke(); + } + + public override void OnPointerUp(PointerEventData eventData) + { + if (!IsInteractable()) { return; } + base.OnPointerUp(eventData); + transform.localScale = Vector3.one; + OnPointerUpEvent?.Invoke(); + } + } +} + diff --git a/Assets/Scripts/Gameplay/UI/UIHUDButton.cs.meta b/Assets/Scripts/Gameplay/UI/UIHUDButton.cs.meta new file mode 100644 index 0000000..81cbad4 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIHUDButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dbf2ca28c45656f418648a12d4aec6c8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UIHealth.cs b/Assets/Scripts/Gameplay/UI/UIHealth.cs new file mode 100644 index 0000000..845d353 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIHealth.cs @@ -0,0 +1,41 @@ +using System; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.UI; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// UI object that visually represents an object's health. Visuals are updated when NetworkVariable is modified. + /// + public class UIHealth : MonoBehaviour + { + [SerializeField] + Slider m_HitPointsSlider; + + NetworkVariable m_NetworkedHealth; + + public void Initialize(NetworkVariable networkedHealth, int maxValue) + { + m_NetworkedHealth = networkedHealth; + + m_HitPointsSlider.minValue = 0; + m_HitPointsSlider.maxValue = maxValue; + HealthChanged(maxValue, maxValue); + + m_NetworkedHealth.OnValueChanged += HealthChanged; + } + + void HealthChanged(int previousValue, int newValue) + { + m_HitPointsSlider.value = newValue; + // disable slider when we're at full health! + m_HitPointsSlider.gameObject.SetActive(m_HitPointsSlider.value != m_HitPointsSlider.maxValue); + } + + void OnDestroy() + { + m_NetworkedHealth.OnValueChanged -= HealthChanged; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/UIHealth.cs.meta b/Assets/Scripts/Gameplay/UI/UIHealth.cs.meta new file mode 100644 index 0000000..3194026 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIHealth.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5c64e0ca360ed314a8bb57a1196ec359 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UIMessageFeed.cs b/Assets/Scripts/Gameplay/UI/UIMessageFeed.cs new file mode 100644 index 0000000..35a563e --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIMessageFeed.cs @@ -0,0 +1,134 @@ +using System; +using System.Collections.Generic; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Gameplay.Messages; +using Unity.BossRoom.Infrastructure; +using UnityEngine; +using UnityEngine.UI; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Handles the display of in-game messages in a message feed + /// + public class UIMessageFeed : MonoBehaviour + { + [SerializeField] + List m_MessageSlots; + + [SerializeField] + GameObject m_MessageSlotPrefab; + + [SerializeField] + VerticalLayoutGroup m_VerticalLayoutGroup; + + DisposableGroup m_Subscriptions; + + [Inject] + void InjectDependencies( +#if UNITY_EDITOR || DEVELOPMENT_BUILD + ISubscriber cheatUsedMessageSubscriber, +#endif + ISubscriber doorStateChangedSubscriber, + ISubscriber connectionEventSubscriber, + ISubscriber lifeStateChangedEventSubscriber + ) + { + m_Subscriptions = new DisposableGroup(); +#if UNITY_EDITOR || DEVELOPMENT_BUILD + m_Subscriptions.Add(cheatUsedMessageSubscriber.Subscribe(OnCheatUsedEvent)); +#endif + m_Subscriptions.Add(doorStateChangedSubscriber.Subscribe(OnDoorStateChangedEvent)); + m_Subscriptions.Add(connectionEventSubscriber.Subscribe(OnConnectionEvent)); + m_Subscriptions.Add(lifeStateChangedEventSubscriber.Subscribe(OnLifeStateChangedEvent)); + } + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + void OnCheatUsedEvent(CheatUsedMessage eventMessage) + { + DisplayMessage($"Cheat {eventMessage.CheatUsed} used by {eventMessage.CheaterName}"); + } +#endif + + void OnDoorStateChangedEvent(DoorStateChangedEventMessage eventMessage) + { + DisplayMessage(eventMessage.IsDoorOpen ? "The Door has been opened!" : "The Door is closing."); + } + + void OnConnectionEvent(ConnectionEventMessage eventMessage) + { + switch (eventMessage.ConnectStatus) + { + case ConnectStatus.Success: + DisplayMessage($"{eventMessage.PlayerName} has joined the game!"); + break; + case ConnectStatus.ServerFull: + case ConnectStatus.LoggedInAgain: + case ConnectStatus.UserRequestedDisconnect: + case ConnectStatus.GenericDisconnect: + case ConnectStatus.IncompatibleBuildType: + case ConnectStatus.HostEndedSession: + DisplayMessage($"{eventMessage.PlayerName} has left the game!"); + break; + } + } + + void OnLifeStateChangedEvent(LifeStateChangedEventMessage eventMessage) + { + switch (eventMessage.CharacterType) + { + case CharacterTypeEnum.Tank: + case CharacterTypeEnum.Archer: + case CharacterTypeEnum.Mage: + case CharacterTypeEnum.Rogue: + case CharacterTypeEnum.ImpBoss: + switch (eventMessage.NewLifeState) + { + case LifeState.Alive: + DisplayMessage($"{eventMessage.CharacterName} has been reanimated!"); + break; + case LifeState.Fainted: + case LifeState.Dead: + DisplayMessage($"{eventMessage.CharacterName} has been defeated!"); + break; + default: + throw new ArgumentOutOfRangeException(); + } + break; + } + } + + void DisplayMessage(string text) + { + var messageSlot = GetAvailableSlot(); + messageSlot.Display(text); + } + + UIMessageSlot GetAvailableSlot() + { + foreach (var slot in m_MessageSlots) + { + if (!slot.IsDisplaying) + { + return slot; + } + } + var go = Instantiate(m_MessageSlotPrefab, m_VerticalLayoutGroup.transform); + var messageSlot = go.GetComponentInChildren(); + m_MessageSlots.Add(messageSlot); + return messageSlot; + } + + void OnDestroy() + { + if (m_Subscriptions != null) + { + m_Subscriptions.Dispose(); + } + } + + } +} diff --git a/Assets/Scripts/Gameplay/UI/UIMessageFeed.cs.meta b/Assets/Scripts/Gameplay/UI/UIMessageFeed.cs.meta new file mode 100644 index 0000000..a681fee --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIMessageFeed.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 439f41d0689b4c41af9789f153e40dee +timeCreated: 1649355438 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/UI/UIMessageSlot.cs b/Assets/Scripts/Gameplay/UI/UIMessageSlot.cs new file mode 100644 index 0000000..571c78d --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIMessageSlot.cs @@ -0,0 +1,45 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class UIMessageSlot : MonoBehaviour + { + [SerializeField] + Animator m_Animator; + + [SerializeField] + TMPro.TextMeshProUGUI m_TextLabel; + + [SerializeField] + float m_HideDelay = 10; + public bool IsDisplaying { get; private set; } + + public void Display(string text) + { + if (!IsDisplaying) + { + IsDisplaying = true; + m_Animator.SetTrigger("Display"); + StartCoroutine(HideCoroutine()); + m_TextLabel.text = text; + transform.parent.SetAsLastSibling(); + } + } + + IEnumerator HideCoroutine() + { + yield return new WaitForSeconds(m_HideDelay); + m_Animator.SetTrigger("Hide"); + } + + public void Hide() + { + if (IsDisplaying) + { + IsDisplaying = false; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/UIMessageSlot.cs.meta b/Assets/Scripts/Gameplay/UI/UIMessageSlot.cs.meta new file mode 100644 index 0000000..2fae4d3 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIMessageSlot.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f6b39433591b41e3ae3283fa7c9316e4 +timeCreated: 1649959874 \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/UI/UIName.cs b/Assets/Scripts/Gameplay/UI/UIName.cs new file mode 100644 index 0000000..d56021f --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIName.cs @@ -0,0 +1,37 @@ +using System; +using TMPro; +using Unity.BossRoom.Utils; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// UI object that visually represents an object's name. Visuals are updated when NetworkVariable is modified. + /// + public class UIName : MonoBehaviour + { + [SerializeField] + TextMeshProUGUI m_UINameText; + + NetworkVariable m_NetworkedNameTag; + + public void Initialize(NetworkVariable networkedName) + { + m_NetworkedNameTag = networkedName; + + m_UINameText.text = networkedName.Value.ToString(); + networkedName.OnValueChanged += NameUpdated; + } + + void NameUpdated(FixedPlayerName previousValue, FixedPlayerName newValue) + { + m_UINameText.text = newValue.ToString(); + } + + void OnDestroy() + { + m_NetworkedNameTag.OnValueChanged -= NameUpdated; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/UIName.cs.meta b/Assets/Scripts/Gameplay/UI/UIName.cs.meta new file mode 100644 index 0000000..587fe3f --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIName.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 68e451eb2bbdafa49b8abc75be986c3a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UIProfileSelector.cs b/Assets/Scripts/Gameplay/UI/UIProfileSelector.cs new file mode 100644 index 0000000..7699605 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIProfileSelector.cs @@ -0,0 +1,118 @@ +using System; +using System.Collections.Generic; +using System.Text.RegularExpressions; +using Unity.BossRoom.Utils; +using UnityEngine; +using UnityEngine.UI; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class UIProfileSelector : MonoBehaviour + { + [SerializeField] + ProfileListItemUI m_ProfileListItemPrototype; + [SerializeField] + InputField m_NewProfileField; + [SerializeField] + Button m_CreateProfileButton; + [SerializeField] + CanvasGroup m_CanvasGroup; + [SerializeField] + Graphic m_EmptyProfileListLabel; + + List m_ProfileListItems = new List(); + + [Inject] IObjectResolver m_Resolver; + [Inject] ProfileManager m_ProfileManager; + + // Authentication service only accepts profile names of 30 characters or under + const int k_AuthenticationMaxProfileLength = 30; + + void Awake() + { + m_ProfileListItemPrototype.gameObject.SetActive(false); + Hide(); + m_CreateProfileButton.interactable = false; + } + + /// + /// Added to the InputField component's OnValueChanged callback for the join code text. + /// + public void SanitizeProfileNameInputText() + { + m_NewProfileField.text = SanitizeProfileName(m_NewProfileField.text); + m_CreateProfileButton.interactable = m_NewProfileField.text.Length > 0 && !m_ProfileManager.AvailableProfiles.Contains(m_NewProfileField.text); + } + + string SanitizeProfileName(string dirtyString) + { + var output = Regex.Replace(dirtyString, "[^a-zA-Z0-9]", ""); + return output[..Math.Min(output.Length, k_AuthenticationMaxProfileLength)]; + } + + public void OnNewProfileButtonPressed() + { + var profile = m_NewProfileField.text; + if (!m_ProfileManager.AvailableProfiles.Contains(profile)) + { + m_ProfileManager.CreateProfile(profile); + m_ProfileManager.Profile = profile; + } + else + { + PopupManager.ShowPopupPanel("Could not create new Profile", "A profile already exists with this same name. Select one of the already existing profiles or create a new one."); + } + } + + public void InitializeUI() + { + EnsureNumberOfActiveUISlots(m_ProfileManager.AvailableProfiles.Count); + for (var i = 0; i < m_ProfileManager.AvailableProfiles.Count; i++) + { + var profileName = m_ProfileManager.AvailableProfiles[i]; + m_ProfileListItems[i].SetProfileName(profileName); + } + + m_EmptyProfileListLabel.enabled = m_ProfileManager.AvailableProfiles.Count == 0; + } + + void EnsureNumberOfActiveUISlots(int requiredNumber) + { + int delta = requiredNumber - m_ProfileListItems.Count; + + for (int i = 0; i < delta; i++) + { + CreateProfileListItem(); + } + + for (int i = 0; i < m_ProfileListItems.Count; i++) + { + m_ProfileListItems[i].gameObject.SetActive(i < requiredNumber); + } + } + + void CreateProfileListItem() + { + var listItem = Instantiate(m_ProfileListItemPrototype.gameObject, m_ProfileListItemPrototype.transform.parent) + .GetComponent(); + m_ProfileListItems.Add(listItem); + listItem.gameObject.SetActive(true); + m_Resolver.Inject(listItem); + } + + public void Show() + { + m_CanvasGroup.alpha = 1f; + m_CanvasGroup.blocksRaycasts = true; + m_NewProfileField.text = ""; + InitializeUI(); + } + + public void Hide() + { + m_CanvasGroup.alpha = 0f; + m_CanvasGroup.blocksRaycasts = false; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/UIProfileSelector.cs.meta b/Assets/Scripts/Gameplay/UI/UIProfileSelector.cs.meta new file mode 100644 index 0000000..989d529 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIProfileSelector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ea78ece0670add444aabf07d986f2afe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UIQuitPanel.cs b/Assets/Scripts/Gameplay/UI/UIQuitPanel.cs new file mode 100644 index 0000000..1c4b706 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIQuitPanel.cs @@ -0,0 +1,44 @@ +using System; +using Unity.BossRoom.ApplicationLifecycle.Messages; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Infrastructure; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class UIQuitPanel : MonoBehaviour + { + enum QuitMode + { + ReturnToMenu, + QuitApplication + } + + [SerializeField] + QuitMode m_QuitMode = QuitMode.ReturnToMenu; + + [Inject] + ConnectionManager m_ConnectionManager; + + [Inject] + IPublisher m_QuitApplicationPub; + + public void Quit() + { + switch (m_QuitMode) + { + case QuitMode.ReturnToMenu: + m_ConnectionManager.RequestShutdown(); + break; + case QuitMode.QuitApplication: + m_QuitApplicationPub.Publish(new QuitApplicationMessage()); + break; + default: + throw new ArgumentOutOfRangeException(); + } + + gameObject.SetActive(false); + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/UIQuitPanel.cs.meta b/Assets/Scripts/Gameplay/UI/UIQuitPanel.cs.meta new file mode 100644 index 0000000..50a5b6b --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIQuitPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 063abc7eeacd3df4db23e185d26aab43 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UISettingsCanvas.cs b/Assets/Scripts/Gameplay/UI/UISettingsCanvas.cs new file mode 100644 index 0000000..ec3804d --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UISettingsCanvas.cs @@ -0,0 +1,49 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Controls the special Canvas that has the settings icon and the settings window. + /// The window itself is controlled by UISettingsPanel; the button is controlled here. + /// + public class UISettingsCanvas : MonoBehaviour + { + [SerializeField] + private GameObject m_SettingsPanelRoot; + + [SerializeField] + private GameObject m_QuitPanelRoot; + + void Awake() + { + // hide the settings window at startup (this is just to handle the common case where an artist forgets to disable the window in the prefab) + DisablePanels(); + } + + void DisablePanels() + { + m_SettingsPanelRoot.SetActive(false); + m_QuitPanelRoot.SetActive(false); + } + + /// + /// Called directly by the settings button in the UI prefab + /// + public void OnClickSettingsButton() + { + m_SettingsPanelRoot.SetActive(!m_SettingsPanelRoot.activeSelf); + m_QuitPanelRoot.SetActive(false); + } + + /// + /// Called directly by the quit button in the UI prefab + /// + public void OnClickQuitButton() + { + m_QuitPanelRoot.SetActive(!m_QuitPanelRoot.activeSelf); + m_SettingsPanelRoot.SetActive(false); + } + + } +} diff --git a/Assets/Scripts/Gameplay/UI/UISettingsCanvas.cs.meta b/Assets/Scripts/Gameplay/UI/UISettingsCanvas.cs.meta new file mode 100644 index 0000000..5e56f7f --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UISettingsCanvas.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 190bc18b6f6f06340acb887d88806593 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UISettingsPanel.cs b/Assets/Scripts/Gameplay/UI/UISettingsPanel.cs new file mode 100644 index 0000000..6e2f7d2 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UISettingsPanel.cs @@ -0,0 +1,48 @@ +using System; +using Unity.BossRoom.Audio; +using Unity.BossRoom.Utils; +using UnityEngine; +using UnityEngine.UI; + +namespace Unity.BossRoom.Gameplay.UI +{ + + public class UISettingsPanel : MonoBehaviour + { + [SerializeField] + private Slider m_MasterVolumeSlider; + + [SerializeField] + private Slider m_MusicVolumeSlider; + + private void OnEnable() + { + // Note that we initialize the slider BEFORE we listen for changes (so we don't get notified of our own change!) + m_MasterVolumeSlider.value = ClientPrefs.GetMasterVolume(); + m_MasterVolumeSlider.onValueChanged.AddListener(OnMasterVolumeSliderChanged); + + // initialize music slider similarly. + m_MusicVolumeSlider.value = ClientPrefs.GetMusicVolume(); + m_MusicVolumeSlider.onValueChanged.AddListener(OnMusicVolumeSliderChanged); + } + + private void OnDisable() + { + m_MasterVolumeSlider.onValueChanged.RemoveListener(OnMasterVolumeSliderChanged); + m_MusicVolumeSlider.onValueChanged.RemoveListener(OnMusicVolumeSliderChanged); + } + + private void OnMasterVolumeSliderChanged(float newValue) + { + ClientPrefs.SetMasterVolume(newValue); + AudioMixerConfigurator.Instance.Configure(); + } + + private void OnMusicVolumeSliderChanged(float newValue) + { + ClientPrefs.SetMusicVolume(newValue); + AudioMixerConfigurator.Instance.Configure(); + } + } + +} diff --git a/Assets/Scripts/Gameplay/UI/UISettingsPanel.cs.meta b/Assets/Scripts/Gameplay/UI/UISettingsPanel.cs.meta new file mode 100644 index 0000000..b736153 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UISettingsPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d3fad71d1b21b8545815ca408165e739 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UIStateDisplay.cs b/Assets/Scripts/Gameplay/UI/UIStateDisplay.cs new file mode 100644 index 0000000..26e6346 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIStateDisplay.cs @@ -0,0 +1,36 @@ +using System; +using Unity.BossRoom.Utils; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Class containing references to UI children that we can display. Both are disabled by default on prefab. + /// + public class UIStateDisplay : MonoBehaviour + { + [SerializeField] + UIName m_UIName; + + [SerializeField] + UIHealth m_UIHealth; + + public void DisplayName(NetworkVariable networkedName) + { + m_UIName.gameObject.SetActive(true); + m_UIName.Initialize(networkedName); + } + + public void DisplayHealth(NetworkVariable networkedHealth, int maxValue) + { + m_UIHealth.gameObject.SetActive(true); + m_UIHealth.Initialize(networkedHealth, maxValue); + } + + public void HideHealth() + { + m_UIHealth.gameObject.SetActive(false); + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/UIStateDisplay.cs.meta b/Assets/Scripts/Gameplay/UI/UIStateDisplay.cs.meta new file mode 100644 index 0000000..37c7413 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIStateDisplay.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: baba913bade45a84486ef7a3f715299e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UIStateDisplayHandler.cs b/Assets/Scripts/Gameplay/UI/UIStateDisplayHandler.cs new file mode 100644 index 0000000..b9c3730 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIStateDisplayHandler.cs @@ -0,0 +1,228 @@ +using System.Collections; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.BossRoom.Infrastructure; +using Unity.BossRoom.Utils; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Class designed to only run on a client. Add this to a world-space prefab to display health or name on UI. + /// + /// + /// Execution order is explicitly set such that it this class executes its LateUpdate after any Cinemachine + /// LateUpdate calls, which may alter the final position of the game camera. + /// + [DefaultExecutionOrder(300)] + public class UIStateDisplayHandler : NetworkBehaviour + { + [SerializeField] + bool m_DisplayHealth; + + [SerializeField] + bool m_DisplayName; + + [SerializeField] + UIStateDisplay m_UIStatePrefab; + + // spawned in world (only one instance of this) + UIStateDisplay m_UIState; + + RectTransform m_UIStateRectTransform; + + bool m_UIStateActive; + + [SerializeField] + NetworkHealthState m_NetworkHealthState; + + [SerializeField] + NetworkNameState m_NetworkNameState; + + ServerCharacter m_ServerCharacter; + + ClientPlayerAvatarNetworkAnimator m_ClientPlayerAvatarNetworkAnimator; + + NetworkAvatarGuidState m_NetworkAvatarGuidState; + + [SerializeField] + IntVariable m_BaseHP; + + [Tooltip("UI object(s) will appear positioned at this transforms position.")] + [SerializeField] + Transform m_TransformToTrack; + + Camera m_Camera; + + Transform m_CanvasTransform; + + // as soon as any HP goes to 0, we wait this long before removing health bar UI object + const float k_DurationSeconds = 2f; + + [Tooltip("World space vertical offset for positioning.")] + [SerializeField] + float m_VerticalWorldOffset; + + [Tooltip("Screen space vertical offset for positioning.")] + [SerializeField] + float m_VerticalScreenOffset; + + Vector3 m_VerticalOffset; + + // used to compute world position based on target and offsets + Vector3 m_WorldPos; + + void Awake() + { + m_ServerCharacter = GetComponent(); + } + + public override void OnNetworkSpawn() + { + if (!NetworkManager.Singleton.IsClient) + { + enabled = false; + return; + } + + var cameraGameObject = GameObject.FindWithTag("MainCamera"); + if (cameraGameObject) + { + m_Camera = cameraGameObject.GetComponent(); + } + Assert.IsNotNull(m_Camera); + + var canvasGameObject = GameObject.FindWithTag("GameCanvas"); + if (canvasGameObject) + { + m_CanvasTransform = canvasGameObject.transform; + } + Assert.IsNotNull(m_CanvasTransform); + + Assert.IsTrue(m_DisplayHealth || m_DisplayName, "Neither display fields are toggled on!"); + if (m_DisplayHealth) + { + Assert.IsNotNull(m_NetworkHealthState, "A NetworkHealthState component needs to be attached!"); + } + + m_VerticalOffset = new Vector3(0f, m_VerticalScreenOffset, 0f); + + // if PC, find our graphics transform and update health through callbacks, if displayed + if (TryGetComponent(out m_ClientPlayerAvatarNetworkAnimator) && TryGetComponent(out m_NetworkAvatarGuidState)) + { + m_BaseHP = m_NetworkAvatarGuidState.RegisteredAvatar.CharacterClass.BaseHP; + + m_TransformToTrack = m_ClientPlayerAvatarNetworkAnimator.Animator.transform; + + if (m_DisplayHealth) + { + m_NetworkHealthState.HitPointsReplenished += DisplayUIHealth; + m_NetworkHealthState.HitPointsDepleted += RemoveUIHealth; + } + } + + if (m_DisplayName) + { + DisplayUIName(); + } + + if (m_DisplayHealth) + { + DisplayUIHealth(); + } + } + + void OnDisable() + { + if (!m_DisplayHealth) + { + return; + } + + if (m_NetworkHealthState != null) + { + m_NetworkHealthState.HitPointsReplenished -= DisplayUIHealth; + m_NetworkHealthState.HitPointsDepleted -= RemoveUIHealth; + } + } + + void DisplayUIName() + { + if (m_NetworkNameState == null) + { + return; + } + + if (m_UIState == null) + { + SpawnUIState(); + } + + m_UIState.DisplayName(m_NetworkNameState.Name); + m_UIStateActive = true; + } + + void DisplayUIHealth() + { + if (m_NetworkHealthState == null) + { + return; + } + + if (m_UIState == null) + { + SpawnUIState(); + } + + m_UIState.DisplayHealth(m_NetworkHealthState.HitPoints, m_BaseHP.Value); + m_UIStateActive = true; + } + + void SpawnUIState() + { + m_UIState = Instantiate(m_UIStatePrefab, m_CanvasTransform); + // make in world UI state draw under other UI elements + m_UIState.transform.SetAsFirstSibling(); + m_UIStateRectTransform = m_UIState.GetComponent(); + } + + void RemoveUIHealth() + { + StartCoroutine(WaitToHideHealthBar()); + } + + IEnumerator WaitToHideHealthBar() + { + yield return new WaitForSeconds(k_DurationSeconds); + + m_UIState.HideHealth(); + } + + /// + /// Moving UI objects on LateUpdate ensures that the game camera is at its final position pre-render. + /// + void LateUpdate() + { + if (m_UIStateActive && m_TransformToTrack) + { + // set world position with world offset added + m_WorldPos.Set(m_TransformToTrack.position.x, + m_TransformToTrack.position.y + m_VerticalWorldOffset, + m_TransformToTrack.position.z); + + m_UIStateRectTransform.position = m_Camera.WorldToScreenPoint(m_WorldPos) + m_VerticalOffset; + } + } + + public override void OnDestroy() + { + base.OnDestroy(); + if (m_UIState != null) + { + Destroy(m_UIState.gameObject); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/UIStateDisplayHandler.cs.meta b/Assets/Scripts/Gameplay/UI/UIStateDisplayHandler.cs.meta new file mode 100644 index 0000000..d27ddf3 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UIStateDisplayHandler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cead4253912fb1241be383143c5f3b59 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UITinter.cs b/Assets/Scripts/Gameplay/UI/UITinter.cs new file mode 100644 index 0000000..baf30ed --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UITinter.cs @@ -0,0 +1,25 @@ +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace Unity.BossRoom.Gameplay.UI +{ + [RequireComponent(typeof(Image))] + public class UITinter : MonoBehaviour + { + [SerializeField] + Color[] m_TintColors; + Image m_Image; + void Awake() + { + m_Image = GetComponent(); + } + + public void SetToColor(int colorIndex) + { + if (colorIndex >= m_TintColors.Length) + return; + m_Image.color = m_TintColors[colorIndex]; + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/UITinter.cs.meta b/Assets/Scripts/Gameplay/UI/UITinter.cs.meta new file mode 100644 index 0000000..d7d6924 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UITinter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 86fd4fbcc3fc84b228fc9c4cb612c32a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UITooltipDetector.cs b/Assets/Scripts/Gameplay/UI/UITooltipDetector.cs new file mode 100644 index 0000000..558221f --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UITooltipDetector.cs @@ -0,0 +1,109 @@ +using System; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// Attach to any UI element that should have a tooltip popup. If the mouse hovers over this element + /// long enough, the tooltip will appear and show the specified text. + /// + /// + /// Having trouble getting the tooltips to show up? The event-handlers use physics raycasting, so make sure: + /// - the main camera in the scene has a PhysicsRaycaster component + /// - if you're attaching this to a UI element such as an Image, make sure you check the "Raycast Target" checkbox + /// + public class UITooltipDetector : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler + { + [SerializeField] + [Tooltip("The actual Tooltip that should be triggered")] + private UITooltipPopup m_TooltipPopup; + + [SerializeField] + [Multiline] + [Tooltip("The text of the tooltip (this is the default text; it can also be changed in code)")] + private string m_TooltipText; + + [SerializeField] + [Tooltip("Should the tooltip appear instantly if the player clicks this UI element?")] + private bool m_ActivateOnClick = true; + + [SerializeField] + [Tooltip("The length of time the mouse needs to hover over this element before the tooltip appears (in seconds)")] + private float m_TooltipDelay = 0.5f; + + private float m_PointerEnterTime = 0; + private bool m_IsShowingTooltip; + + public void SetText(string text) + { + bool wasChanged = text != m_TooltipText; + m_TooltipText = text; + if (wasChanged && m_IsShowingTooltip) + { + // we changed the text while of our tooltip was being shown! We need to re-show the tooltip! + HideTooltip(); + ShowTooltip(); + } + } + + public void OnPointerEnter(PointerEventData eventData) + { + m_PointerEnterTime = Time.time; + } + + public void OnPointerExit(PointerEventData eventData) + { + m_PointerEnterTime = 0; + HideTooltip(); + } + + public void OnPointerClick(PointerEventData eventData) + { + if (m_ActivateOnClick) + { + ShowTooltip(); + } + } + + private void Update() + { + if (m_PointerEnterTime != 0 && (Time.time - m_PointerEnterTime) > m_TooltipDelay) + { + ShowTooltip(); + } + } + + private void ShowTooltip() + { + if (!m_IsShowingTooltip) + { + m_TooltipPopup.ShowTooltip(m_TooltipText, Input.mousePosition); + m_IsShowingTooltip = true; + } + } + + private void HideTooltip() + { + if (m_IsShowingTooltip) + { + m_TooltipPopup.HideTooltip(); + m_IsShowingTooltip = false; + } + } + +#if UNITY_EDITOR + private void OnValidate() + { + if (gameObject.scene.rootCount > 1) // Hacky way for checking if this is a scene object or a prefab instance and not a prefab definition. + { + if (!m_TooltipPopup) + { + // typically there's only one tooltip popup in the scene, so pick that + m_TooltipPopup = FindObjectOfType(); + } + } + } +#endif + } +} diff --git a/Assets/Scripts/Gameplay/UI/UITooltipDetector.cs.meta b/Assets/Scripts/Gameplay/UI/UITooltipDetector.cs.meta new file mode 100644 index 0000000..ee84725 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UITooltipDetector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 79e7ca3e19eb99c4f97ff06a95ef7dac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UITooltipPopup.cs b/Assets/Scripts/Gameplay/UI/UITooltipPopup.cs new file mode 100644 index 0000000..864bcf0 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UITooltipPopup.cs @@ -0,0 +1,77 @@ +using System; +using TMPro; +using UnityEngine; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Gameplay.UI +{ + /// + /// This controls the tooltip popup -- the little text blurb that appears when you hover your mouse + /// over an ability icon. + /// + public class UITooltipPopup : MonoBehaviour + { + [SerializeField] + private Canvas m_Canvas; + [SerializeField] + [Tooltip("This transform is shown/hidden to show/hide the popup box")] + private GameObject m_WindowRoot; + [SerializeField] + private TextMeshProUGUI m_TextField; + [SerializeField] + private Vector3 m_CursorOffset; + + private void Awake() + { + Assert.IsNotNull(m_Canvas); + } + + /// + /// Shows a tooltip at the given mouse coordinates. + /// + public void ShowTooltip(string text, Vector3 screenXy) + { + screenXy += m_CursorOffset; + m_WindowRoot.transform.position = GetCanvasCoords(screenXy); + m_TextField.text = text; + m_WindowRoot.SetActive(true); + } + + /// + /// Hides the current tooltip. + /// + public void HideTooltip() + { + m_WindowRoot.SetActive(false); + } + + /// + /// Maps screen coordinates (e.g. Input.mousePosition) to coordinates on our Canvas. + /// + private Vector3 GetCanvasCoords(Vector3 screenCoords) + { + Vector2 canvasCoords; + RectTransformUtility.ScreenPointToLocalPointInRectangle( + m_Canvas.transform as RectTransform, + screenCoords, + m_Canvas.worldCamera, + out canvasCoords); + return m_Canvas.transform.TransformPoint(canvasCoords); + } + +#if UNITY_EDITOR + private void OnValidate() + { + if (gameObject.scene.rootCount > 1) // Hacky way for checking if this is a scene object or a prefab instance and not a prefab definition. + { + if (!m_Canvas) + { + // typically there's only one canvas in the scene, so pick that + m_Canvas = FindObjectOfType(); + } + } + } +#endif + + } +} diff --git a/Assets/Scripts/Gameplay/UI/UITooltipPopup.cs.meta b/Assets/Scripts/Gameplay/UI/UITooltipPopup.cs.meta new file mode 100644 index 0000000..976fd9e --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UITooltipPopup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 840f53ce4d7eb5644a1a8c603fba7f34 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UI/UnityServicesUIHandler.cs b/Assets/Scripts/Gameplay/UI/UnityServicesUIHandler.cs new file mode 100644 index 0000000..fba0fc3 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UnityServicesUIHandler.cs @@ -0,0 +1,96 @@ +using System; +using Unity.BossRoom.Infrastructure; +using Unity.BossRoom.UnityServices; +using Unity.BossRoom.Utils; +using Unity.Services.Lobbies; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Gameplay.UI +{ + public class UnityServicesUIHandler : MonoBehaviour + { + ISubscriber m_ServiceErrorSubscription; + + void Awake() + { + DontDestroyOnLoad(gameObject); + } + + [Inject] + void Initialize(ISubscriber serviceError) + { + m_ServiceErrorSubscription = serviceError; + m_ServiceErrorSubscription.Subscribe(ServiceErrorHandler); + } + + void ServiceErrorHandler(UnityServiceErrorMessage error) + { + var errorMessage = error.Message; + switch (error.AffectedService) + { + case UnityServiceErrorMessage.Service.Lobby: + { + HandleLobbyError(error); + break; + } + case UnityServiceErrorMessage.Service.Authentication: + { + PopupManager.ShowPopupPanel( + "Authentication Error", + $"{error.OriginalException.Message} \n tip: You can still use the Direct IP connection option."); + break; + } + default: + { + PopupManager.ShowPopupPanel("Service error: " + error.Title, errorMessage); + break; + } + } + } + + void HandleLobbyError(UnityServiceErrorMessage error) + { + var exception = error.OriginalException as LobbyServiceException; + if (exception != null) + { + switch (exception.Reason) + { + // If the error is one of the following, the player needs to know about it, so show in a popup message. Otherwise, the log in the console is sufficient. + case LobbyExceptionReason.ValidationError: + PopupManager.ShowPopupPanel("Validation Error", "Validation check failed on Lobby. Is the join code correctly formatted?"); + break; + case LobbyExceptionReason.LobbyNotFound: + PopupManager.ShowPopupPanel("Lobby Not Found", "Requested lobby not found. The join code is incorrect or the lobby has ended."); + break; + case LobbyExceptionReason.LobbyConflict: + // LobbyConflict can have multiple causes. Let's add other solutions here if there's other situations that arise for this. + Debug.LogError($"Got service error {error.Message} with LobbyConflict. Possible conflict cause: Trying to play with two builds on the " + + $"same machine. Please change profile in-game or use command line arg '{ProfileManager.AuthProfileCommandLineArg} someName' to set a different auth profile.\n"); + PopupManager.ShowPopupPanel("Failed to join Lobby", "Failed to join Lobby due to a conflict. If trying to connect two local builds to the same lobby, they need to have different profiles. See logs for more details."); + break; + case LobbyExceptionReason.NoOpenLobbies: + PopupManager.ShowPopupPanel("Failed to join Lobby", "No accessible lobbies are currently available for quick-join."); + break; + case LobbyExceptionReason.LobbyFull: + PopupManager.ShowPopupPanel("Failed to join Lobby", "Lobby is full and can't accept more players."); + break; + case LobbyExceptionReason.Unauthorized: + PopupManager.ShowPopupPanel("Lobby error", "Received HTTP error 401 Unauthorized from Lobby Service."); + break; + case LobbyExceptionReason.RequestTimeOut: + PopupManager.ShowPopupPanel("Lobby error", "Received HTTP error 408 Request timed out from Lobby Service."); + break; + } + } + } + + void OnDestroy() + { + if (m_ServiceErrorSubscription != null) + { + m_ServiceErrorSubscription.Unsubscribe(ServiceErrorHandler); + } + } + } +} diff --git a/Assets/Scripts/Gameplay/UI/UnityServicesUIHandler.cs.meta b/Assets/Scripts/Gameplay/UI/UnityServicesUIHandler.cs.meta new file mode 100644 index 0000000..d28d059 --- /dev/null +++ b/Assets/Scripts/Gameplay/UI/UnityServicesUIHandler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b3baf99ef58264b4fb4bcec2f9ec2852 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/Unity.BossRoom.Gameplay.asmdef b/Assets/Scripts/Gameplay/Unity.BossRoom.Gameplay.asmdef new file mode 100644 index 0000000..8987372 --- /dev/null +++ b/Assets/Scripts/Gameplay/Unity.BossRoom.Gameplay.asmdef @@ -0,0 +1,36 @@ +{ + "name": "Unity.BossRoom.Gameplay", + "rootNamespace": "", + "references": [ + "Unity.Netcode.Runtime", + "Unity.Netcode.Components", + "Unity.Collections", + "Unity.TextMeshPro", + "Unity.Services.Core", + "Unity.Services.Authentication", + "Unity.Services.Relay", + "Unity.Services.Lobbies", + "Unity.Networking.Transport", + "Unity.BossRoom.Infrastructure", + "Unity.BossRoom.UnityServices", + "Unity.BossRoom.Navigation", + "Unity.BossRoom.ApplicationLifecycle.Messages", + "Unity.BossRoom.Audio", + "Unity.Multiplayer.Samples.Utilities", + "Unity.BossRoom.Utils", + "Unity.BossRoom.ConnectionManagement", + "VContainer", + "Unity.BossRoom.VisualEffects", + "Unity.BossRoom.CameraUtils", + "Unity.Multiplayer.Tools.NetworkSimulator.Runtime" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Scripts/Gameplay/Unity.BossRoom.Gameplay.asmdef.meta b/Assets/Scripts/Gameplay/Unity.BossRoom.Gameplay.asmdef.meta new file mode 100644 index 0000000..983266a --- /dev/null +++ b/Assets/Scripts/Gameplay/Unity.BossRoom.Gameplay.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ed77cc04b29ffca42860b1220217e140 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UserInput.meta b/Assets/Scripts/Gameplay/UserInput.meta new file mode 100644 index 0000000..48561ea --- /dev/null +++ b/Assets/Scripts/Gameplay/UserInput.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 83369646ca4c44583aa95f168e65cf9b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs b/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs new file mode 100644 index 0000000..5dd2f0d --- /dev/null +++ b/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs @@ -0,0 +1,600 @@ +using System; +using Unity.BossRoom.Gameplay.Actions; +using Unity.BossRoom.Gameplay.Configuration; +using Unity.BossRoom.Gameplay.GameplayObjects; +using Unity.BossRoom.Gameplay.GameplayObjects.Character; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.AI; +using UnityEngine.Assertions; +using UnityEngine.EventSystems; + +namespace Unity.BossRoom.Gameplay.UserInput +{ + /// + /// Captures inputs for a character on a client and sends them to the server. + /// + [RequireComponent(typeof(ServerCharacter))] + public class ClientInputSender : NetworkBehaviour + { + const float k_MouseInputRaycastDistance = 100f; + + //The movement input rate is capped at 40ms (or 25 fps). This provides a nice balance between responsiveness and + //upstream network conservation. This matters when holding down your mouse button to move. + const float k_MoveSendRateSeconds = 0.04f; //25 fps. + + const float k_TargetMoveTimeout = 0.45f; //prevent moves for this long after targeting someone (helps prevent walking to the guy you clicked). + + float m_LastSentMove; + + // Cache raycast hit array so that we can use non alloc raycasts + readonly RaycastHit[] k_CachedHit = new RaycastHit[4]; + + // This is basically a constant but layer masks cannot be created in the constructor, that's why it's assigned int Awake. + LayerMask m_GroundLayerMask; + + LayerMask m_ActionLayerMask; + + const float k_MaxNavMeshDistance = 1f; + + RaycastHitComparer m_RaycastHitComparer; + + [SerializeField] + ServerCharacter m_ServerCharacter; + + /// + /// This event fires at the time when an action request is sent to the server. + /// + public event Action ActionInputEvent; + + /// + /// This describes how a skill was requested. Skills requested via mouse click will do raycasts to determine their target; skills requested + /// in other matters will use the stateful target stored in NetworkCharacterState. + /// + public enum SkillTriggerStyle + { + None, //no skill was triggered. + MouseClick, //skill was triggered via mouse-click implying you should do a raycast from the mouse position to find a target. + Keyboard, //skill was triggered via a Keyboard press, implying target should be taken from the active target. + KeyboardRelease, //represents a released key. + UI, //skill was triggered from the UI, and similar to Keyboard, target should be inferred from the active target. + UIRelease, //represents letting go of the mouse-button on a UI button + } + + bool IsReleaseStyle(SkillTriggerStyle style) + { + return style == SkillTriggerStyle.KeyboardRelease || style == SkillTriggerStyle.UIRelease; + } + + /// + /// This struct essentially relays the call params of RequestAction to FixedUpdate. Recall that we may need to do raycasts + /// as part of doing the action, and raycasts done outside of FixedUpdate can give inconsistent results (otherwise we would + /// just expose PerformAction as a public method, and let it be called in whatever scoped it liked. + /// + /// + /// Reference: https://answers.unity.com/questions/1141633/why-does-fixedupdate-work-when-update-doesnt.html + /// + struct ActionRequest + { + public SkillTriggerStyle TriggerStyle; + public ActionID RequestedActionID; + public ulong TargetId; + } + + /// + /// List of ActionRequests that have been received since the last FixedUpdate ran. This is a static array, to avoid allocs, and + /// because we don't really want to let this list grow indefinitely. + /// + readonly ActionRequest[] m_ActionRequests = new ActionRequest[5]; + + /// + /// Number of ActionRequests that have been queued since the last FixedUpdate. + /// + int m_ActionRequestCount; + + BaseActionInput m_CurrentSkillInput; + + bool m_MoveRequest; + + Camera m_MainCamera; + + public event Action ClientMoveEvent; + + /// + /// Convenience getter that returns our CharacterData + /// + CharacterClass CharacterClass => m_ServerCharacter.CharacterClass; + + [SerializeField] + PhysicsWrapper m_PhysicsWrapper; + + public ActionState actionState1 { get; private set; } + + public ActionState actionState2 { get; private set; } + + public ActionState actionState3 { get; private set; } + + public System.Action action1ModifiedCallback; + + ServerCharacter m_TargetServerCharacter; + + void Awake() + { + m_MainCamera = Camera.main; + } + + public override void OnNetworkSpawn() + { + if (!IsClient || !IsOwner) + { + enabled = false; + // dont need to do anything else if not the owner + return; + } + + m_ServerCharacter.TargetId.OnValueChanged += OnTargetChanged; + m_ServerCharacter.HeldNetworkObject.OnValueChanged += OnHeldNetworkObjectChanged; + + if (CharacterClass.Skill1 && + GameDataSource.Instance.TryGetActionPrototypeByID(CharacterClass.Skill1.ActionID, out var action1)) + { + actionState1 = new ActionState() { actionID = action1.ActionID, selectable = true }; + } + if (CharacterClass.Skill2 && + GameDataSource.Instance.TryGetActionPrototypeByID(CharacterClass.Skill2.ActionID, out var action2)) + { + actionState2 = new ActionState() { actionID = action2.ActionID, selectable = true }; + } + if (CharacterClass.Skill3 && + GameDataSource.Instance.TryGetActionPrototypeByID(CharacterClass.Skill3.ActionID, out var action3)) + { + actionState3 = new ActionState() { actionID = action3.ActionID, selectable = true }; + } + + m_GroundLayerMask = LayerMask.GetMask(new[] { "Ground" }); + m_ActionLayerMask = LayerMask.GetMask(new[] { "PCs", "NPCs", "Ground" }); + + m_RaycastHitComparer = new RaycastHitComparer(); + } + + public override void OnNetworkDespawn() + { + if (m_ServerCharacter) + { + m_ServerCharacter.TargetId.OnValueChanged -= OnTargetChanged; + m_ServerCharacter.HeldNetworkObject.OnValueChanged -= OnHeldNetworkObjectChanged; + } + + if (m_TargetServerCharacter) + { + m_TargetServerCharacter.NetLifeState.LifeState.OnValueChanged -= OnTargetLifeStateChanged; + } + } + + void OnTargetChanged(ulong previousValue, ulong newValue) + { + if (m_TargetServerCharacter) + { + m_TargetServerCharacter.NetLifeState.LifeState.OnValueChanged -= OnTargetLifeStateChanged; + } + + m_TargetServerCharacter = null; + + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(newValue, out var selection) && + selection.TryGetComponent(out m_TargetServerCharacter)) + { + m_TargetServerCharacter.NetLifeState.LifeState.OnValueChanged += OnTargetLifeStateChanged; + } + + UpdateAction1(); + } + + void OnHeldNetworkObjectChanged(ulong previousValue, ulong newValue) + { + UpdateAction1(); + } + + void OnTargetLifeStateChanged(LifeState previousValue, LifeState newValue) + { + UpdateAction1(); + } + + void FinishSkill() + { + m_CurrentSkillInput = null; + } + + void SendInput(ActionRequestData action) + { + ActionInputEvent?.Invoke(action); + m_ServerCharacter.ServerPlayActionRpc(action); + } + + void FixedUpdate() + { + //play all ActionRequests, in FIFO order. + for (int i = 0; i < m_ActionRequestCount; ++i) + { + if (m_CurrentSkillInput != null) + { + //actions requested while input is active are discarded, except for "Release" requests, which go through. + if (IsReleaseStyle(m_ActionRequests[i].TriggerStyle)) + { + m_CurrentSkillInput.OnReleaseKey(); + } + } + else if (!IsReleaseStyle(m_ActionRequests[i].TriggerStyle)) + { + var actionPrototype = GameDataSource.Instance.GetActionPrototypeByID(m_ActionRequests[i].RequestedActionID); + if (actionPrototype.Config.ActionInput != null) + { + var skillPlayer = Instantiate(actionPrototype.Config.ActionInput); + skillPlayer.Initiate(m_ServerCharacter, m_PhysicsWrapper.Transform.position, actionPrototype.ActionID, SendInput, FinishSkill); + m_CurrentSkillInput = skillPlayer; + } + else + { + PerformSkill(actionPrototype.ActionID, m_ActionRequests[i].TriggerStyle, m_ActionRequests[i].TargetId); + } + } + } + + m_ActionRequestCount = 0; + + if (EventSystem.current.currentSelectedGameObject != null) + { + return; + } + + if (m_MoveRequest) + { + m_MoveRequest = false; + if ((Time.time - m_LastSentMove) > k_MoveSendRateSeconds) + { + m_LastSentMove = Time.time; + var ray = m_MainCamera.ScreenPointToRay(UnityEngine.Input.mousePosition); + + var groundHits = Physics.RaycastNonAlloc(ray, + k_CachedHit, + k_MouseInputRaycastDistance, + m_GroundLayerMask); + + if (groundHits > 0) + { + if (groundHits > 1) + { + // sort hits by distance + Array.Sort(k_CachedHit, 0, groundHits, m_RaycastHitComparer); + } + + // verify point is indeed on navmesh surface + if (NavMesh.SamplePosition(k_CachedHit[0].point, + out var hit, + k_MaxNavMeshDistance, + NavMesh.AllAreas)) + { + m_ServerCharacter.ServerSendCharacterInputRpc(hit.position); + + //Send our client only click request + ClientMoveEvent?.Invoke(hit.position); + } + } + } + } + } + + /// + /// Perform a skill in response to some input trigger. This is the common method to which all input-driven skill plays funnel. + /// + /// The action you want to play. Note that "Skill1" may be overriden contextually depending on the target. + /// What sort of input triggered this skill? + /// (optional) Pass in a specific networkID to target for this action + void PerformSkill(ActionID actionID, SkillTriggerStyle triggerStyle, ulong targetId = 0) + { + Transform hitTransform = null; + + if (targetId != 0) + { + // if a targetId is given, try to find the object + NetworkObject targetNetObj; + if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(targetId, out targetNetObj)) + { + hitTransform = targetNetObj.transform; + } + } + else + { + // otherwise try to find an object under the input position + int numHits = 0; + if (triggerStyle == SkillTriggerStyle.MouseClick) + { + var ray = m_MainCamera.ScreenPointToRay(UnityEngine.Input.mousePosition); + numHits = Physics.RaycastNonAlloc(ray, k_CachedHit, k_MouseInputRaycastDistance, m_ActionLayerMask); + } + + int networkedHitIndex = -1; + for (int i = 0; i < numHits; i++) + { + if (k_CachedHit[i].transform.GetComponentInParent()) + { + networkedHitIndex = i; + break; + } + } + + hitTransform = networkedHitIndex >= 0 ? k_CachedHit[networkedHitIndex].transform : null; + } + + if (GetActionRequestForTarget(hitTransform, actionID, triggerStyle, out ActionRequestData playerAction)) + { + //Don't trigger our move logic for a while. This protects us from moving just because we clicked on them to target them. + m_LastSentMove = Time.time + k_TargetMoveTimeout; + + SendInput(playerAction); + } + else if (!GameDataSource.Instance.GetActionPrototypeByID(actionID).IsGeneralTargetAction) + { + // clicked on nothing... perform an "untargeted" attack on the spot they clicked on. + // (Different Actions will deal with this differently. For some, like archer arrows, this will fire an arrow + // in the desired direction. For others, like mage's bolts, this will fire a "miss" projectile at the spot clicked on.) + + var data = new ActionRequestData(); + PopulateSkillRequest(k_CachedHit[0].point, actionID, ref data); + + SendInput(data); + } + } + + /// + /// When you right-click on something you will want to do contextually different things. For example you might attack an enemy, + /// but revive a friend. You might also decide to do nothing (e.g. right-clicking on a friend who hasn't FAINTED). + /// + /// The Transform of the entity we clicked on, or null if none. + /// The Action to build for + /// How did this skill play get triggered? Mouse, Keyboard, UI etc. + /// Out parameter that will be filled with the resulting action, if any. + /// true if we should play an action, false otherwise. + bool GetActionRequestForTarget(Transform hit, ActionID actionID, SkillTriggerStyle triggerStyle, out ActionRequestData resultData) + { + resultData = new ActionRequestData(); + + var targetNetObj = hit != null ? hit.GetComponentInParent() : null; + + //if we can't get our target from the submitted hit transform, get it from our stateful target in our ServerCharacter. + if (!targetNetObj && !GameDataSource.Instance.GetActionPrototypeByID(actionID).IsGeneralTargetAction) + { + ulong targetId = m_ServerCharacter.TargetId.Value; + NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(targetId, out targetNetObj); + } + + //sanity check that this is indeed a valid target. + if (targetNetObj == null || !ActionUtils.IsValidTarget(targetNetObj.NetworkObjectId)) + { + return false; + } + + if (targetNetObj.TryGetComponent(out var serverCharacter)) + { + //Skill1 may be contextually overridden if it was generated from a mouse-click. + if (actionID == CharacterClass.Skill1.ActionID && triggerStyle == SkillTriggerStyle.MouseClick) + { + if (!serverCharacter.IsNpc && serverCharacter.LifeState == LifeState.Fainted) + { + //right-clicked on a downed ally--change the skill play to Revive. + actionID = GameDataSource.Instance.ReviveActionPrototype.ActionID; + } + } + } + + Vector3 targetHitPoint; + if (PhysicsWrapper.TryGetPhysicsWrapper(targetNetObj.NetworkObjectId, out var movementContainer)) + { + targetHitPoint = movementContainer.Transform.position; + } + else + { + targetHitPoint = targetNetObj.transform.position; + } + + // record our target in case this action uses that info (non-targeted attacks will ignore this) + resultData.ActionID = actionID; + resultData.TargetIds = new ulong[] { targetNetObj.NetworkObjectId }; + PopulateSkillRequest(targetHitPoint, actionID, ref resultData); + return true; + } + + /// + /// Populates the ActionRequestData with additional information. The TargetIds of the action should already be set before calling this. + /// + /// The point in world space where the click ray hit the target. + /// The action to perform (will be stamped on the resultData) + /// The ActionRequestData to be filled out with additional information. + void PopulateSkillRequest(Vector3 hitPoint, ActionID actionID, ref ActionRequestData resultData) + { + resultData.ActionID = actionID; + var actionConfig = GameDataSource.Instance.GetActionPrototypeByID(actionID).Config; + + //most skill types should implicitly close distance. The ones that don't are explicitly set to false in the following switch. + resultData.ShouldClose = true; + + // figure out the Direction in case we want to send it + Vector3 offset = hitPoint - m_PhysicsWrapper.Transform.position; + offset.y = 0; + Vector3 direction = offset.normalized; + + switch (actionConfig.Logic) + { + //for projectile logic, infer the direction from the click position. + case ActionLogic.LaunchProjectile: + resultData.Direction = direction; + resultData.ShouldClose = false; //why? Because you could be lining up a shot, hoping to hit other people between you and your target. Moving you would be quite invasive. + return; + case ActionLogic.Melee: + resultData.Direction = direction; + return; + case ActionLogic.Target: + resultData.ShouldClose = false; + return; + case ActionLogic.Emote: + resultData.CancelMovement = true; + return; + case ActionLogic.RangedFXTargeted: + resultData.Position = hitPoint; + return; + case ActionLogic.DashAttack: + resultData.Position = hitPoint; + return; + case ActionLogic.PickUp: + resultData.CancelMovement = true; + resultData.ShouldQueue = false; + return; + } + } + + /// + /// Request an action be performed. This will occur on the next FixedUpdate. + /// + /// The action you'd like to perform. + /// What input style triggered this action. + /// NetworkObjectId of target. + public void RequestAction(ActionID actionID, SkillTriggerStyle triggerStyle, ulong targetId = 0) + { + Assert.IsNotNull(GameDataSource.Instance.GetActionPrototypeByID(actionID), + $"Action with actionID {actionID} must be contained in the Action prototypes of GameDataSource!"); + + if (m_ActionRequestCount < m_ActionRequests.Length) + { + m_ActionRequests[m_ActionRequestCount].RequestedActionID = actionID; + m_ActionRequests[m_ActionRequestCount].TriggerStyle = triggerStyle; + m_ActionRequests[m_ActionRequestCount].TargetId = targetId; + m_ActionRequestCount++; + } + } + + void Update() + { + if (Input.GetKeyDown(KeyCode.Alpha1) && CharacterClass.Skill1) + { + RequestAction(actionState1.actionID, SkillTriggerStyle.Keyboard); + } + else if (Input.GetKeyUp(KeyCode.Alpha1) && CharacterClass.Skill1) + { + RequestAction(actionState1.actionID, SkillTriggerStyle.KeyboardRelease); + } + if (Input.GetKeyDown(KeyCode.Alpha2) && CharacterClass.Skill2) + { + RequestAction(actionState2.actionID, SkillTriggerStyle.Keyboard); + } + else if (Input.GetKeyUp(KeyCode.Alpha2) && CharacterClass.Skill2) + { + RequestAction(actionState2.actionID, SkillTriggerStyle.KeyboardRelease); + } + if (Input.GetKeyDown(KeyCode.Alpha3) && CharacterClass.Skill3) + { + RequestAction(actionState3.actionID, SkillTriggerStyle.Keyboard); + } + else if (Input.GetKeyUp(KeyCode.Alpha3) && CharacterClass.Skill3) + { + RequestAction(actionState3.actionID, SkillTriggerStyle.KeyboardRelease); + } + + if (Input.GetKeyDown(KeyCode.Alpha5)) + { + RequestAction(GameDataSource.Instance.Emote1ActionPrototype.ActionID, SkillTriggerStyle.Keyboard); + } + if (Input.GetKeyDown(KeyCode.Alpha6)) + { + RequestAction(GameDataSource.Instance.Emote2ActionPrototype.ActionID, SkillTriggerStyle.Keyboard); + } + if (Input.GetKeyDown(KeyCode.Alpha7)) + { + RequestAction(GameDataSource.Instance.Emote3ActionPrototype.ActionID, SkillTriggerStyle.Keyboard); + } + if (Input.GetKeyDown(KeyCode.Alpha8)) + { + RequestAction(GameDataSource.Instance.Emote4ActionPrototype.ActionID, SkillTriggerStyle.Keyboard); + } + + if (!EventSystem.current.IsPointerOverGameObject() && m_CurrentSkillInput == null) + { + //IsPointerOverGameObject() is a simple way to determine if the mouse is over a UI element. If it is, we don't perform mouse input logic, + //to model the button "blocking" mouse clicks from falling through and interacting with the world. + + if (Input.GetMouseButtonDown(1)) + { + RequestAction(CharacterClass.Skill1.ActionID, SkillTriggerStyle.MouseClick); + } + + if (Input.GetMouseButtonDown(0)) + { + RequestAction(GameDataSource.Instance.GeneralTargetActionPrototype.ActionID, SkillTriggerStyle.MouseClick); + } + else if (Input.GetMouseButton(0)) + { + m_MoveRequest = true; + } + } + } + + void UpdateAction1() + { + var isHoldingNetworkObject = + NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(m_ServerCharacter.HeldNetworkObject.Value, + out var heldNetworkObject); + + NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(m_ServerCharacter.TargetId.Value, + out var selection); + + var isSelectable = true; + if (isHoldingNetworkObject) + { + // show drop! + + actionState1.actionID = GameDataSource.Instance.DropActionPrototype.ActionID; + } + else if ((m_ServerCharacter.TargetId.Value != 0 + && selection != null + && selection.TryGetComponent(out PickUpState pickUpState)) + ) + { + // special case: targeting a pickup-able item or holding a pickup object + + actionState1.actionID = GameDataSource.Instance.PickUpActionPrototype.ActionID; + } + else if (m_ServerCharacter.TargetId.Value != 0 + && selection != null + && selection.NetworkObjectId != m_ServerCharacter.NetworkObjectId + && selection.TryGetComponent(out ServerCharacter charState) + && !charState.IsNpc) + { + // special case: when we have a player selected, we change the meaning of the basic action + // we have another player selected! In that case we want to reflect that our basic Action is a Revive, not an attack! + // But we need to know if the player is alive... if so, the button should be disabled (for better player communication) + + actionState1.actionID = GameDataSource.Instance.ReviveActionPrototype.ActionID; + isSelectable = charState.NetLifeState.LifeState.Value != LifeState.Alive; + } + else + { + actionState1.SetActionState(CharacterClass.Skill1.ActionID); + } + + actionState1.selectable = isSelectable; + + action1ModifiedCallback?.Invoke(); + } + + public class ActionState + { + public ActionID actionID { get; internal set; } + + public bool selectable { get; internal set; } + + internal void SetActionState(ActionID newActionID, bool isSelectable = true) + { + actionID = newActionID; + selectable = isSelectable; + } + } + } +} diff --git a/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs.meta b/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs.meta new file mode 100644 index 0000000..77a9db6 --- /dev/null +++ b/Assets/Scripts/Gameplay/UserInput/ClientInputSender.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 331c67f15523ad7419792662b9768f44 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure.meta b/Assets/Scripts/Infrastructure.meta new file mode 100644 index 0000000..edbb3e4 --- /dev/null +++ b/Assets/Scripts/Infrastructure.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6d8ea77207ee409481b14eaae926a86c +timeCreated: 1641600958 \ No newline at end of file diff --git a/Assets/Scripts/Infrastructure/DisposableGroup.cs b/Assets/Scripts/Infrastructure/DisposableGroup.cs new file mode 100644 index 0000000..12b5d67 --- /dev/null +++ b/Assets/Scripts/Infrastructure/DisposableGroup.cs @@ -0,0 +1,25 @@ +using System; +using System.Collections.Generic; + +namespace Unity.BossRoom.Infrastructure +{ + public class DisposableGroup : IDisposable + { + readonly List m_Disposables = new List(); + + public void Dispose() + { + foreach (var disposable in m_Disposables) + { + disposable.Dispose(); + } + + m_Disposables.Clear(); + } + + public void Add(IDisposable disposable) + { + m_Disposables.Add(disposable); + } + } +} diff --git a/Assets/Scripts/Infrastructure/DisposableGroup.cs.meta b/Assets/Scripts/Infrastructure/DisposableGroup.cs.meta new file mode 100644 index 0000000..f56e224 --- /dev/null +++ b/Assets/Scripts/Infrastructure/DisposableGroup.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 18b0625f522c4f9d84cbe47febbf91da +timeCreated: 1641609721 \ No newline at end of file diff --git a/Assets/Scripts/Infrastructure/NetworkGuid.cs b/Assets/Scripts/Infrastructure/NetworkGuid.cs new file mode 100644 index 0000000..c111f5f --- /dev/null +++ b/Assets/Scripts/Infrastructure/NetworkGuid.cs @@ -0,0 +1,30 @@ +using System; +using Unity.Netcode; + +namespace Unity.BossRoom.Infrastructure +{ + public struct NetworkGuid : INetworkSerializeByMemcpy + { + public ulong FirstHalf; + public ulong SecondHalf; + } + + public static class NetworkGuidExtensions + { + public static NetworkGuid ToNetworkGuid(this Guid id) + { + var networkId = new NetworkGuid(); + networkId.FirstHalf = BitConverter.ToUInt64(id.ToByteArray(), 0); + networkId.SecondHalf = BitConverter.ToUInt64(id.ToByteArray(), 8); + return networkId; + } + + public static Guid ToGuid(this NetworkGuid networkId) + { + var bytes = new byte[16]; + Buffer.BlockCopy(BitConverter.GetBytes(networkId.FirstHalf), 0, bytes, 0, 8); + Buffer.BlockCopy(BitConverter.GetBytes(networkId.SecondHalf), 0, bytes, 8, 8); + return new Guid(bytes); + } + } +} diff --git a/Assets/Scripts/Infrastructure/NetworkGuid.cs.meta b/Assets/Scripts/Infrastructure/NetworkGuid.cs.meta new file mode 100644 index 0000000..e2f4914 --- /dev/null +++ b/Assets/Scripts/Infrastructure/NetworkGuid.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0718d2aeb8bd40f9a5e8f08f8903a02a +timeCreated: 1631560658 \ No newline at end of file diff --git a/Assets/Scripts/Infrastructure/NetworkObjectPool.cs b/Assets/Scripts/Infrastructure/NetworkObjectPool.cs new file mode 100644 index 0000000..2dede95 --- /dev/null +++ b/Assets/Scripts/Infrastructure/NetworkObjectPool.cs @@ -0,0 +1,181 @@ +using System; +using System.Collections.Generic; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Assertions; +using UnityEngine.Pool; + +namespace Unity.BossRoom.Infrastructure +{ + /// + /// Object Pool for networked objects, used for controlling how objects are spawned by Netcode. Netcode by default + /// will allocate new memory when spawning new objects. With this Networked Pool, we're using the ObjectPool to + /// reuse objects. + /// Boss Room uses this for projectiles. In theory it should use this for imps too, but we wanted to show vanilla spawning vs pooled spawning. + /// Hooks to NetworkManager's prefab handler to intercept object spawning and do custom actions. + /// + public class NetworkObjectPool : NetworkBehaviour + { + public static NetworkObjectPool Singleton { get; private set; } + + [SerializeField] + List PooledPrefabsList; + + HashSet m_Prefabs = new HashSet(); + + Dictionary> m_PooledObjects = new Dictionary>(); + + public void Awake() + { + if (Singleton != null && Singleton != this) + { + Destroy(gameObject); + } + else + { + Singleton = this; + } + } + + public override void OnNetworkSpawn() + { + // Registers all objects in PooledPrefabsList to the cache. + foreach (var configObject in PooledPrefabsList) + { + RegisterPrefabInternal(configObject.Prefab, configObject.PrewarmCount); + } + } + + public override void OnNetworkDespawn() + { + // Unregisters all objects in PooledPrefabsList from the cache. + foreach (var prefab in m_Prefabs) + { + // Unregister Netcode Spawn handlers + NetworkManager.Singleton.PrefabHandler.RemoveHandler(prefab); + m_PooledObjects[prefab].Clear(); + } + m_PooledObjects.Clear(); + m_Prefabs.Clear(); + } + + public void OnValidate() + { + for (var i = 0; i < PooledPrefabsList.Count; i++) + { + var prefab = PooledPrefabsList[i].Prefab; + if (prefab != null) + { + Assert.IsNotNull(prefab.GetComponent(), $"{nameof(NetworkObjectPool)}: Pooled prefab \"{prefab.name}\" at index {i.ToString()} has no {nameof(NetworkObject)} component."); + } + } + } + + /// + /// Gets an instance of the given prefab from the pool. The prefab must be registered to the pool. + /// + /// + /// To spawn a NetworkObject from one of the pools, this must be called on the server, then the instance + /// returned from it must be spawned on the server. This method will then also be called on the client by the + /// PooledPrefabInstanceHandler when the client receives a spawn message for a prefab that has been registered + /// here. + /// + /// + /// The position to spawn the object at. + /// The rotation to spawn the object with. + /// + public NetworkObject GetNetworkObject(GameObject prefab, Vector3 position, Quaternion rotation) + { + var networkObject = m_PooledObjects[prefab].Get(); + + var noTransform = networkObject.transform; + noTransform.position = position; + noTransform.rotation = rotation; + + return networkObject; + } + + /// + /// Return an object to the pool (reset objects before returning). + /// + public void ReturnNetworkObject(NetworkObject networkObject, GameObject prefab) + { + m_PooledObjects[prefab].Release(networkObject); + } + + /// + /// Builds up the cache for a prefab. + /// + void RegisterPrefabInternal(GameObject prefab, int prewarmCount) + { + NetworkObject CreateFunc() + { + return Instantiate(prefab).GetComponent(); + } + + void ActionOnGet(NetworkObject networkObject) + { + networkObject.gameObject.SetActive(true); + } + + void ActionOnRelease(NetworkObject networkObject) + { + networkObject.gameObject.SetActive(false); + } + + void ActionOnDestroy(NetworkObject networkObject) + { + Destroy(networkObject.gameObject); + } + + m_Prefabs.Add(prefab); + + // Create the pool + m_PooledObjects[prefab] = new ObjectPool(CreateFunc, ActionOnGet, ActionOnRelease, ActionOnDestroy, defaultCapacity: prewarmCount); + + // Populate the pool + var prewarmNetworkObjects = new List(); + for (var i = 0; i < prewarmCount; i++) + { + prewarmNetworkObjects.Add(m_PooledObjects[prefab].Get()); + } + foreach (var networkObject in prewarmNetworkObjects) + { + m_PooledObjects[prefab].Release(networkObject); + } + + // Register Netcode Spawn handlers + NetworkManager.Singleton.PrefabHandler.AddHandler(prefab, new PooledPrefabInstanceHandler(prefab, this)); + } + } + + [Serializable] + struct PoolConfigObject + { + public GameObject Prefab; + public int PrewarmCount; + } + + class PooledPrefabInstanceHandler : INetworkPrefabInstanceHandler + { + GameObject m_Prefab; + NetworkObjectPool m_Pool; + + public PooledPrefabInstanceHandler(GameObject prefab, NetworkObjectPool pool) + { + m_Prefab = prefab; + m_Pool = pool; + } + + NetworkObject INetworkPrefabInstanceHandler.Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation) + { + return m_Pool.GetNetworkObject(m_Prefab, position, rotation); + } + + void INetworkPrefabInstanceHandler.Destroy(NetworkObject networkObject) + { + m_Pool.ReturnNetworkObject(networkObject, m_Prefab); + } + } + +} diff --git a/Assets/Scripts/Infrastructure/NetworkObjectPool.cs.meta b/Assets/Scripts/Infrastructure/NetworkObjectPool.cs.meta new file mode 100644 index 0000000..bf68e30 --- /dev/null +++ b/Assets/Scripts/Infrastructure/NetworkObjectPool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 05c9713a84b2c485386f22609c1d3759 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/PubSub.meta b/Assets/Scripts/Infrastructure/PubSub.meta new file mode 100644 index 0000000..1e2f820 --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 28abba3853cd4114ab7989feda011b31 +timeCreated: 1645062342 \ No newline at end of file diff --git a/Assets/Scripts/Infrastructure/PubSub/BufferedMessageChannel.cs b/Assets/Scripts/Infrastructure/PubSub/BufferedMessageChannel.cs new file mode 100644 index 0000000..3a8624d --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub/BufferedMessageChannel.cs @@ -0,0 +1,29 @@ +using System; + +namespace Unity.BossRoom.Infrastructure +{ + public class BufferedMessageChannel : MessageChannel, IBufferedMessageChannel + { + public override void Publish(T message) + { + HasBufferedMessage = true; + BufferedMessage = message; + base.Publish(message); + } + + public override IDisposable Subscribe(Action handler) + { + var subscription = base.Subscribe(handler); + + if (HasBufferedMessage) + { + handler?.Invoke(BufferedMessage); + } + + return subscription; + } + + public bool HasBufferedMessage { get; private set; } = false; + public T BufferedMessage { get; private set; } + } +} diff --git a/Assets/Scripts/Infrastructure/PubSub/BufferedMessageChannel.cs.meta b/Assets/Scripts/Infrastructure/PubSub/BufferedMessageChannel.cs.meta new file mode 100644 index 0000000..171eea0 --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub/BufferedMessageChannel.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e2a38190acb64aa6ad590ea0cb262e39 +timeCreated: 1645062315 \ No newline at end of file diff --git a/Assets/Scripts/Infrastructure/PubSub/DisposableSubscription.cs b/Assets/Scripts/Infrastructure/PubSub/DisposableSubscription.cs new file mode 100644 index 0000000..971ccd7 --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub/DisposableSubscription.cs @@ -0,0 +1,37 @@ +using System; + +namespace Unity.BossRoom.Infrastructure +{ + /// + /// This class is a handle to an active Message Channel subscription and when disposed it unsubscribes from said channel. + /// + /// + public class DisposableSubscription : IDisposable + { + Action m_Handler; + bool m_IsDisposed; + IMessageChannel m_MessageChannel; + + public DisposableSubscription(IMessageChannel messageChannel, Action handler) + { + m_MessageChannel = messageChannel; + m_Handler = handler; + } + + public void Dispose() + { + if (!m_IsDisposed) + { + m_IsDisposed = true; + + if (!m_MessageChannel.IsDisposed) + { + m_MessageChannel.Unsubscribe(m_Handler); + } + + m_Handler = null; + m_MessageChannel = null; + } + } + } +} diff --git a/Assets/Scripts/Infrastructure/PubSub/DisposableSubscription.cs.meta b/Assets/Scripts/Infrastructure/PubSub/DisposableSubscription.cs.meta new file mode 100644 index 0000000..e8f5fb0 --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub/DisposableSubscription.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a7a9f283f859427f943a0b112a69b994 +timeCreated: 1645062363 \ No newline at end of file diff --git a/Assets/Scripts/Infrastructure/PubSub/IMessageChannel.cs b/Assets/Scripts/Infrastructure/PubSub/IMessageChannel.cs new file mode 100644 index 0000000..c4e5a4d --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub/IMessageChannel.cs @@ -0,0 +1,26 @@ +using System; + +namespace Unity.BossRoom.Infrastructure +{ + public interface IPublisher + { + void Publish(T message); + } + + public interface ISubscriber + { + IDisposable Subscribe(Action handler); + void Unsubscribe(Action handler); + } + + public interface IMessageChannel : IPublisher, ISubscriber, IDisposable + { + bool IsDisposed { get; } + } + + public interface IBufferedMessageChannel : IMessageChannel + { + bool HasBufferedMessage { get; } + T BufferedMessage { get; } + } +} diff --git a/Assets/Scripts/Infrastructure/PubSub/IMessageChannel.cs.meta b/Assets/Scripts/Infrastructure/PubSub/IMessageChannel.cs.meta new file mode 100644 index 0000000..ad1b5c0 --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub/IMessageChannel.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: ed921f2f1d43459986ca46e0087a142d +timeCreated: 1645062382 \ No newline at end of file diff --git a/Assets/Scripts/Infrastructure/PubSub/MessageChannel.cs b/Assets/Scripts/Infrastructure/PubSub/MessageChannel.cs new file mode 100644 index 0000000..2d58fd7 --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub/MessageChannel.cs @@ -0,0 +1,97 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Infrastructure +{ + public class MessageChannel : IMessageChannel + { + readonly List> m_MessageHandlers = new List>(); + + /// This dictionary of handlers to be either added or removed is used to prevent problems from immediate + /// modification of the list of subscribers. It could happen if one decides to unsubscribe in a message handler + /// etc.A true value means this handler should be added, and a false one means it should be removed + readonly Dictionary, bool> m_PendingHandlers = new Dictionary, bool>(); + + public bool IsDisposed { get; private set; } = false; + + public virtual void Dispose() + { + if (!IsDisposed) + { + IsDisposed = true; + m_MessageHandlers.Clear(); + m_PendingHandlers.Clear(); + } + } + + public virtual void Publish(T message) + { + foreach (var handler in m_PendingHandlers.Keys) + { + if (m_PendingHandlers[handler]) + { + m_MessageHandlers.Add(handler); + } + else + { + m_MessageHandlers.Remove(handler); + } + } + m_PendingHandlers.Clear(); + + foreach (var messageHandler in m_MessageHandlers) + { + if (messageHandler != null) + { + messageHandler.Invoke(message); + } + } + } + + public virtual IDisposable Subscribe(Action handler) + { + Assert.IsTrue(!IsSubscribed(handler), "Attempting to subscribe with the same handler more than once"); + + if (m_PendingHandlers.ContainsKey(handler)) + { + if (!m_PendingHandlers[handler]) + { + m_PendingHandlers.Remove(handler); + } + } + else + { + m_PendingHandlers[handler] = true; + } + + var subscription = new DisposableSubscription(this, handler); + return subscription; + } + + public void Unsubscribe(Action handler) + { + if (IsSubscribed(handler)) + { + if (m_PendingHandlers.ContainsKey(handler)) + { + if (m_PendingHandlers[handler]) + { + m_PendingHandlers.Remove(handler); + } + } + else + { + m_PendingHandlers[handler] = false; + } + } + } + + bool IsSubscribed(Action handler) + { + var isPendingRemoval = m_PendingHandlers.ContainsKey(handler) && !m_PendingHandlers[handler]; + var isPendingAdding = m_PendingHandlers.ContainsKey(handler) && m_PendingHandlers[handler]; + return m_MessageHandlers.Contains(handler) && !isPendingRemoval || isPendingAdding; + } + } +} diff --git a/Assets/Scripts/Infrastructure/PubSub/MessageChannel.cs.meta b/Assets/Scripts/Infrastructure/PubSub/MessageChannel.cs.meta new file mode 100644 index 0000000..9146544 --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub/MessageChannel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 33dfcb5ccf8344b46826775bca225e34 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs b/Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs new file mode 100644 index 0000000..3ca9adf --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs @@ -0,0 +1,95 @@ +using System; +using Unity.Collections; +using Unity.Netcode; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.Infrastructure +{ + /// + /// This type of message channel allows the server to publish a message that will be sent to clients as well as + /// being published locally. Clients and the server both can subscribe to it. + /// + /// + public class NetworkedMessageChannel : MessageChannel where T : unmanaged, INetworkSerializeByMemcpy + { + NetworkManager m_NetworkManager; + + string m_Name; + + public NetworkedMessageChannel() + { + m_Name = $"{typeof(T).FullName}NetworkMessageChannel"; + } + + [Inject] + void InjectDependencies(NetworkManager networkManager) + { + m_NetworkManager = networkManager; + m_NetworkManager.OnClientConnectedCallback += OnClientConnected; + if (m_NetworkManager.IsListening) + { + RegisterHandler(); + } + } + + public override void Dispose() + { + if (!IsDisposed) + { + if (m_NetworkManager != null && m_NetworkManager.CustomMessagingManager != null) + { + m_NetworkManager.CustomMessagingManager.UnregisterNamedMessageHandler(m_Name); + } + } + base.Dispose(); + } + + void OnClientConnected(ulong clientId) + { + RegisterHandler(); + } + + void RegisterHandler() + { + // Only register message handler on clients + if (!m_NetworkManager.IsServer) + { + m_NetworkManager.CustomMessagingManager.RegisterNamedMessageHandler(m_Name, ReceiveMessageThroughNetwork); + } + } + + public override void Publish(T message) + { + if (m_NetworkManager.IsServer) + { + // send message to clients, then publish locally + SendMessageThroughNetwork(message); + base.Publish(message); + } + else + { + Debug.LogError("Only a server can publish in a NetworkedMessageChannel"); + } + } + + void SendMessageThroughNetwork(T message) + { + // Avoid throwing an exception if you are in the middle of shutting down and either + // NetworkManager no longer exists or the CustomMessagingManager no longer exists. + if (m_NetworkManager == null || m_NetworkManager.CustomMessagingManager == null) + { + return; + } + var writer = new FastBufferWriter(FastBufferWriter.GetWriteSize(), Allocator.Temp); + writer.WriteValueSafe(message); + m_NetworkManager.CustomMessagingManager.SendNamedMessageToAll(m_Name, writer); + } + + void ReceiveMessageThroughNetwork(ulong clientID, FastBufferReader reader) + { + reader.ReadValueSafe(out T message); + base.Publish(message); + } + } +} diff --git a/Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs.meta b/Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs.meta new file mode 100644 index 0000000..f8a3a19 --- /dev/null +++ b/Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a6141ee4d62c430ca800f67afbb21972 +timeCreated: 1649445972 \ No newline at end of file diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture.meta b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture.meta new file mode 100644 index 0000000..27b8649 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 799bdb8069f784092b588bbb91480fd6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor.meta b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor.meta new file mode 100644 index 0000000..142bc2f --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a16c1885b71c8f442b7e278547dd7dca +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/GameEventEditor.cs b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/GameEventEditor.cs new file mode 100644 index 0000000..b4984d3 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/GameEventEditor.cs @@ -0,0 +1,25 @@ +using UnityEditor; +using UnityEngine; + +namespace Unity.BossRoom.Infrastructure +{ + /// + /// Custom inspector class for GameEvent ScriptableObject class. Overriding OnInspectorGUI() to add debugging + /// functionality via the ability to raise this event within the editor. + /// + [CustomEditor(typeof(GameEvent))] + public class GameEventEditor : UnityEditor.Editor + { + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + var gameEvent = (GameEvent)target; + + if (GUILayout.Button("Raise Event")) + { + gameEvent.Raise(); + } + } + } +} diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/GameEventEditor.cs.meta b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/GameEventEditor.cs.meta new file mode 100644 index 0000000..430c7e8 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/GameEventEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e0768142ecc8dad4fac10eda30ef0f95 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/Unity.BossRoom.Infrastructure.ScriptableObjectArchitecture.Editor.asmdef b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/Unity.BossRoom.Infrastructure.ScriptableObjectArchitecture.Editor.asmdef new file mode 100644 index 0000000..dfd5d30 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/Unity.BossRoom.Infrastructure.ScriptableObjectArchitecture.Editor.asmdef @@ -0,0 +1,20 @@ +{ + "name": "Unity.BossRoom.Infrastructure.ScriptableObjectArchitecture.Editor", + "rootNamespace": "", + "references": [ + "Unity.Netcode.Runtime", + "Unity.TextMeshPro", + "Unity.BossRoom.Infrastructure" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/Unity.BossRoom.Infrastructure.ScriptableObjectArchitecture.Editor.asmdef.meta b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/Unity.BossRoom.Infrastructure.ScriptableObjectArchitecture.Editor.asmdef.meta new file mode 100644 index 0000000..2eb71c9 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/Editor/Unity.BossRoom.Infrastructure.ScriptableObjectArchitecture.Editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e0e041c1517a24df38be824d77643e87 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GameEvent.cs b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GameEvent.cs new file mode 100644 index 0000000..77d0120 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GameEvent.cs @@ -0,0 +1,47 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Unity.BossRoom.Infrastructure +{ + /// + /// Class for encapsulating game-related events within ScriptableObject instances. This class defines a List of + /// GameEventListeners, which will be notified whenever this GameEvent's Raise() method is fired. + /// + [CreateAssetMenu] + public class GameEvent : ScriptableObject + { + List m_Listeners = new List(); + + public void Raise() + { + for (int i = m_Listeners.Count - 1; i >= 0; i--) + { + if (m_Listeners[i] == null) + { + m_Listeners.RemoveAt(i); + continue; + } + + m_Listeners[i].EventRaised(); + } + } + + public void RegisterListener(IGameEventListenable listener) + { + for (int i = 0; i < m_Listeners.Count; i++) + { + if (m_Listeners[i] == listener) + { + return; + } + } + + m_Listeners.Add(listener); + } + + public void DeregisterListener(IGameEventListenable listener) + { + m_Listeners.Remove(listener); + } + } +} diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GameEvent.cs.meta b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GameEvent.cs.meta new file mode 100644 index 0000000..66ee2d5 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GameEvent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 67785ceea7f36424f970d098fa97f1de +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GuidScriptableObject.cs b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GuidScriptableObject.cs new file mode 100644 index 0000000..3b37efe --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GuidScriptableObject.cs @@ -0,0 +1,27 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Infrastructure +{ + /// + /// ScriptableObject that stores a GUID for unique identification. The population of this field is implemented + /// inside an Editor script. + /// + [Serializable] + public abstract class GuidScriptableObject : ScriptableObject + { + [HideInInspector] + [SerializeField] + byte[] m_Guid; + + public Guid Guid => new Guid(m_Guid); + + void OnValidate() + { + if (m_Guid.Length == 0) + { + m_Guid = Guid.NewGuid().ToByteArray(); + } + } + } +} diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GuidScriptableObject.cs.meta b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GuidScriptableObject.cs.meta new file mode 100644 index 0000000..f9720c7 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/GuidScriptableObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b6bbbc535e5434a4191dc492c4acea10 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IGameEventListenable.cs b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IGameEventListenable.cs new file mode 100644 index 0000000..b0eadf2 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IGameEventListenable.cs @@ -0,0 +1,15 @@ +namespace Unity.BossRoom.Infrastructure +{ + /// + /// This class is designed to work hand in hand with the GameEvent class, which is a ScriptableObject container + /// for an event. IGameEventListener declares a GameEvent, which is to be defined by the implementing class. The + /// behaviour for EventRaised(), as well as when to register/deregister this listener will also be handled by + /// the implementing class. + /// + public interface IGameEventListenable + { + public GameEvent GameEvent { get; set; } + + public void EventRaised(); + } +} diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IGameEventListenable.cs.meta b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IGameEventListenable.cs.meta new file mode 100644 index 0000000..5474c47 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IGameEventListenable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 099e24cac73964e498d5bf73bc19973d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IntVariable.cs b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IntVariable.cs new file mode 100644 index 0000000..4cc547f --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IntVariable.cs @@ -0,0 +1,10 @@ +using UnityEngine; + +namespace Unity.BossRoom.Infrastructure +{ + [CreateAssetMenu] + public class IntVariable : ScriptableObject + { + public int Value; + } +} diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IntVariable.cs.meta b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IntVariable.cs.meta new file mode 100644 index 0000000..2641e4b --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/IntVariable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 13cd4ea9f0f11dd4f9e57b3913760300 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/RuntimeCollection.cs b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/RuntimeCollection.cs new file mode 100644 index 0000000..09c386c --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/RuntimeCollection.cs @@ -0,0 +1,38 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Unity.BossRoom.Infrastructure +{ + /// + /// ScriptableObject class that contains a list of a given type. The instance of this ScriptableObject can be + /// referenced by components, without a hard reference between systems. + /// + /// + public abstract class RuntimeCollection : ScriptableObject + { + public List Items = new List(); + + public event Action ItemAdded; + + public event Action ItemRemoved; + + public void Add(T item) + { + if (!Items.Contains(item)) + { + Items.Add(item); + ItemAdded?.Invoke(item); + } + } + + public void Remove(T item) + { + if (Items.Contains(item)) + { + Items.Remove(item); + ItemRemoved?.Invoke(item); + } + } + } +} diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/RuntimeCollection.cs.meta b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/RuntimeCollection.cs.meta new file mode 100644 index 0000000..1690c1d --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/RuntimeCollection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 248a204bd6ca6af46ac660099cedb22c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/UnityEventGameEventListener.cs b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/UnityEventGameEventListener.cs new file mode 100644 index 0000000..157815f --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/UnityEventGameEventListener.cs @@ -0,0 +1,42 @@ +using UnityEngine; +using UnityEngine.Assertions; +using UnityEngine.Events; + +namespace Unity.BossRoom.Infrastructure +{ + /// + /// This class implements the IGameEventListener interface and exposes a GameEvent that we can populate within the + /// inspector. When this GameEvent's Raise() method is fired externally, this class will invoke a UnityEvent. + /// + public class UnityEventGameEventListener : MonoBehaviour, IGameEventListenable + { + [SerializeField] + GameEvent m_GameEvent; + + [SerializeField] + UnityEvent m_Response; + + public GameEvent GameEvent + { + get => m_GameEvent; + set => m_GameEvent = value; + } + + void OnEnable() + { + Assert.IsNotNull(GameEvent, "Assign this GameEvent within the editor!"); + + GameEvent.RegisterListener(this); + } + + void OnDisable() + { + GameEvent.DeregisterListener(this); + } + + public void EventRaised() + { + m_Response.Invoke(); + } + } +} diff --git a/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/UnityEventGameEventListener.cs.meta b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/UnityEventGameEventListener.cs.meta new file mode 100644 index 0000000..17d3c38 --- /dev/null +++ b/Assets/Scripts/Infrastructure/ScriptableObjectArchitecture/UnityEventGameEventListener.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1ddfeda1c7e74b74d9baaca2a96c95d2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/Unity.BossRoom.Infrastructure.asmdef b/Assets/Scripts/Infrastructure/Unity.BossRoom.Infrastructure.asmdef new file mode 100644 index 0000000..83f30bd --- /dev/null +++ b/Assets/Scripts/Infrastructure/Unity.BossRoom.Infrastructure.asmdef @@ -0,0 +1,18 @@ +{ + "name": "Unity.BossRoom.Infrastructure", + "rootNamespace": "", + "references": [ + "Unity.Netcode.Runtime", + "Unity.TextMeshPro", + "VContainer" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Scripts/Infrastructure/Unity.BossRoom.Infrastructure.asmdef.meta b/Assets/Scripts/Infrastructure/Unity.BossRoom.Infrastructure.asmdef.meta new file mode 100644 index 0000000..93f8c2b --- /dev/null +++ b/Assets/Scripts/Infrastructure/Unity.BossRoom.Infrastructure.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ec2e12d3de28e40839f9a0b685184f49 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Infrastructure/UpdateRunner.cs b/Assets/Scripts/Infrastructure/UpdateRunner.cs new file mode 100644 index 0000000..d88c84c --- /dev/null +++ b/Assets/Scripts/Infrastructure/UpdateRunner.cs @@ -0,0 +1,101 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Unity.BossRoom.Infrastructure +{ + /// + /// Some objects might need to be on a slower update loop than the usual MonoBehaviour Update and without precise timing, e.g. to refresh data from services. + /// Some might also not want to be coupled to a Unity object at all but still need an update loop. + /// + public class UpdateRunner : MonoBehaviour + { + class SubscriberData + { + public float Period; + public float NextCallTime; + public float LastCallTime; + } + + readonly Queue m_PendingHandlers = new Queue(); + readonly HashSet> m_Subscribers = new HashSet>(); + readonly Dictionary, SubscriberData> m_SubscriberData = new Dictionary, SubscriberData>(); + + public void OnDestroy() + { + m_PendingHandlers.Clear(); + m_Subscribers.Clear(); + m_SubscriberData.Clear(); + } + + /// + /// Subscribe in order to have onUpdate called approximately every period seconds (or every frame, if period <= 0). + /// Don't assume that onUpdate will be called in any particular order compared to other subscribers. + /// + public void Subscribe(Action onUpdate, float updatePeriod) + { + if (onUpdate == null) + { + return; + } + + if (onUpdate.Target == null) // Detect a local function that cannot be Unsubscribed since it could go out of scope. + { + Debug.LogError("Can't subscribe to a local function that can go out of scope and can't be unsubscribed from"); + return; + } + + if (onUpdate.Method.ToString().Contains("<")) // Detect + { + Debug.LogError("Can't subscribe with an anonymous function that cannot be Unsubscribed, by checking for a character that can't exist in a declared method name."); + return; + } + + if (!m_Subscribers.Contains(onUpdate)) + { + m_PendingHandlers.Enqueue(() => + { + if (m_Subscribers.Add(onUpdate)) + { + m_SubscriberData.Add(onUpdate, new SubscriberData() { Period = updatePeriod, NextCallTime = 0, LastCallTime = Time.time }); + } + }); + } + } + + /// + /// Safe to call even if onUpdate was not previously Subscribed. + /// + public void Unsubscribe(Action onUpdate) + { + m_PendingHandlers.Enqueue(() => + { + m_Subscribers.Remove(onUpdate); + m_SubscriberData.Remove(onUpdate); + }); + } + + /// + /// Each frame, advance all subscribers. Any that have hit their period should then act, though if they take too long they could be removed. + /// + void Update() + { + while (m_PendingHandlers.Count > 0) + { + m_PendingHandlers.Dequeue()?.Invoke(); + } + + foreach (var subscriber in m_Subscribers) + { + var subscriberData = m_SubscriberData[subscriber]; + + if (Time.time >= subscriberData.NextCallTime) + { + subscriber.Invoke(Time.time - subscriberData.LastCallTime); + subscriberData.LastCallTime = Time.time; + subscriberData.NextCallTime = Time.time + subscriberData.Period; + } + } + } + } +} diff --git a/Assets/Scripts/Infrastructure/UpdateRunner.cs.meta b/Assets/Scripts/Infrastructure/UpdateRunner.cs.meta new file mode 100644 index 0000000..f16b60b --- /dev/null +++ b/Assets/Scripts/Infrastructure/UpdateRunner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9275e9be406280e4198464167a8b9186 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation.meta b/Assets/Scripts/Navigation.meta new file mode 100644 index 0000000..548f9d2 --- /dev/null +++ b/Assets/Scripts/Navigation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 651368061b0b5814f9a8b5deeb18c326 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/DynamicNavPath.cs b/Assets/Scripts/Navigation/DynamicNavPath.cs new file mode 100644 index 0000000..0b467a6 --- /dev/null +++ b/Assets/Scripts/Navigation/DynamicNavPath.cs @@ -0,0 +1,182 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.AI; + +namespace Unity.BossRoom.Navigation +{ + public sealed class DynamicNavPath : IDisposable + { + /// + /// The tolerance to decide whether the path needs to be recalculated when the position of a target transform changed. + /// + const float k_RepathToleranceSqr = 9f; + + NavMeshAgent m_Agent; + + NavigationSystem m_NavigationSystem; + + /// + /// The target position value which was used to calculate the current path. + /// This get stored to make sure the path gets recalculated if the target + /// + Vector3 m_CurrentPathOriginalTarget; + + /// + /// This field caches a NavMesh Path so that we don't have to allocate a new one each time. + /// + NavMeshPath m_NavMeshPath; + + /// + /// The remaining path points to follow to reach the target position. + /// + List m_Path; + + /// + /// The target position of this path. + /// + Vector3 m_PositionTarget; + + /// + /// A moving transform target, the path will readjust when the target moves. If this is non-null, it takes precedence over m_PositionTarget. + /// + Transform m_TransformTarget; + + /// + /// Creates a new instance of the . + /// + /// The NavMeshAgent of the object which uses this path. + /// The navigation system which updates this path. + public DynamicNavPath(NavMeshAgent agent, NavigationSystem navigationSystem) + { + m_Agent = agent; + m_Path = new List(); + m_NavMeshPath = new NavMeshPath(); + m_NavigationSystem = navigationSystem; + + navigationSystem.OnNavigationMeshChanged += OnNavMeshChanged; + } + + Vector3 TargetPosition => m_TransformTarget != null ? m_TransformTarget.position : m_PositionTarget; + + /// + /// Set the target of this path to follow a moving transform. + /// + /// The transform to follow. + public void FollowTransform(Transform target) + { + m_TransformTarget = target; + } + + /// + /// Set the target of this path to a static position target. + /// + /// The target position. + public void SetTargetPosition(Vector3 target) + { + // If there is an nav mesh area close to the target use a point inside the nav mesh instead. + if (NavMesh.SamplePosition(target, out NavMeshHit hit, 2f, NavMesh.AllAreas)) + { + target = hit.position; + } + + m_PositionTarget = target; + m_TransformTarget = null; + RecalculatePath(); + } + + /// + /// Call this to recalculate the path when the navigation mesh or dynamic obstacles changed. + /// + void OnNavMeshChanged() + { + RecalculatePath(); + } + + /// + /// Clears the path. + /// + public void Clear() + { + m_Path.Clear(); + } + + /// + /// Gets the movement vector for moving this object while following the path. This function changes the state of the path and should only be called once per tick. + /// + /// The distance to move. + /// Returns the movement vector. + public Vector3 MoveAlongPath(float distance) + { + if (m_TransformTarget != null) + { + OnTargetPositionChanged(TargetPosition); + } + + if (m_Path.Count == 0) + { + return Vector3.zero; + } + + var currentPredictedPosition = m_Agent.transform.position; + var remainingDistance = distance; + + while (remainingDistance > 0) + { + var toNextPathPoint = m_Path[0] - currentPredictedPosition; + + // If end point is closer then distance to move + if (toNextPathPoint.sqrMagnitude < remainingDistance * remainingDistance) + { + currentPredictedPosition = m_Path[0]; + m_Path.RemoveAt(0); + remainingDistance -= toNextPathPoint.magnitude; + } + + // Move towards point + currentPredictedPosition += toNextPathPoint.normalized * remainingDistance; + + // There is definitely no remaining distance to cover here. + break; + } + + return currentPredictedPosition - m_Agent.transform.position; + } + + void OnTargetPositionChanged(Vector3 newTarget) + { + if (m_Path.Count == 0) + { + RecalculatePath(); + } + + if ((newTarget - m_CurrentPathOriginalTarget).sqrMagnitude > k_RepathToleranceSqr) + { + RecalculatePath(); + } + } + + /// + /// Recalculates the cached navigationPath + /// + void RecalculatePath() + { + m_CurrentPathOriginalTarget = TargetPosition; + m_Agent.CalculatePath(TargetPosition, m_NavMeshPath); + + m_Path.Clear(); + + var corners = m_NavMeshPath.corners; + + for (int i = 1; i < corners.Length; i++) // Skip the first corner because it is the starting point. + { + m_Path.Add(corners[i]); + } + } + + public void Dispose() + { + m_NavigationSystem.OnNavigationMeshChanged -= OnNavMeshChanged; + } + } +} diff --git a/Assets/Scripts/Navigation/DynamicNavPath.cs.meta b/Assets/Scripts/Navigation/DynamicNavPath.cs.meta new file mode 100644 index 0000000..b625dfa --- /dev/null +++ b/Assets/Scripts/Navigation/DynamicNavPath.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a2e049b0198c3064cb8f88789fc28809 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/NavigationSystem.cs b/Assets/Scripts/Navigation/NavigationSystem.cs new file mode 100644 index 0000000..669e749 --- /dev/null +++ b/Assets/Scripts/Navigation/NavigationSystem.cs @@ -0,0 +1,49 @@ +using UnityEngine; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Navigation +{ + /// + /// This system exists to coordinate path finding and navigation functionality in a scene. + /// The Unity NavMesh is only used to calculate navigation paths. Moving along those paths is done by this system. + /// + public class NavigationSystem : MonoBehaviour + { + public const string NavigationSystemTag = "NavigationSystem"; + + /// + /// Event that gets invoked when the navigation mesh changed. This happens when dynamic obstacles move or get active + /// + public event System.Action OnNavigationMeshChanged = delegate { }; + + /// + /// Whether all paths need to be recalculated in the next fixed update. + /// + private bool m_NavMeshChanged; + + public void OnDynamicObstacleDisabled() + { + m_NavMeshChanged = true; + } + + public void OnDynamicObstacleEnabled() + { + m_NavMeshChanged = true; + } + + private void FixedUpdate() + { + // This is done in fixed update to make sure that only one expensive global recalculation happens per fixed update. + if (m_NavMeshChanged) + { + OnNavigationMeshChanged.Invoke(); + m_NavMeshChanged = false; + } + } + + private void OnValidate() + { + Assert.AreEqual(NavigationSystemTag, tag, $"The GameObject of the {nameof(NavigationSystem)} component has to use the {NavigationSystem.NavigationSystemTag} tag!"); + } + } +} diff --git a/Assets/Scripts/Navigation/NavigationSystem.cs.meta b/Assets/Scripts/Navigation/NavigationSystem.cs.meta new file mode 100644 index 0000000..88a9a09 --- /dev/null +++ b/Assets/Scripts/Navigation/NavigationSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e122c40e3a857a242915a4cece2ad208 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/Unity.BossRoom.Navigation.asmdef b/Assets/Scripts/Navigation/Unity.BossRoom.Navigation.asmdef new file mode 100644 index 0000000..4989d67 --- /dev/null +++ b/Assets/Scripts/Navigation/Unity.BossRoom.Navigation.asmdef @@ -0,0 +1,14 @@ +{ + "name": "Unity.BossRoom.Navigation", + "rootNamespace": "", + "references": [], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} diff --git a/Assets/Scripts/Navigation/Unity.BossRoom.Navigation.asmdef.meta b/Assets/Scripts/Navigation/Unity.BossRoom.Navigation.asmdef.meta new file mode 100644 index 0000000..a59f4f9 --- /dev/null +++ b/Assets/Scripts/Navigation/Unity.BossRoom.Navigation.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c67ea48279ac44ed88876ad5f51aa7a7 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnityServices.meta b/Assets/Scripts/UnityServices.meta new file mode 100644 index 0000000..8044115 --- /dev/null +++ b/Assets/Scripts/UnityServices.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b48dac4a3ceb41f289142fad8bcd8e80 +timeCreated: 1641521390 \ No newline at end of file diff --git a/Assets/Scripts/UnityServices/Auth.meta b/Assets/Scripts/UnityServices/Auth.meta new file mode 100644 index 0000000..bc9bb35 --- /dev/null +++ b/Assets/Scripts/UnityServices/Auth.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b85d2d05b2b404c448bdbc28e5a9fbb3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs b/Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs new file mode 100644 index 0000000..95d51ce --- /dev/null +++ b/Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs @@ -0,0 +1,105 @@ +using System; +using System.Threading.Tasks; +using Unity.BossRoom.Infrastructure; +using Unity.Services.Authentication; +using Unity.Services.Core; +using UnityEngine; +using VContainer; + +namespace Unity.BossRoom.UnityServices.Auth +{ + public class AuthenticationServiceFacade + { + [Inject] + IPublisher m_UnityServiceErrorMessagePublisher; + + public InitializationOptions GenerateAuthenticationOptions(string profile) + { + try + { + var unityAuthenticationInitOptions = new InitializationOptions(); + if (profile.Length > 0) + { + unityAuthenticationInitOptions.SetProfile(profile); + } + + return unityAuthenticationInitOptions; + } + catch (Exception e) + { + var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})"; + m_UnityServiceErrorMessagePublisher.Publish(new UnityServiceErrorMessage("Authentication Error", reason, UnityServiceErrorMessage.Service.Authentication, e)); + throw; + } + } + + public async Task InitializeAndSignInAsync(InitializationOptions initializationOptions) + { + try + { + await Unity.Services.Core.UnityServices.InitializeAsync(initializationOptions); + + if (!AuthenticationService.Instance.IsSignedIn) + { + await AuthenticationService.Instance.SignInAnonymouslyAsync(); + } + } + catch (Exception e) + { + var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})"; + m_UnityServiceErrorMessagePublisher.Publish(new UnityServiceErrorMessage("Authentication Error", reason, UnityServiceErrorMessage.Service.Authentication, e)); + throw; + } + } + + public async Task SwitchProfileAndReSignInAsync(string profile) + { + if (AuthenticationService.Instance.IsSignedIn) + { + AuthenticationService.Instance.SignOut(); + } + + AuthenticationService.Instance.SwitchProfile(profile); + + try + { + await AuthenticationService.Instance.SignInAnonymouslyAsync(); + } + catch (Exception e) + { + var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})"; + m_UnityServiceErrorMessagePublisher.Publish(new UnityServiceErrorMessage("Authentication Error", reason, UnityServiceErrorMessage.Service.Authentication, e)); + throw; + } + } + + public async Task EnsurePlayerIsAuthorized() + { + if (AuthenticationService.Instance.IsAuthorized) + { + return true; + } + + try + { + await AuthenticationService.Instance.SignInAnonymouslyAsync(); + return true; + } + catch (AuthenticationException e) + { + var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})"; + m_UnityServiceErrorMessagePublisher.Publish(new UnityServiceErrorMessage("Authentication Error", reason, UnityServiceErrorMessage.Service.Authentication, e)); + + //not rethrowing for authentication exceptions - any failure to authenticate is considered "handled failure" + return false; + } + catch (Exception e) + { + //all other exceptions should still bubble up as unhandled ones + var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})"; + m_UnityServiceErrorMessagePublisher.Publish(new UnityServiceErrorMessage("Authentication Error", reason, UnityServiceErrorMessage.Service.Authentication, e)); + throw; + } + } + } +} diff --git a/Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs.meta b/Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs.meta new file mode 100644 index 0000000..dfdfc75 --- /dev/null +++ b/Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 535dd1a046c8483593a7ff4979f26c76 +timeCreated: 1644532971 \ No newline at end of file diff --git a/Assets/Scripts/UnityServices/Infrastructure.meta b/Assets/Scripts/UnityServices/Infrastructure.meta new file mode 100644 index 0000000..6f0a4c2 --- /dev/null +++ b/Assets/Scripts/UnityServices/Infrastructure.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 33fa04e296fc24c3ea6e2949ab55d325 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnityServices/Infrastructure/Messages.meta b/Assets/Scripts/UnityServices/Infrastructure/Messages.meta new file mode 100644 index 0000000..2363ae2 --- /dev/null +++ b/Assets/Scripts/UnityServices/Infrastructure/Messages.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: ff650961285c4b4799d2445709c3fe63 +timeCreated: 1645105284 \ No newline at end of file diff --git a/Assets/Scripts/UnityServices/Infrastructure/Messages/UnityServiceErrorMessage.cs b/Assets/Scripts/UnityServices/Infrastructure/Messages/UnityServiceErrorMessage.cs new file mode 100644 index 0000000..f24733b --- /dev/null +++ b/Assets/Scripts/UnityServices/Infrastructure/Messages/UnityServiceErrorMessage.cs @@ -0,0 +1,26 @@ +using System; + +namespace Unity.BossRoom.UnityServices +{ + public struct UnityServiceErrorMessage + { + public enum Service + { + Authentication, + Lobby, + } + + public string Title; + public string Message; + public Service AffectedService; + public Exception OriginalException; + + public UnityServiceErrorMessage(string title, string message, Service service, Exception originalException = null) + { + Title = title; + Message = message; + AffectedService = service; + OriginalException = originalException; + } + } +} diff --git a/Assets/Scripts/UnityServices/Infrastructure/Messages/UnityServiceErrorMessage.cs.meta b/Assets/Scripts/UnityServices/Infrastructure/Messages/UnityServiceErrorMessage.cs.meta new file mode 100644 index 0000000..02ff30a --- /dev/null +++ b/Assets/Scripts/UnityServices/Infrastructure/Messages/UnityServiceErrorMessage.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6aab26b7f8c4472393cf4e6dec38e028 +timeCreated: 1644454354 \ No newline at end of file diff --git a/Assets/Scripts/UnityServices/Infrastructure/RateLimitCooldown.cs b/Assets/Scripts/UnityServices/Infrastructure/RateLimitCooldown.cs new file mode 100644 index 0000000..80549da --- /dev/null +++ b/Assets/Scripts/UnityServices/Infrastructure/RateLimitCooldown.cs @@ -0,0 +1,26 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.UnityServices +{ + public class RateLimitCooldown + { + public float CooldownTimeLength => m_CooldownTimeLength; + + readonly float m_CooldownTimeLength; + private float m_CooldownFinishedTime; + + public RateLimitCooldown(float cooldownTimeLength) + { + m_CooldownTimeLength = cooldownTimeLength; + m_CooldownFinishedTime = -1f; + } + + public bool CanCall => Time.unscaledTime > m_CooldownFinishedTime; + + public void PutOnCooldown() + { + m_CooldownFinishedTime = Time.unscaledTime + m_CooldownTimeLength; + } + } +} diff --git a/Assets/Scripts/UnityServices/Infrastructure/RateLimitCooldown.cs.meta b/Assets/Scripts/UnityServices/Infrastructure/RateLimitCooldown.cs.meta new file mode 100644 index 0000000..d65362a --- /dev/null +++ b/Assets/Scripts/UnityServices/Infrastructure/RateLimitCooldown.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 1c4d0535c8bb4eea96076098bbaab14d +timeCreated: 1644356554 \ No newline at end of file diff --git a/Assets/Scripts/UnityServices/Lobbies.meta b/Assets/Scripts/UnityServices/Lobbies.meta new file mode 100644 index 0000000..a414251 --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 40aca435f44ca42b79ae2173eed634fc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnityServices/Lobbies/LobbyAPIInterface.cs b/Assets/Scripts/UnityServices/Lobbies/LobbyAPIInterface.cs new file mode 100644 index 0000000..1797c3b --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/LobbyAPIInterface.cs @@ -0,0 +1,138 @@ +using System; +using System.Collections.Generic; +using System.Threading.Tasks; +using Unity.Services.Lobbies; +using Unity.Services.Lobbies.Models; +using UnityEngine; + +namespace Unity.BossRoom.UnityServices.Lobbies +{ + /// + /// Wrapper for all the interactions with the Lobby API. + /// + public class LobbyAPIInterface + { + const int k_MaxLobbiesToShow = 16; // If more are necessary, consider retrieving paginated results or using filters. + + readonly List m_Filters; + readonly List m_Order; + + public LobbyAPIInterface() + { + // Filter for open lobbies only + m_Filters = new List() + { + new QueryFilter( + field: QueryFilter.FieldOptions.AvailableSlots, + op: QueryFilter.OpOptions.GT, + value: "0") + }; + + // Order by newest lobbies first + m_Order = new List() + { + new QueryOrder( + asc: false, + field: QueryOrder.FieldOptions.Created) + }; + } + + public async Task CreateLobby(string requesterUasId, string lobbyName, int maxPlayers, bool isPrivate, Dictionary hostUserData, Dictionary lobbyData) + { + CreateLobbyOptions createOptions = new CreateLobbyOptions + { + IsPrivate = isPrivate, + IsLocked = true, // locking the lobby at creation to prevent other players from joining before it is ready + Player = new Player(id: requesterUasId, data: hostUserData), + Data = lobbyData + }; + + return await LobbyService.Instance.CreateLobbyAsync(lobbyName, maxPlayers, createOptions); + } + + public async Task DeleteLobby(string lobbyId) + { + await LobbyService.Instance.DeleteLobbyAsync(lobbyId); + } + + public async Task JoinLobbyByCode(string requesterUasId, string lobbyCode, Dictionary localUserData) + { + JoinLobbyByCodeOptions joinOptions = new JoinLobbyByCodeOptions { Player = new Player(id: requesterUasId, data: localUserData) }; + return await LobbyService.Instance.JoinLobbyByCodeAsync(lobbyCode, joinOptions); + } + + public async Task JoinLobbyById(string requesterUasId, string lobbyId, Dictionary localUserData) + { + JoinLobbyByIdOptions joinOptions = new JoinLobbyByIdOptions { Player = new Player(id: requesterUasId, data: localUserData) }; + return await LobbyService.Instance.JoinLobbyByIdAsync(lobbyId, joinOptions); + } + + public async Task QuickJoinLobby(string requesterUasId, Dictionary localUserData) + { + var joinRequest = new QuickJoinLobbyOptions + { + Filter = m_Filters, + Player = new Player(id: requesterUasId, data: localUserData) + }; + + return await LobbyService.Instance.QuickJoinLobbyAsync(joinRequest); + } + + public async Task ReconnectToLobby(string lobbyId) + { + return await LobbyService.Instance.ReconnectToLobbyAsync(lobbyId); + } + + public async Task RemovePlayerFromLobby(string requesterUasId, string lobbyId) + { + try + { + await LobbyService.Instance.RemovePlayerAsync(lobbyId, requesterUasId); + } + catch (LobbyServiceException e) + when (e is { Reason: LobbyExceptionReason.PlayerNotFound }) + { + // If Player is not found, they have already left the lobby or have been kicked out. No need to throw here + } + } + + public async Task QueryAllLobbies() + { + QueryLobbiesOptions queryOptions = new QueryLobbiesOptions + { + Count = k_MaxLobbiesToShow, + Filters = m_Filters, + Order = m_Order + }; + + return await LobbyService.Instance.QueryLobbiesAsync(queryOptions); + } + + public async Task UpdateLobby(string lobbyId, Dictionary data, bool shouldLock) + { + UpdateLobbyOptions updateOptions = new UpdateLobbyOptions { Data = data, IsLocked = shouldLock }; + return await LobbyService.Instance.UpdateLobbyAsync(lobbyId, updateOptions); + } + + public async Task UpdatePlayer(string lobbyId, string playerId, Dictionary data, string allocationId, string connectionInfo) + { + UpdatePlayerOptions updateOptions = new UpdatePlayerOptions + { + Data = data, + AllocationId = allocationId, + ConnectionInfo = connectionInfo + }; + return await LobbyService.Instance.UpdatePlayerAsync(lobbyId, playerId, updateOptions); + } + + public async void SendHeartbeatPing(string lobbyId) + { + await LobbyService.Instance.SendHeartbeatPingAsync(lobbyId); + } + + public async Task SubscribeToLobby(string lobbyId, LobbyEventCallbacks eventCallbacks) + { + return await LobbyService.Instance.SubscribeToLobbyEventsAsync(lobbyId, eventCallbacks); + } + } +} diff --git a/Assets/Scripts/UnityServices/Lobbies/LobbyAPIInterface.cs.meta b/Assets/Scripts/UnityServices/Lobbies/LobbyAPIInterface.cs.meta new file mode 100644 index 0000000..5e4215d --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/LobbyAPIInterface.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 03c4b466cb7c8c64fb37b8b7e7007305 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnityServices/Lobbies/LobbyServiceFacade.cs b/Assets/Scripts/UnityServices/Lobbies/LobbyServiceFacade.cs new file mode 100644 index 0000000..c16a945 --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/LobbyServiceFacade.cs @@ -0,0 +1,550 @@ +using System; +using System.Collections.Generic; +using System.Threading.Tasks; +using Unity.BossRoom.Infrastructure; +using Unity.Services.Authentication; +using Unity.Services.Lobbies; +using Unity.Services.Lobbies.Models; +using Unity.Services.Wire.Internal; +using UnityEngine; +using VContainer; +using VContainer.Unity; + +namespace Unity.BossRoom.UnityServices.Lobbies +{ + /// + /// An abstraction layer between the direct calls into the Lobby API and the outcomes you actually want. + /// + public class LobbyServiceFacade : IDisposable, IStartable + { + [Inject] LifetimeScope m_ParentScope; + [Inject] UpdateRunner m_UpdateRunner; + [Inject] LocalLobby m_LocalLobby; + [Inject] LocalLobbyUser m_LocalUser; + [Inject] IPublisher m_UnityServiceErrorMessagePub; + [Inject] IPublisher m_LobbyListFetchedPub; + + const float k_HeartbeatPeriod = 8; // The heartbeat must be rate-limited to 5 calls per 30 seconds. We'll aim for longer in case periods don't align. + float m_HeartbeatTime = 0; + + LifetimeScope m_ServiceScope; + LobbyAPIInterface m_LobbyApiInterface; + + RateLimitCooldown m_RateLimitQuery; + RateLimitCooldown m_RateLimitJoin; + RateLimitCooldown m_RateLimitQuickJoin; + RateLimitCooldown m_RateLimitHost; + + public Lobby CurrentUnityLobby { get; private set; } + + ILobbyEvents m_LobbyEvents; + + bool m_IsTracking = false; + + LobbyEventConnectionState m_LobbyEventConnectionState = LobbyEventConnectionState.Unknown; + + public void Start() + { + m_ServiceScope = m_ParentScope.CreateChild(builder => + { + builder.Register(Lifetime.Singleton); + }); + + m_LobbyApiInterface = m_ServiceScope.Container.Resolve(); + + //See https://docs.unity.com/lobby/rate-limits.html + m_RateLimitQuery = new RateLimitCooldown(1f); + m_RateLimitJoin = new RateLimitCooldown(3f); + m_RateLimitQuickJoin = new RateLimitCooldown(10f); + m_RateLimitHost = new RateLimitCooldown(3f); + } + + public void Dispose() + { + EndTracking(); + if (m_ServiceScope != null) + { + m_ServiceScope.Dispose(); + } + } + + public void SetRemoteLobby(Lobby lobby) + { + CurrentUnityLobby = lobby; + m_LocalLobby.ApplyRemoteData(lobby); + } + + /// + /// Initiates tracking of joined lobby's events. The host also starts sending heartbeat pings here. + /// + public void BeginTracking() + { + if (!m_IsTracking) + { + m_IsTracking = true; + SubscribeToJoinedLobbyAsync(); + + // Only the host sends heartbeat pings to the service to keep the lobby alive + if (m_LocalUser.IsHost) + { + m_HeartbeatTime = 0; + m_UpdateRunner.Subscribe(DoLobbyHeartbeat, 1.5f); + } + } + } + + /// + /// Ends tracking of joined lobby's events and leaves or deletes the lobby. The host also stops sending heartbeat pings here. + /// + public void EndTracking() + { + if (m_IsTracking) + { + m_IsTracking = false; + UnsubscribeToJoinedLobbyAsync(); + + // Only the host sends heartbeat pings to the service to keep the lobby alive + if (m_LocalUser.IsHost) + { + m_UpdateRunner.Unsubscribe(DoLobbyHeartbeat); + } + } + + if (CurrentUnityLobby != null) + { + if (m_LocalUser.IsHost) + { + DeleteLobbyAsync(); + } + else + { + LeaveLobbyAsync(); + } + } + } + + /// + /// Attempt to create a new lobby and then join it. + /// + public async Task<(bool Success, Lobby Lobby)> TryCreateLobbyAsync(string lobbyName, int maxPlayers, bool isPrivate) + { + if (!m_RateLimitHost.CanCall) + { + Debug.LogWarning("Create Lobby hit the rate limit."); + return (false, null); + } + + try + { + var lobby = await m_LobbyApiInterface.CreateLobby(AuthenticationService.Instance.PlayerId, lobbyName, maxPlayers, isPrivate, m_LocalUser.GetDataForUnityServices(), null); + return (true, lobby); + } + catch (LobbyServiceException e) + { + if (e.Reason == LobbyExceptionReason.RateLimited) + { + m_RateLimitHost.PutOnCooldown(); + } + else + { + PublishError(e); + } + } + + return (false, null); + } + + /// + /// Attempt to join an existing lobby. Will try to join via code, if code is null - will try to join via ID. + /// + public async Task<(bool Success, Lobby Lobby)> TryJoinLobbyAsync(string lobbyId, string lobbyCode) + { + if (!m_RateLimitJoin.CanCall || + (lobbyId == null && lobbyCode == null)) + { + Debug.LogWarning("Join Lobby hit the rate limit."); + return (false, null); + } + + try + { + if (!string.IsNullOrEmpty(lobbyCode)) + { + var lobby = await m_LobbyApiInterface.JoinLobbyByCode(AuthenticationService.Instance.PlayerId, lobbyCode, m_LocalUser.GetDataForUnityServices()); + return (true, lobby); + } + else + { + var lobby = await m_LobbyApiInterface.JoinLobbyById(AuthenticationService.Instance.PlayerId, lobbyId, m_LocalUser.GetDataForUnityServices()); + return (true, lobby); + } + } + catch (LobbyServiceException e) + { + if (e.Reason == LobbyExceptionReason.RateLimited) + { + m_RateLimitJoin.PutOnCooldown(); + } + else + { + PublishError(e); + } + } + + return (false, null); + } + + /// + /// Attempt to join the first lobby among the available lobbies that match the filtered onlineMode. + /// + public async Task<(bool Success, Lobby Lobby)> TryQuickJoinLobbyAsync() + { + if (!m_RateLimitQuickJoin.CanCall) + { + Debug.LogWarning("Quick Join Lobby hit the rate limit."); + return (false, null); + } + + try + { + var lobby = await m_LobbyApiInterface.QuickJoinLobby(AuthenticationService.Instance.PlayerId, m_LocalUser.GetDataForUnityServices()); + return (true, lobby); + } + catch (LobbyServiceException e) + { + if (e.Reason == LobbyExceptionReason.RateLimited) + { + m_RateLimitQuickJoin.PutOnCooldown(); + } + else + { + PublishError(e); + } + } + + return (false, null); + } + + void ResetLobby() + { + CurrentUnityLobby = null; + if (m_LocalUser != null) + { + m_LocalUser.ResetState(); + } + if (m_LocalLobby != null) + { + m_LocalLobby.Reset(m_LocalUser); + } + + // no need to disconnect Netcode, it should already be handled by Netcode's callback to disconnect + } + + void OnLobbyChanges(ILobbyChanges changes) + { + if (changes.LobbyDeleted) + { + Debug.Log("Lobby deleted"); + ResetLobby(); + EndTracking(); + } + else + { + Debug.Log("Lobby updated"); + changes.ApplyToLobby(CurrentUnityLobby); + m_LocalLobby.ApplyRemoteData(CurrentUnityLobby); + + // as client, check if host is still in lobby + if (!m_LocalUser.IsHost) + { + foreach (var lobbyUser in m_LocalLobby.LobbyUsers) + { + if (lobbyUser.Value.IsHost) + { + return; + } + } + + m_UnityServiceErrorMessagePub.Publish(new UnityServiceErrorMessage("Host left the lobby", "Disconnecting.", UnityServiceErrorMessage.Service.Lobby)); + EndTracking(); + // no need to disconnect Netcode, it should already be handled by Netcode's callback to disconnect + } + } + } + + void OnKickedFromLobby() + { + Debug.Log("Kicked from Lobby"); + ResetLobby(); + EndTracking(); + } + + void OnLobbyEventConnectionStateChanged(LobbyEventConnectionState lobbyEventConnectionState) + { + m_LobbyEventConnectionState = lobbyEventConnectionState; + Debug.Log($"LobbyEventConnectionState changed to {lobbyEventConnectionState}"); + } + + async void SubscribeToJoinedLobbyAsync() + { + var lobbyEventCallbacks = new LobbyEventCallbacks(); + lobbyEventCallbacks.LobbyChanged += OnLobbyChanges; + lobbyEventCallbacks.KickedFromLobby += OnKickedFromLobby; + lobbyEventCallbacks.LobbyEventConnectionStateChanged += OnLobbyEventConnectionStateChanged; + // The LobbyEventCallbacks object created here will now be managed by the Lobby SDK. The callbacks will be + // unsubscribed from when we call UnsubscribeAsync on the ILobbyEvents object we receive and store here. + m_LobbyEvents = await m_LobbyApiInterface.SubscribeToLobby(m_LocalLobby.LobbyID, lobbyEventCallbacks); + } + + async void UnsubscribeToJoinedLobbyAsync() + { + if (m_LobbyEvents != null && m_LobbyEventConnectionState != LobbyEventConnectionState.Unsubscribed) + { +#if UNITY_EDITOR + try + { + await m_LobbyEvents.UnsubscribeAsync(); + } + catch (WebSocketException e) + { + // This exception occurs in the editor when exiting play mode without first leaving the lobby. + // This is because Wire closes the websocket internally when exiting playmode in the editor. + Debug.Log(e.Message); + } +#else + await m_LobbyEvents.UnsubscribeAsync(); +#endif + } + } + + /// + /// Used for getting the list of all active lobbies, without needing full info for each. + /// + public async Task RetrieveAndPublishLobbyListAsync() + { + if (!m_RateLimitQuery.CanCall) + { + Debug.LogWarning("Retrieve Lobby list hit the rate limit. Will try again soon..."); + return; + } + + try + { + var response = await m_LobbyApiInterface.QueryAllLobbies(); + m_LobbyListFetchedPub.Publish(new LobbyListFetchedMessage(LocalLobby.CreateLocalLobbies(response))); + } + catch (LobbyServiceException e) + { + if (e.Reason == LobbyExceptionReason.RateLimited) + { + m_RateLimitQuery.PutOnCooldown(); + } + else + { + PublishError(e); + } + } + } + + public async Task ReconnectToLobbyAsync() + { + try + { + return await m_LobbyApiInterface.ReconnectToLobby(m_LocalLobby.LobbyID); + } + catch (LobbyServiceException e) + { + // If Lobby is not found and if we are not the host, it has already been deleted. No need to publish the error here. + if (e.Reason != LobbyExceptionReason.LobbyNotFound && !m_LocalUser.IsHost) + { + PublishError(e); + } + } + + return null; + } + + /// + /// Attempt to leave a lobby + /// + async void LeaveLobbyAsync() + { + string uasId = AuthenticationService.Instance.PlayerId; + try + { + await m_LobbyApiInterface.RemovePlayerFromLobby(uasId, m_LocalLobby.LobbyID); + } + catch (LobbyServiceException e) + { + // If Lobby is not found and if we are not the host, it has already been deleted. No need to publish the error here. + if (e.Reason != LobbyExceptionReason.LobbyNotFound && !m_LocalUser.IsHost) + { + PublishError(e); + } + } + finally + { + ResetLobby(); + } + + } + + public async void RemovePlayerFromLobbyAsync(string uasId) + { + if (m_LocalUser.IsHost) + { + try + { + await m_LobbyApiInterface.RemovePlayerFromLobby(uasId, m_LocalLobby.LobbyID); + } + catch (LobbyServiceException e) + { + PublishError(e); + } + } + else + { + Debug.LogError("Only the host can remove other players from the lobby."); + } + } + + async void DeleteLobbyAsync() + { + if (m_LocalUser.IsHost) + { + try + { + await m_LobbyApiInterface.DeleteLobby(m_LocalLobby.LobbyID); + } + catch (LobbyServiceException e) + { + PublishError(e); + } + finally + { + ResetLobby(); + } + } + else + { + Debug.LogError("Only the host can delete a lobby."); + } + } + + /// + /// Attempt to push a set of key-value pairs associated with the local player which will overwrite any existing + /// data for these keys. Lobby can be provided info about Relay (or any other remote allocation) so it can add + /// automatic disconnect handling. + /// + public async Task UpdatePlayerDataAsync(string allocationId, string connectionInfo) + { + if (!m_RateLimitQuery.CanCall) + { + return; + } + + try + { + var result = await m_LobbyApiInterface.UpdatePlayer(CurrentUnityLobby.Id, AuthenticationService.Instance.PlayerId, m_LocalUser.GetDataForUnityServices(), allocationId, connectionInfo); + + if (result != null) + { + CurrentUnityLobby = result; // Store the most up-to-date lobby now since we have it, instead of waiting for the next heartbeat. + } + } + catch (LobbyServiceException e) + { + if (e.Reason == LobbyExceptionReason.RateLimited) + { + m_RateLimitQuery.PutOnCooldown(); + } + else if (e.Reason != LobbyExceptionReason.LobbyNotFound && !m_LocalUser.IsHost) // If Lobby is not found and if we are not the host, it has already been deleted. No need to publish the error here. + { + PublishError(e); + } + } + } + + /// + /// Attempt to update the set of key-value pairs associated with a given lobby and unlocks it so clients can see it. + /// + public async Task UpdateLobbyDataAndUnlockAsync() + { + if (!m_RateLimitQuery.CanCall) + { + return; + } + + var localData = m_LocalLobby.GetDataForUnityServices(); + + var dataCurr = CurrentUnityLobby.Data; + if (dataCurr == null) + { + dataCurr = new Dictionary(); + } + + foreach (var dataNew in localData) + { + if (dataCurr.ContainsKey(dataNew.Key)) + { + dataCurr[dataNew.Key] = dataNew.Value; + } + else + { + dataCurr.Add(dataNew.Key, dataNew.Value); + } + } + + try + { + var result = await m_LobbyApiInterface.UpdateLobby(CurrentUnityLobby.Id, dataCurr, shouldLock: false); + + if (result != null) + { + CurrentUnityLobby = result; + } + } + catch (LobbyServiceException e) + { + if (e.Reason == LobbyExceptionReason.RateLimited) + { + m_RateLimitQuery.PutOnCooldown(); + } + else + { + PublishError(e); + } + } + } + + /// + /// Lobby requires a periodic ping to detect rooms that are still active, in order to mitigate "zombie" lobbies. + /// + void DoLobbyHeartbeat(float dt) + { + m_HeartbeatTime += dt; + if (m_HeartbeatTime > k_HeartbeatPeriod) + { + m_HeartbeatTime -= k_HeartbeatPeriod; + try + { + m_LobbyApiInterface.SendHeartbeatPing(CurrentUnityLobby.Id); + } + catch (LobbyServiceException e) + { + // If Lobby is not found and if we are not the host, it has already been deleted. No need to publish the error here. + if (e.Reason != LobbyExceptionReason.LobbyNotFound && !m_LocalUser.IsHost) + { + PublishError(e); + } + } + } + } + + void PublishError(LobbyServiceException e) + { + var reason = e.InnerException == null ? e.Message : $"{e.Message} ({e.InnerException.Message})"; // Lobby error type, then HTTP error type. + m_UnityServiceErrorMessagePub.Publish(new UnityServiceErrorMessage("Lobby Error", reason, UnityServiceErrorMessage.Service.Lobby, e)); + } + } +} diff --git a/Assets/Scripts/UnityServices/Lobbies/LobbyServiceFacade.cs.meta b/Assets/Scripts/UnityServices/Lobbies/LobbyServiceFacade.cs.meta new file mode 100644 index 0000000..1d46a9d --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/LobbyServiceFacade.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bf16e230a963bc54da037d3377b814b2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnityServices/Lobbies/LocalLobby.cs b/Assets/Scripts/UnityServices/Lobbies/LocalLobby.cs new file mode 100644 index 0000000..e3eee27 --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/LocalLobby.cs @@ -0,0 +1,274 @@ +using System; +using System.Collections.Generic; +using Unity.Services.Lobbies.Models; +using UnityEngine; + +namespace Unity.BossRoom.UnityServices.Lobbies +{ + /// + /// A local wrapper around a lobby's remote data, with additional functionality for providing that data to UI elements and tracking local player objects. + /// + [Serializable] + public sealed class LocalLobby + { + public event Action changed; + + /// + /// Create a list of new LocalLobbies from the result of a lobby list query. + /// + public static List CreateLocalLobbies(QueryResponse response) + { + var retLst = new List(); + foreach (var lobby in response.Results) + { + retLst.Add(Create(lobby)); + } + return retLst; + } + + public static LocalLobby Create(Lobby lobby) + { + var data = new LocalLobby(); + data.ApplyRemoteData(lobby); + return data; + } + + Dictionary m_LobbyUsers = new Dictionary(); + public Dictionary LobbyUsers => m_LobbyUsers; + + public struct LobbyData + { + public string LobbyID { get; set; } + public string LobbyCode { get; set; } + public string RelayJoinCode { get; set; } + public string LobbyName { get; set; } + public bool Private { get; set; } + public int MaxPlayerCount { get; set; } + + public LobbyData(LobbyData existing) + { + LobbyID = existing.LobbyID; + LobbyCode = existing.LobbyCode; + RelayJoinCode = existing.RelayJoinCode; + LobbyName = existing.LobbyName; + Private = existing.Private; + MaxPlayerCount = existing.MaxPlayerCount; + } + + public LobbyData(string lobbyCode) + { + LobbyID = null; + LobbyCode = lobbyCode; + RelayJoinCode = null; + LobbyName = null; + Private = false; + MaxPlayerCount = -1; + } + } + + LobbyData m_Data; + public LobbyData Data => new LobbyData(m_Data); + + public void AddUser(LocalLobbyUser user) + { + if (!m_LobbyUsers.ContainsKey(user.ID)) + { + DoAddUser(user); + OnChanged(); + } + } + + void DoAddUser(LocalLobbyUser user) + { + m_LobbyUsers.Add(user.ID, user); + user.changed += OnChangedUser; + } + + public void RemoveUser(LocalLobbyUser user) + { + DoRemoveUser(user); + OnChanged(); + } + + void DoRemoveUser(LocalLobbyUser user) + { + if (!m_LobbyUsers.ContainsKey(user.ID)) + { + Debug.LogWarning($"Player {user.DisplayName}({user.ID}) does not exist in lobby: {LobbyID}"); + return; + } + + m_LobbyUsers.Remove(user.ID); + user.changed -= OnChangedUser; + } + + void OnChangedUser(LocalLobbyUser user) + { + OnChanged(); + } + + void OnChanged() + { + changed?.Invoke(this); + } + + public string LobbyID + { + get => m_Data.LobbyID; + set + { + m_Data.LobbyID = value; + OnChanged(); + } + } + + public string LobbyCode + { + get => m_Data.LobbyCode; + set + { + m_Data.LobbyCode = value; + OnChanged(); + } + } + + public string RelayJoinCode + { + get => m_Data.RelayJoinCode; + set + { + m_Data.RelayJoinCode = value; + OnChanged(); + } + } + + public string LobbyName + { + get => m_Data.LobbyName; + set + { + m_Data.LobbyName = value; + OnChanged(); + } + } + + public bool Private + { + get => m_Data.Private; + set + { + m_Data.Private = value; + OnChanged(); + } + } + + public int PlayerCount => m_LobbyUsers.Count; + + public int MaxPlayerCount + { + get => m_Data.MaxPlayerCount; + set + { + m_Data.MaxPlayerCount = value; + OnChanged(); + } + } + + public void CopyDataFrom(LobbyData data, Dictionary currUsers) + { + m_Data = data; + + if (currUsers == null) + { + m_LobbyUsers = new Dictionary(); + } + else + { + List toRemove = new List(); + foreach (var oldUser in m_LobbyUsers) + { + if (currUsers.ContainsKey(oldUser.Key)) + { + oldUser.Value.CopyDataFrom(currUsers[oldUser.Key]); + } + else + { + toRemove.Add(oldUser.Value); + } + } + + foreach (var remove in toRemove) + { + DoRemoveUser(remove); + } + + foreach (var currUser in currUsers) + { + if (!m_LobbyUsers.ContainsKey(currUser.Key)) + { + DoAddUser(currUser.Value); + } + } + } + + OnChanged(); + } + + public Dictionary GetDataForUnityServices() => + new Dictionary() + { + {"RelayJoinCode", new DataObject(DataObject.VisibilityOptions.Public, RelayJoinCode)} + }; + + public void ApplyRemoteData(Lobby lobby) + { + var info = new LobbyData(); // Technically, this is largely redundant after the first assignment, but it won't do any harm to assign it again. + info.LobbyID = lobby.Id; + info.LobbyCode = lobby.LobbyCode; + info.Private = lobby.IsPrivate; + info.LobbyName = lobby.Name; + info.MaxPlayerCount = lobby.MaxPlayers; + + if (lobby.Data != null) + { + info.RelayJoinCode = lobby.Data.ContainsKey("RelayJoinCode") ? lobby.Data["RelayJoinCode"].Value : null; // By providing RelayCode through the lobby data with Member visibility, we ensure a client is connected to the lobby before they could attempt a relay connection, preventing timing issues between them. + } + else + { + info.RelayJoinCode = null; + } + + var lobbyUsers = new Dictionary(); + foreach (var player in lobby.Players) + { + if (player.Data != null) + { + if (LobbyUsers.ContainsKey(player.Id)) + { + lobbyUsers.Add(player.Id, LobbyUsers[player.Id]); + continue; + } + } + + // If the player isn't connected to Relay, get the most recent data that the lobby knows. + // (If we haven't seen this player yet, a new local representation of the player will have already been added by the LocalLobby.) + var incomingData = new LocalLobbyUser + { + IsHost = lobby.HostId.Equals(player.Id), + DisplayName = player.Data != null && player.Data.ContainsKey("DisplayName") ? player.Data["DisplayName"].Value : default, + ID = player.Id + }; + + lobbyUsers.Add(incomingData.ID, incomingData); + } + + CopyDataFrom(info, lobbyUsers); + } + + public void Reset(LocalLobbyUser localUser) + { + CopyDataFrom(new LobbyData(), new Dictionary()); + AddUser(localUser); + } + } +} diff --git a/Assets/Scripts/UnityServices/Lobbies/LocalLobby.cs.meta b/Assets/Scripts/UnityServices/Lobbies/LocalLobby.cs.meta new file mode 100644 index 0000000..f3b46fa --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/LocalLobby.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bd5c2e87f2395fd4c92bb7e7d48f0c02 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnityServices/Lobbies/LocalLobbyUser.cs b/Assets/Scripts/UnityServices/Lobbies/LocalLobbyUser.cs new file mode 100644 index 0000000..d160035 --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/LocalLobbyUser.cs @@ -0,0 +1,127 @@ +using System; +using System.Collections.Generic; +using Unity.Services.Lobbies.Models; + +namespace Unity.BossRoom.UnityServices.Lobbies +{ + /// + /// Data for a local lobby user instance. This will update data and is observed to know when to push local user changes to the entire lobby. + /// + [Serializable] + public class LocalLobbyUser + { + public event Action changed; + + public LocalLobbyUser() + { + m_UserData = new UserData(isHost: false, displayName: null, id: null); + } + + public struct UserData + { + public bool IsHost { get; set; } + public string DisplayName { get; set; } + public string ID { get; set; } + + public UserData(bool isHost, string displayName, string id) + { + IsHost = isHost; + DisplayName = displayName; + ID = id; + } + } + + UserData m_UserData; + + public void ResetState() + { + m_UserData = new UserData(false, m_UserData.DisplayName, m_UserData.ID); + } + + /// + /// Used for limiting costly OnChanged actions to just the members which actually changed. + /// + [Flags] + public enum UserMembers + { + IsHost = 1, + DisplayName = 2, + ID = 4, + } + + UserMembers m_LastChanged; + + public bool IsHost + { + get { return m_UserData.IsHost; } + set + { + if (m_UserData.IsHost != value) + { + m_UserData.IsHost = value; + m_LastChanged = UserMembers.IsHost; + OnChanged(); + } + } + } + + public string DisplayName + { + get => m_UserData.DisplayName; + set + { + if (m_UserData.DisplayName != value) + { + m_UserData.DisplayName = value; + m_LastChanged = UserMembers.DisplayName; + OnChanged(); + } + } + } + + public string ID + { + get => m_UserData.ID; + set + { + if (m_UserData.ID != value) + { + m_UserData.ID = value; + m_LastChanged = UserMembers.ID; + OnChanged(); + } + } + } + + + public void CopyDataFrom(LocalLobbyUser lobby) + { + var data = lobby.m_UserData; + int lastChanged = // Set flags just for the members that will be changed. + (m_UserData.IsHost == data.IsHost ? 0 : (int)UserMembers.IsHost) | + (m_UserData.DisplayName == data.DisplayName ? 0 : (int)UserMembers.DisplayName) | + (m_UserData.ID == data.ID ? 0 : (int)UserMembers.ID); + + if (lastChanged == 0) // Ensure something actually changed. + { + return; + } + + m_UserData = data; + m_LastChanged = (UserMembers)lastChanged; + + OnChanged(); + } + + void OnChanged() + { + changed?.Invoke(this); + } + + public Dictionary GetDataForUnityServices() => + new Dictionary() + { + {"DisplayName", new PlayerDataObject(PlayerDataObject.VisibilityOptions.Member, DisplayName)}, + }; + } +} diff --git a/Assets/Scripts/UnityServices/Lobbies/LocalLobbyUser.cs.meta b/Assets/Scripts/UnityServices/Lobbies/LocalLobbyUser.cs.meta new file mode 100644 index 0000000..a5c19c3 --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/LocalLobbyUser.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3d8a3fd0c5f81e459ede6f751ace719 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UnityServices/Lobbies/Messages.meta b/Assets/Scripts/UnityServices/Lobbies/Messages.meta new file mode 100644 index 0000000..294b309 --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/Messages.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c33fac535be24ab9b9701fed966ff6cd +timeCreated: 1645103035 \ No newline at end of file diff --git a/Assets/Scripts/UnityServices/Lobbies/Messages/LobbyListFetchedMessage.cs b/Assets/Scripts/UnityServices/Lobbies/Messages/LobbyListFetchedMessage.cs new file mode 100644 index 0000000..e1879e0 --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/Messages/LobbyListFetchedMessage.cs @@ -0,0 +1,14 @@ +using System.Collections.Generic; + +namespace Unity.BossRoom.UnityServices.Lobbies +{ + public struct LobbyListFetchedMessage + { + public readonly IReadOnlyList LocalLobbies; + + public LobbyListFetchedMessage(List localLobbies) + { + LocalLobbies = localLobbies; + } + } +} diff --git a/Assets/Scripts/UnityServices/Lobbies/Messages/LobbyListFetchedMessage.cs.meta b/Assets/Scripts/UnityServices/Lobbies/Messages/LobbyListFetchedMessage.cs.meta new file mode 100644 index 0000000..72b8381 --- /dev/null +++ b/Assets/Scripts/UnityServices/Lobbies/Messages/LobbyListFetchedMessage.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: dbce524126894bb098e3581777993c1f +timeCreated: 1645103543 \ No newline at end of file diff --git a/Assets/Scripts/UnityServices/Unity.BossRoom.UnityServices.asmdef b/Assets/Scripts/UnityServices/Unity.BossRoom.UnityServices.asmdef new file mode 100644 index 0000000..b5c8c57 --- /dev/null +++ b/Assets/Scripts/UnityServices/Unity.BossRoom.UnityServices.asmdef @@ -0,0 +1,22 @@ +{ + "name": "Unity.BossRoom.UnityServices", + "rootNamespace": "", + "references": [ + "Unity.Services.Core", + "Unity.Services.Authentication", + "Unity.Services.Lobbies", + "Unity.Services.Relay", + "Unity.Services.Wire.Internal", + "Unity.BossRoom.Infrastructure", + "VContainer" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Scripts/UnityServices/Unity.BossRoom.UnityServices.asmdef.meta b/Assets/Scripts/UnityServices/Unity.BossRoom.UnityServices.asmdef.meta new file mode 100644 index 0000000..b4a772b --- /dev/null +++ b/Assets/Scripts/UnityServices/Unity.BossRoom.UnityServices.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e3abc1ceb6eae4836a8ff106702e66e5 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils.meta b/Assets/Scripts/Utils.meta new file mode 100644 index 0000000..2b65f08 --- /dev/null +++ b/Assets/Scripts/Utils.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 333b1c4051e982c4bb4bcfa83d2eb953 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/ClientPrefs.cs b/Assets/Scripts/Utils/ClientPrefs.cs new file mode 100644 index 0000000..4f06f78 --- /dev/null +++ b/Assets/Scripts/Utils/ClientPrefs.cs @@ -0,0 +1,69 @@ +using UnityEngine; + +namespace Unity.BossRoom.Utils +{ + /// + /// Singleton class which saves/loads local-client settings. + /// (This is just a wrapper around the PlayerPrefs system, + /// so that all the calls are in the same place.) + /// + public static class ClientPrefs + { + const string k_MasterVolumeKey = "MasterVolume"; + const string k_MusicVolumeKey = "MusicVolume"; + const string k_ClientGUIDKey = "client_guid"; + const string k_AvailableProfilesKey = "AvailableProfiles"; + + const float k_DefaultMasterVolume = 0.5f; + const float k_DefaultMusicVolume = 0.8f; + + public static float GetMasterVolume() + { + return PlayerPrefs.GetFloat(k_MasterVolumeKey, k_DefaultMasterVolume); + } + + public static void SetMasterVolume(float volume) + { + PlayerPrefs.SetFloat(k_MasterVolumeKey, volume); + } + + public static float GetMusicVolume() + { + return PlayerPrefs.GetFloat(k_MusicVolumeKey, k_DefaultMusicVolume); + } + + public static void SetMusicVolume(float volume) + { + PlayerPrefs.SetFloat(k_MusicVolumeKey, volume); + } + + /// + /// Either loads a Guid string from Unity preferences, or creates one and checkpoints it, then returns it. + /// + /// The Guid that uniquely identifies this client install, in string form. + public static string GetGuid() + { + if (PlayerPrefs.HasKey(k_ClientGUIDKey)) + { + return PlayerPrefs.GetString(k_ClientGUIDKey); + } + + var guid = System.Guid.NewGuid(); + var guidString = guid.ToString(); + + PlayerPrefs.SetString(k_ClientGUIDKey, guidString); + return guidString; + } + + public static string GetAvailableProfiles() + { + return PlayerPrefs.GetString(k_AvailableProfilesKey, ""); + } + + public static void SetAvailableProfiles(string availableProfiles) + { + PlayerPrefs.SetString(k_AvailableProfilesKey, availableProfiles); + } + + } +} diff --git a/Assets/Scripts/Utils/ClientPrefs.cs.meta b/Assets/Scripts/Utils/ClientPrefs.cs.meta new file mode 100644 index 0000000..ab7eed4 --- /dev/null +++ b/Assets/Scripts/Utils/ClientPrefs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7c9efd627253a5b4c8c5ab1ae629aa8e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/EnableOrDisableColliderOnAwake.cs b/Assets/Scripts/Utils/EnableOrDisableColliderOnAwake.cs new file mode 100644 index 0000000..dcc4faa --- /dev/null +++ b/Assets/Scripts/Utils/EnableOrDisableColliderOnAwake.cs @@ -0,0 +1,18 @@ +using UnityEngine; + +namespace Unity.BossRoom.Utils +{ + public class EnableOrDisableColliderOnAwake : MonoBehaviour + { + [SerializeField] + Collider m_Collider; + + [SerializeField] + bool m_EnableStateOnAwake; + + void Awake() + { + m_Collider.enabled = m_EnableStateOnAwake; + } + } +} diff --git a/Assets/Scripts/Utils/EnableOrDisableColliderOnAwake.cs.meta b/Assets/Scripts/Utils/EnableOrDisableColliderOnAwake.cs.meta new file mode 100644 index 0000000..70fa88d --- /dev/null +++ b/Assets/Scripts/Utils/EnableOrDisableColliderOnAwake.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ee75574922a1ab448c29249c9d11e2f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/NetworkNameState.cs b/Assets/Scripts/Utils/NetworkNameState.cs new file mode 100644 index 0000000..f70a8ff --- /dev/null +++ b/Assets/Scripts/Utils/NetworkNameState.cs @@ -0,0 +1,36 @@ +using System; +using Unity.Collections; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.BossRoom.Utils +{ + /// + /// NetworkBehaviour containing only one NetworkVariableString which represents this object's name. + /// + public class NetworkNameState : NetworkBehaviour + { + [HideInInspector] + public NetworkVariable Name = new NetworkVariable(); + } + + /// + /// Wrapping FixedString so that if we want to change player name max size in the future, we only do it once here + /// + public struct FixedPlayerName : INetworkSerializable + { + FixedString32Bytes m_Name; + public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter + { + serializer.SerializeValue(ref m_Name); + } + + public override string ToString() + { + return m_Name.Value.ToString(); + } + + public static implicit operator string(FixedPlayerName s) => s.ToString(); + public static implicit operator FixedPlayerName(string s) => new FixedPlayerName() { m_Name = new FixedString32Bytes(s) }; + } +} diff --git a/Assets/Scripts/Utils/NetworkNameState.cs.meta b/Assets/Scripts/Utils/NetworkNameState.cs.meta new file mode 100644 index 0000000..58991c9 --- /dev/null +++ b/Assets/Scripts/Utils/NetworkNameState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d99850df10e83c142b4b65527d7cea91 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/NetworkOverlay.meta b/Assets/Scripts/Utils/NetworkOverlay.meta new file mode 100644 index 0000000..7634a29 --- /dev/null +++ b/Assets/Scripts/Utils/NetworkOverlay.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 19ec743b2be1440dbdcd4ca3a0fdc865 +timeCreated: 1653309794 \ No newline at end of file diff --git a/Assets/Scripts/Utils/NetworkOverlay/NetworkLatencyWarning.cs b/Assets/Scripts/Utils/NetworkOverlay/NetworkLatencyWarning.cs new file mode 100644 index 0000000..eef72db --- /dev/null +++ b/Assets/Scripts/Utils/NetworkOverlay/NetworkLatencyWarning.cs @@ -0,0 +1,77 @@ +using System; +using TMPro; +using Unity.Multiplayer.Tools.NetworkSimulator.Runtime; +using UnityEngine; +using Unity.Netcode; +using Unity.Netcode.Transports.UTP; +using UnityEngine.Assertions; + + +namespace Unity.BossRoom.Utils.Editor +{ + public class NetworkLatencyWarning : MonoBehaviour + { + [SerializeField] + NetworkSimulator m_NetworkSimulator; + + TextMeshProUGUI m_LatencyText; + bool m_LatencyTextCreated; + + Color m_TextColor = Color.red; + + bool m_ArtificialLatencyEnabled; + + void Update() + { + if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsClient || NetworkManager.Singleton.IsServer)) + { + var unityTransport = (UnityTransport)NetworkManager.Singleton.NetworkConfig.NetworkTransport; + + // adding this preprocessor directive check since UnityTransport's simulator tools only inject latency in #UNITY_EDITOR or in #DEVELOPMENT_BUILD +#if UNITY_EDITOR || DEVELOPMENT_BUILD + var currentSimulationPreset = m_NetworkSimulator.CurrentPreset; + m_ArtificialLatencyEnabled = currentSimulationPreset.PacketDelayMs > 0 || + currentSimulationPreset.PacketJitterMs > 0 || + currentSimulationPreset.PacketLossInterval > 0 || + currentSimulationPreset.PacketLossPercent > 0; +#else + m_ArtificialLatencyEnabled = false; +#endif + + if (m_ArtificialLatencyEnabled) + { + if (!m_LatencyTextCreated) + { + m_LatencyTextCreated = true; + CreateLatencyText(); + } + + m_TextColor.a = Mathf.PingPong(Time.time, 1f); + m_LatencyText.color = m_TextColor; + } + } + else + { + m_ArtificialLatencyEnabled = false; + } + + if (!m_ArtificialLatencyEnabled) + { + if (m_LatencyTextCreated) + { + m_LatencyTextCreated = false; + Destroy(m_LatencyText); + } + } + } + + // Creating a UI text object and add it to NetworkOverlay canvas + void CreateLatencyText() + { + Assert.IsNotNull(NetworkOverlay.Instance, + "No NetworkOverlay object part of scene. Add NetworkOverlay prefab to bootstrap scene!"); + + NetworkOverlay.Instance.AddTextToUI("UI Latency Warning Text", "Network Latency Enabled", out m_LatencyText); + } + } +} diff --git a/Assets/Scripts/Utils/NetworkOverlay/NetworkLatencyWarning.cs.meta b/Assets/Scripts/Utils/NetworkOverlay/NetworkLatencyWarning.cs.meta new file mode 100644 index 0000000..618c268 --- /dev/null +++ b/Assets/Scripts/Utils/NetworkOverlay/NetworkLatencyWarning.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d3ed43e1b6bc5c042b333a02cf43525a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/NetworkOverlay/NetworkOverlay.cs b/Assets/Scripts/Utils/NetworkOverlay/NetworkOverlay.cs new file mode 100644 index 0000000..2743558 --- /dev/null +++ b/Assets/Scripts/Utils/NetworkOverlay/NetworkOverlay.cs @@ -0,0 +1,56 @@ +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace Unity.BossRoom.Utils.Editor +{ + public class NetworkOverlay : MonoBehaviour + { + public static NetworkOverlay Instance { get; private set; } + + [SerializeField] + GameObject m_DebugCanvasPrefab; + + Transform m_VerticalLayoutTransform; + + void Awake() + { + Instance = this; + DontDestroyOnLoad(this); + } + + public void AddTextToUI(string gameObjectName, string defaultText, out TextMeshProUGUI textComponent) + { + var rootGO = new GameObject(gameObjectName); + textComponent = rootGO.AddComponent(); + textComponent.fontSize = 28; + textComponent.text = defaultText; + textComponent.horizontalAlignment = HorizontalAlignmentOptions.Left; + textComponent.verticalAlignment = VerticalAlignmentOptions.Middle; + textComponent.raycastTarget = false; + textComponent.autoSizeTextContainer = true; + + var rectTransform = rootGO.GetComponent(); + AddToUI(rectTransform); + } + + public void AddToUI(RectTransform displayTransform) + { + if (m_VerticalLayoutTransform == null) + { + CreateDebugCanvas(); + } + + displayTransform.sizeDelta = new Vector2(100f, 24f); + displayTransform.SetParent(m_VerticalLayoutTransform); + displayTransform.SetAsFirstSibling(); + displayTransform.localScale = Vector3.one; + } + + void CreateDebugCanvas() + { + var canvas = Instantiate(m_DebugCanvasPrefab, transform); + m_VerticalLayoutTransform = canvas.GetComponentInChildren().transform; + } + } +} diff --git a/Assets/Scripts/Utils/NetworkOverlay/NetworkOverlay.cs.meta b/Assets/Scripts/Utils/NetworkOverlay/NetworkOverlay.cs.meta new file mode 100644 index 0000000..4764000 --- /dev/null +++ b/Assets/Scripts/Utils/NetworkOverlay/NetworkOverlay.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 44885087a3a0e1b42a44d4a40b44d47a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs b/Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs new file mode 100644 index 0000000..d8d6ec3 --- /dev/null +++ b/Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs @@ -0,0 +1,181 @@ +using System.Collections.Generic; +using TMPro; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.Assertions; + +namespace Unity.BossRoom.Utils +{ + /// This utility help showing Network statistics at runtime. + /// + /// This component attaches to any networked object. + /// It'll spawn all the needed text and canvas. + /// + /// NOTE: This class will be removed once Unity provides support for this. + [RequireComponent(typeof(NetworkObject))] + public class NetworkStats : NetworkBehaviour + { + // For a value like RTT an exponential moving average is a better indication of the current rtt and fluctuates less. + struct ExponentialMovingAverageCalculator + { + readonly float m_Alpha; + float m_Average; + + public float Average => m_Average; + + public ExponentialMovingAverageCalculator(float average) + { + m_Alpha = 2f / (k_MaxWindowSize + 1); + m_Average = average; + } + + public float NextValue(float value) => m_Average = (value - m_Average) * m_Alpha + m_Average; + } + + // RTT + // Client sends a ping RPC to the server and starts it's timer. + // The server receives the ping and sends a pong response to the client. + // The client receives that pong response and stops its time. + // The RPC value is using a moving average, so we don't have a value that moves too much, but is still reactive to RTT changes. + + const int k_MaxWindowSizeSeconds = 3; // it should take x seconds for the value to react to change + const float k_PingIntervalSeconds = 0.1f; + const float k_MaxWindowSize = k_MaxWindowSizeSeconds / k_PingIntervalSeconds; + + // Some games are less sensitive to latency than others. For fast-paced games, latency above 100ms becomes a challenge for players while for others 500ms is fine. It's up to you to establish those thresholds. + const float k_StrugglingNetworkConditionsRTTThreshold = 130; + const float k_BadNetworkConditionsRTTThreshold = 200; + + ExponentialMovingAverageCalculator m_BossRoomRTT = new ExponentialMovingAverageCalculator(0); + ExponentialMovingAverageCalculator m_UtpRTT = new ExponentialMovingAverageCalculator(0); + + float m_LastPingTime; + TextMeshProUGUI m_TextStat; + TextMeshProUGUI m_TextHostType; + TextMeshProUGUI m_TextBadNetworkConditions; + + // When receiving pong client RPCs, we need to know when the initiating ping sent it so we can calculate its individual RTT + int m_CurrentRTTPingId; + + Dictionary m_PingHistoryStartTimes = new Dictionary(); + + RpcParams m_PongClientParams; + + string m_TextToDisplay; + + public override void OnNetworkSpawn() + { + bool isClientOnly = IsClient && !IsServer; + if (!IsOwner && isClientOnly) // we don't want to track player ghost stats, only our own + { + enabled = false; + return; + } + + if (IsOwner) + { + CreateNetworkStatsText(); + } + + m_PongClientParams = RpcTarget.Group(new[] { OwnerClientId }, RpcTargetUse.Persistent); + } + + // Creating a UI text object and add it to NetworkOverlay canvas + void CreateNetworkStatsText() + { + Assert.IsNotNull(Editor.NetworkOverlay.Instance, + "No NetworkOverlay object part of scene. Add NetworkOverlay prefab to bootstrap scene!"); + + string hostType = IsHost ? "Host" : IsClient ? "Client" : "Unknown"; + Editor.NetworkOverlay.Instance.AddTextToUI("UI Host Type Text", $"Type: {hostType}", out m_TextHostType); + Editor.NetworkOverlay.Instance.AddTextToUI("UI Stat Text", "No Stat", out m_TextStat); + Editor.NetworkOverlay.Instance.AddTextToUI("UI Bad Conditions Text", "", out m_TextBadNetworkConditions); + } + + void FixedUpdate() + { + if (!IsServer) + { + if (Time.realtimeSinceStartup - m_LastPingTime > k_PingIntervalSeconds) + { + // We could have had a ping/pong where the ping sends the pong and the pong sends the ping. Issue with this + // is the higher the latency, the lower the sampling would be. We need pings to be sent at a regular interval + ServerPingRpc(m_CurrentRTTPingId); + m_PingHistoryStartTimes[m_CurrentRTTPingId] = Time.realtimeSinceStartup; + m_CurrentRTTPingId++; + m_LastPingTime = Time.realtimeSinceStartup; + + m_UtpRTT.NextValue(NetworkManager.NetworkConfig.NetworkTransport.GetCurrentRtt(NetworkManager.ServerClientId)); + } + + if (m_TextStat != null) + { + m_TextToDisplay = $"RTT: {(m_BossRoomRTT.Average * 1000).ToString("0")} ms;\nUTP RTT {m_UtpRTT.Average.ToString("0")} ms"; + if (m_UtpRTT.Average > k_BadNetworkConditionsRTTThreshold) + { + m_TextStat.color = Color.red; + } + else if (m_UtpRTT.Average > k_StrugglingNetworkConditionsRTTThreshold) + { + m_TextStat.color = Color.yellow; + } + else + { + m_TextStat.color = Color.white; + } + } + + if (m_TextBadNetworkConditions != null) + { + // Right now, we only base this warning on UTP's RTT metric, but in the future we could watch for packet loss as well, or other metrics. + // This could be a simple icon instead of doing heavy string manipulations. + m_TextBadNetworkConditions.text = m_UtpRTT.Average > k_BadNetworkConditionsRTTThreshold ? "Bad Network Conditions Detected!" : ""; + var color = Color.red; + color.a = Mathf.PingPong(Time.time, 1f); + m_TextBadNetworkConditions.color = color; + } + } + else + { + m_TextToDisplay = $"Connected players: {NetworkManager.Singleton.ConnectedClients.Count.ToString()}"; + } + + if (m_TextStat) + { + m_TextStat.text = m_TextToDisplay; + } + } + + [Rpc(SendTo.Server)] + void ServerPingRpc(int pingId, RpcParams serverParams = default) + { + ClientPongRpc(pingId, m_PongClientParams); + } + + [Rpc(SendTo.SpecifiedInParams)] + void ClientPongRpc(int pingId, RpcParams clientParams = default) + { + var startTime = m_PingHistoryStartTimes[pingId]; + m_PingHistoryStartTimes.Remove(pingId); + m_BossRoomRTT.NextValue(Time.realtimeSinceStartup - startTime); + } + + public override void OnNetworkDespawn() + { + if (m_TextStat != null) + { + Destroy(m_TextStat.gameObject); + } + + if (m_TextHostType != null) + { + Destroy(m_TextHostType.gameObject); + } + + if (m_TextBadNetworkConditions != null) + { + Destroy(m_TextBadNetworkConditions.gameObject); + } + } + } +} diff --git a/Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs.meta b/Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs.meta new file mode 100644 index 0000000..312ab39 --- /dev/null +++ b/Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e363085af981a41fd816ab952a0a07c7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/NetworkSimulatorUIMediator.cs b/Assets/Scripts/Utils/NetworkSimulatorUIMediator.cs new file mode 100644 index 0000000..a80f4ef --- /dev/null +++ b/Assets/Scripts/Utils/NetworkSimulatorUIMediator.cs @@ -0,0 +1,291 @@ +using System; +using System.Collections.Generic; +using System.Text.RegularExpressions; +using TMPro; +using Unity.Multiplayer.Tools.NetworkSimulator.Runtime; +using Unity.Multiplayer.Tools.NetworkSimulator.Runtime.BuiltInScenarios; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.UI; + +namespace Unity.BossRoom.Utils +{ + public class NetworkSimulatorUIMediator : MonoBehaviour + { +#if UNITY_EDITOR || DEVELOPMENT_BUILD + [SerializeField] + NetworkSimulator m_NetworkSimulator; +#endif + [SerializeField] + CanvasGroup m_CanvasGroup; + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + [SerializeField] + TMP_Dropdown m_PresetsDropdown; + + [SerializeField] + TMP_Dropdown m_ScenariosDropdown; + + [SerializeField] + Button m_ScenariosButton; + + [SerializeField] + TextMeshProUGUI m_ScenariosButtonText; + + [SerializeField] + TMP_InputField m_LagSpikeDuration; + + [SerializeField] + KeyCode m_OpenWindowKeyCode = KeyCode.Tilde; + + [SerializeField] + List m_ConnectionsCycleConfigurations; + + [SerializeField] + List m_RandomConnectionsSwapConfigurations; + + [SerializeField] + int m_RandomConnectionsSwapChangeIntervalMilliseconds; + + const int k_NbTouchesToOpenWindow = 5; + + Dictionary m_SimulatorPresets = new Dictionary(); +#endif + bool m_Shown; + + const string k_None = "None"; + const string k_ConnectionCyclesScenarioName = "Connections Cycle"; + const string k_RandomConnectionSwapScenarioName = "Random Connections Swap"; + const string k_PauseString = "Pause"; + const string k_ResumeString = "Resume"; + + void Awake() + { +#if UNITY_EDITOR || DEVELOPMENT_BUILD + InitializeUI(); +#endif + // Hide UI until ready + Hide(); + } + + public void Hide() + { + m_CanvasGroup.alpha = 0f; + m_CanvasGroup.interactable = false; + m_CanvasGroup.blocksRaycasts = false; + m_Shown = false; + } + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + void Start() + { + NetworkManager.Singleton.OnClientStarted += OnNetworkManagerStarted; + NetworkManager.Singleton.OnServerStarted += OnNetworkManagerStarted; + } + + void OnDestroy() + { + if (NetworkManager.Singleton is not null) + { + NetworkManager.Singleton.OnClientStarted -= OnNetworkManagerStarted; + NetworkManager.Singleton.OnServerStarted -= OnNetworkManagerStarted; + } + } + + void OnNetworkManagerStarted() + { + if (m_NetworkSimulator.IsAvailable) + { + Show(); + } + } + + void OnPresetChanged(int optionIndex) + { + m_NetworkSimulator.ChangeConnectionPreset(m_SimulatorPresets[m_PresetsDropdown.options[optionIndex].text]); + } + + void OnScenarioChanged(int optionIndex) + { + var scenarioName = m_ScenariosDropdown.options[optionIndex].text; + NetworkScenario scenario = null; + switch (scenarioName) + { + case k_None: + m_PresetsDropdown.captionText.color = m_PresetsDropdown.colors.normalColor; + m_PresetsDropdown.interactable = true; + break; + case k_ConnectionCyclesScenarioName: + var connectionsCyleScenario = new ConnectionsCycle(); + connectionsCyleScenario.Configurations.Clear(); + foreach (var configuration in m_ConnectionsCycleConfigurations) + { + connectionsCyleScenario.Configurations.Add(configuration); + } + m_PresetsDropdown.captionText.color = m_PresetsDropdown.colors.disabledColor; + m_PresetsDropdown.interactable = false; + scenario = connectionsCyleScenario; + break; + case k_RandomConnectionSwapScenarioName: + var randomConnectionsSwapScenario = new RandomConnectionsSwap(); + randomConnectionsSwapScenario.Configurations.Clear(); + foreach (var configuration in m_RandomConnectionsSwapConfigurations) + { + randomConnectionsSwapScenario.Configurations.Add(configuration); + } + m_PresetsDropdown.captionText.color = m_PresetsDropdown.colors.disabledColor; + m_PresetsDropdown.interactable = false; + scenario = randomConnectionsSwapScenario; + break; + default: + Debug.LogError("Invalid Scenario selected."); + m_PresetsDropdown.captionText.color = m_PresetsDropdown.colors.normalColor; + m_PresetsDropdown.interactable = true; + break; + } + m_NetworkSimulator.Scenario = scenario; + if (m_NetworkSimulator.Scenario != null) + { + m_NetworkSimulator.Scenario.Start(m_NetworkSimulator); + } + + UpdateScenarioButton(); + } + + void Show() + { + m_CanvasGroup.alpha = 1f; + m_CanvasGroup.interactable = true; + m_CanvasGroup.blocksRaycasts = true; + UpdateScenarioButton(); + m_Shown = true; + } + + void ToggleVisibility() + { + if (m_Shown) + { + Hide(); + } + else + { + Show(); + } + } + + void InitializeUI() + { + // Initialize connection presets dropdown + var optionData = new List(); + // Adding all available presets + foreach (var networkSimulatorPreset in NetworkSimulatorPresets.Values) + { + m_SimulatorPresets[networkSimulatorPreset.Name] = networkSimulatorPreset; + optionData.Add(new TMP_Dropdown.OptionData(networkSimulatorPreset.Name)); + } + m_PresetsDropdown.AddOptions(optionData); + m_PresetsDropdown.onValueChanged.AddListener(OnPresetChanged); + + // Initialize scenario dropdown + optionData = new List(); + + // Adding empty scenario + optionData.Add(new TMP_Dropdown.OptionData(k_None)); + + // Adding ConnectionsCycle scenario + optionData.Add(new TMP_Dropdown.OptionData(k_ConnectionCyclesScenarioName)); + + // Adding RandomConnectionsSwap scenario + optionData.Add(new TMP_Dropdown.OptionData(k_RandomConnectionSwapScenarioName)); + + m_ScenariosDropdown.AddOptions(optionData); + m_ScenariosDropdown.onValueChanged.AddListener(OnScenarioChanged); + } + + void Update() + { + if (m_NetworkSimulator.IsAvailable) + { + if (Input.touchCount == k_NbTouchesToOpenWindow && AnyTouchDown() || + m_OpenWindowKeyCode != KeyCode.None && Input.GetKeyDown(m_OpenWindowKeyCode)) + { + ToggleVisibility(); + } + + var selectedPreset = m_PresetsDropdown.options[m_PresetsDropdown.value].text; + if (selectedPreset != m_NetworkSimulator.CurrentPreset.Name) + { + for (var i = 0; i < m_PresetsDropdown.options.Count; i++) + { + if (m_PresetsDropdown.options[i].text == m_NetworkSimulator.CurrentPreset.Name) + { + m_PresetsDropdown.value = i; + } + } + } + + } + else + { + if (m_Shown) + { + Hide(); + } + } + } + + static bool AnyTouchDown() + { + foreach (var touch in Input.touches) + { + if (touch.phase == TouchPhase.Began) + { + return true; + } + } + return false; + } + + public void SimulateDisconnect() + { + m_NetworkSimulator.Disconnect(); + } + + public void TriggerLagSpike() + { + double.TryParse(m_LagSpikeDuration.text, out var duration); + m_NetworkSimulator.TriggerLagSpike(TimeSpan.FromMilliseconds(duration)); + } + + public void SanitizeLagSpikeDurationInputField() + { + m_LagSpikeDuration.text = Regex.Replace(m_LagSpikeDuration.text, "[^0-9]", ""); + } + + public void TriggerScenario() + { + if (m_NetworkSimulator.Scenario != null) + { + m_NetworkSimulator.Scenario.IsPaused = !m_NetworkSimulator.Scenario.IsPaused; + UpdateScenarioButton(); + } + } + + void UpdateScenarioButton() + { + if (m_NetworkSimulator.Scenario != null) + { + m_ScenariosButtonText.text = m_NetworkSimulator.Scenario.IsPaused ? k_ResumeString : k_PauseString; + m_ScenariosButton.interactable = true; + m_ScenariosButtonText.color = m_ScenariosButton.colors.normalColor; + } + else + { + m_ScenariosButtonText.text = "None"; + m_ScenariosButton.interactable = false; + m_ScenariosButtonText.color = m_ScenariosButton.colors.disabledColor; + } + } +#endif + } +} diff --git a/Assets/Scripts/Utils/NetworkSimulatorUIMediator.cs.meta b/Assets/Scripts/Utils/NetworkSimulatorUIMediator.cs.meta new file mode 100644 index 0000000..3677930 --- /dev/null +++ b/Assets/Scripts/Utils/NetworkSimulatorUIMediator.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: bd976ccabb384171a900c48f95a07ce2 +timeCreated: 1683294500 \ No newline at end of file diff --git a/Assets/Scripts/Utils/PositionLerper.cs b/Assets/Scripts/Utils/PositionLerper.cs new file mode 100644 index 0000000..d0f9510 --- /dev/null +++ b/Assets/Scripts/Utils/PositionLerper.cs @@ -0,0 +1,52 @@ +using UnityEngine; + +namespace Unity.BossRoom.Utils +{ + /// + /// Utility struct to linearly interpolate between two Vector3 values. Allows for flexible linear interpolations + /// where current and target change over time. + /// + public struct PositionLerper + { + // Calculated start for the most recent interpolation + Vector3 m_LerpStart; + + // Calculated time elapsed for the most recent interpolation + float m_CurrentLerpTime; + + // The duration of the interpolation, in seconds + float m_LerpTime; + + public PositionLerper(Vector3 start, float lerpTime) + { + m_LerpStart = start; + m_CurrentLerpTime = 0f; + m_LerpTime = lerpTime; + } + + /// + /// Linearly interpolate between two Vector3 values. + /// + /// Start of the interpolation. + /// End of the interpolation. + /// A Vector3 value between current and target. + public Vector3 LerpPosition(Vector3 current, Vector3 target) + { + if (current != target) + { + m_LerpStart = current; + m_CurrentLerpTime = 0f; + } + + m_CurrentLerpTime += Time.deltaTime; + if (m_CurrentLerpTime > m_LerpTime) + { + m_CurrentLerpTime = m_LerpTime; + } + + var lerpPercentage = m_CurrentLerpTime / m_LerpTime; + + return Vector3.Lerp(m_LerpStart, target, lerpPercentage); + } + } +} diff --git a/Assets/Scripts/Utils/PositionLerper.cs.meta b/Assets/Scripts/Utils/PositionLerper.cs.meta new file mode 100644 index 0000000..a1bd3db --- /dev/null +++ b/Assets/Scripts/Utils/PositionLerper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0ae9d13443cd24340a0e3ff01f6486b0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/PrefabSpawner.cs b/Assets/Scripts/Utils/PrefabSpawner.cs new file mode 100644 index 0000000..cc59609 --- /dev/null +++ b/Assets/Scripts/Utils/PrefabSpawner.cs @@ -0,0 +1,27 @@ +using UnityEngine; + +namespace Unity.BossRoom.Utils +{ + public class PrefabSpawner : MonoBehaviour + { + [SerializeField] + bool m_UseLocalPosition; + + [SerializeField] + bool m_UseLocalRotation; + + [SerializeField] + GameObject m_Prefab; + + [SerializeField] + Vector3 m_CustomPosition; + + [SerializeField] + Quaternion m_CustomRotation; + + public void Spawn() + { + Instantiate(m_Prefab, m_UseLocalPosition ? transform.position : m_CustomPosition, m_UseLocalRotation ? transform.rotation : m_CustomRotation); + } + } +} diff --git a/Assets/Scripts/Utils/PrefabSpawner.cs.meta b/Assets/Scripts/Utils/PrefabSpawner.cs.meta new file mode 100644 index 0000000..d8238fb --- /dev/null +++ b/Assets/Scripts/Utils/PrefabSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5e816ae7f08713f44b144bb413e3e677 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/ProfileManager.cs b/Assets/Scripts/Utils/ProfileManager.cs new file mode 100644 index 0000000..7e47f40 --- /dev/null +++ b/Assets/Scripts/Utils/ProfileManager.cs @@ -0,0 +1,120 @@ +using System; +using System.Collections.Generic; +using System.Collections.ObjectModel; + +#if UNITY_EDITOR +using System.Security.Cryptography; +using System.Text; +#endif + +using UnityEngine; + +namespace Unity.BossRoom.Utils +{ + public class ProfileManager + { + public const string AuthProfileCommandLineArg = "-AuthProfile"; + + string m_Profile; + + public string Profile + { + get + { + if (m_Profile == null) + { + m_Profile = GetProfile(); + } + + return m_Profile; + } + set + { + m_Profile = value; + onProfileChanged?.Invoke(); + } + } + + public event Action onProfileChanged; + + List m_AvailableProfiles; + + public ReadOnlyCollection AvailableProfiles + { + get + { + if (m_AvailableProfiles == null) + { + LoadProfiles(); + } + + return m_AvailableProfiles.AsReadOnly(); + } + } + + public void CreateProfile(string profile) + { + m_AvailableProfiles.Add(profile); + SaveProfiles(); + } + + public void DeleteProfile(string profile) + { + m_AvailableProfiles.Remove(profile); + SaveProfiles(); + } + + static string GetProfile() + { + var arguments = Environment.GetCommandLineArgs(); + for (int i = 0; i < arguments.Length; i++) + { + if (arguments[i] == AuthProfileCommandLineArg) + { + var profileId = arguments[i + 1]; + return profileId; + } + } + +#if UNITY_EDITOR + + // When running in the Editor make a unique ID from the Application.dataPath. + // This will work for cloning projects manually, or with Virtual Projects. + // Since only a single instance of the Editor can be open for a specific + // dataPath, uniqueness is ensured. + var hashedBytes = new MD5CryptoServiceProvider() + .ComputeHash(Encoding.UTF8.GetBytes(Application.dataPath)); + Array.Resize(ref hashedBytes, 16); + // Authentication service only allows profile names of maximum 30 characters. We're generating a GUID based + // on the project's path. Truncating the first 30 characters of said GUID string suffices for uniqueness. + return new Guid(hashedBytes).ToString("N")[..30]; +#else + return ""; +#endif + } + + void LoadProfiles() + { + m_AvailableProfiles = new List(); + var loadedProfiles = ClientPrefs.GetAvailableProfiles(); + foreach (var profile in loadedProfiles.Split(',')) // this works since we're sanitizing our input strings + { + if (profile.Length > 0) + { + m_AvailableProfiles.Add(profile); + } + } + } + + void SaveProfiles() + { + var profilesToSave = ""; + foreach (var profile in m_AvailableProfiles) + { + profilesToSave += profile + ","; + } + ClientPrefs.SetAvailableProfiles(profilesToSave); + } + + } +} diff --git a/Assets/Scripts/Utils/ProfileManager.cs.meta b/Assets/Scripts/Utils/ProfileManager.cs.meta new file mode 100644 index 0000000..7b6e6cb --- /dev/null +++ b/Assets/Scripts/Utils/ProfileManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4d35fc0d0b8176a489c289654dcf0e32 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/RotationLerper.cs b/Assets/Scripts/Utils/RotationLerper.cs new file mode 100644 index 0000000..be4aef1 --- /dev/null +++ b/Assets/Scripts/Utils/RotationLerper.cs @@ -0,0 +1,53 @@ +using System; +using UnityEngine; + +namespace Unity.BossRoom.Utils +{ + /// + /// Utility struct to linearly interpolate between two Quaternion values. Allows for flexible linear interpolations + /// where current and target change over time. + /// + public struct RotationLerper + { + // Calculated start for the most recent interpolation + Quaternion m_LerpStart; + + // Calculated time elapsed for the most recent interpolation + float m_CurrentLerpTime; + + // The duration of the interpolation, in seconds + float m_LerpTime; + + public RotationLerper(Quaternion start, float lerpTime) + { + m_LerpStart = start; + m_CurrentLerpTime = 0f; + m_LerpTime = lerpTime; + } + + /// + /// Linearly interpolate between two Quaternion values. + /// + /// Start of the interpolation. + /// End of the interpolation. + /// A Quaternion value between current and target. + public Quaternion LerpRotation(Quaternion current, Quaternion target) + { + if (current != target) + { + m_LerpStart = current; + m_CurrentLerpTime = 0f; + } + + m_CurrentLerpTime += Time.deltaTime; + if (m_CurrentLerpTime > m_LerpTime) + { + m_CurrentLerpTime = m_LerpTime; + } + + var lerpPercentage = m_CurrentLerpTime / m_LerpTime; + + return Quaternion.Slerp(m_LerpStart, target, lerpPercentage); + } + } +} diff --git a/Assets/Scripts/Utils/RotationLerper.cs.meta b/Assets/Scripts/Utils/RotationLerper.cs.meta new file mode 100644 index 0000000..b6f9ad1 --- /dev/null +++ b/Assets/Scripts/Utils/RotationLerper.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 8900afa7f5af46358561ef7732ddcf7a +timeCreated: 1654111256 \ No newline at end of file diff --git a/Assets/Scripts/Utils/SelfDisable.cs b/Assets/Scripts/Utils/SelfDisable.cs new file mode 100644 index 0000000..3215b04 --- /dev/null +++ b/Assets/Scripts/Utils/SelfDisable.cs @@ -0,0 +1,27 @@ +using UnityEngine; + +namespace Unity.BossRoom.Utils +{ + /// + /// Will Disable this game object once active after the delay duration has passed. + /// + public class SelfDisable : MonoBehaviour + { + [SerializeField] + float m_DisabledDelay; + float m_DisableTimestamp; + + void Update() + { + if (Time.time >= m_DisableTimestamp) + { + gameObject.SetActive(false); + } + } + + void OnEnable() + { + m_DisableTimestamp = Time.time + m_DisabledDelay; + } + } +} diff --git a/Assets/Scripts/Utils/SelfDisable.cs.meta b/Assets/Scripts/Utils/SelfDisable.cs.meta new file mode 100644 index 0000000..e8a6fc1 --- /dev/null +++ b/Assets/Scripts/Utils/SelfDisable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b853e11fb193c8149bd7d25b17c0ddc6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/TimedSelfDestruct.cs b/Assets/Scripts/Utils/TimedSelfDestruct.cs new file mode 100644 index 0000000..c8df7b1 --- /dev/null +++ b/Assets/Scripts/Utils/TimedSelfDestruct.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +/// +/// Used on short-lived graphical-effect prefabs to self-destruct after a fixed amount of time. +/// Note: this is still safe to use, but is now superceded by SpecialFXGraphic: just set the +/// AutoShutdownTime of that component and it will perform a timed self-destruct. +/// +/// +/// Note that if you're creating an ActionFX that has ANY chance of being prematurely cancelled +/// (such as due to the character being stunned or knocked back or killed), you shouldn't use this. +/// Instead you should use a SpecialFXGraphic component, so the ActionFX can turn off the graphics elegantly. +/// (This lets us turn off particle emissions and wait for the existing ones to end before Destroy()ing. +/// If you Destroy() a particle-system that's actively rendering particles, it can look like a bug to players.) +/// +/// Also, performance note: self-destruction is a convenient idiom but not the most performant one. In games +/// for mobile devices (and other lower-graphics-power platforms), it's best to use object pooling instead. +/// +namespace Unity.BossRoom.Utils +{ + public class TimedSelfDestruct : MonoBehaviour + { + [SerializeField] + private float m_LifespanSeconds; + + private void Start() + { + Destroy(gameObject, m_LifespanSeconds); + } + } + +} diff --git a/Assets/Scripts/Utils/TimedSelfDestruct.cs.meta b/Assets/Scripts/Utils/TimedSelfDestruct.cs.meta new file mode 100644 index 0000000..1844f4b --- /dev/null +++ b/Assets/Scripts/Utils/TimedSelfDestruct.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1323d9d7e1c5d54386c986792273ac1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/Unity.BossRoom.Utils.asmdef b/Assets/Scripts/Utils/Unity.BossRoom.Utils.asmdef new file mode 100644 index 0000000..9387c5c --- /dev/null +++ b/Assets/Scripts/Utils/Unity.BossRoom.Utils.asmdef @@ -0,0 +1,20 @@ +{ + "name": "Unity.BossRoom.Utils", + "rootNamespace": "", + "references": [ + "Unity.TextMeshPro", + "Unity.Netcode.Runtime", + "Unity.Multiplayer.Tools.NetworkSimulator.Runtime", + "Unity.Networking.Transport", + "Unity.Collections" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Scripts/Utils/Unity.BossRoom.Utils.asmdef.meta b/Assets/Scripts/Utils/Unity.BossRoom.Utils.asmdef.meta new file mode 100644 index 0000000..bfbc1ec --- /dev/null +++ b/Assets/Scripts/Utils/Unity.BossRoom.Utils.asmdef.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 59b3bd604d0445f583783872c3e648fc +timeCreated: 1654111722 \ No newline at end of file diff --git a/Assets/Scripts/VisualEffects.meta b/Assets/Scripts/VisualEffects.meta new file mode 100644 index 0000000..cf6684e --- /dev/null +++ b/Assets/Scripts/VisualEffects.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d59c6eeb492403a489bdb58c134da9a1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/VisualEffects/RandomizedLight.cs b/Assets/Scripts/VisualEffects/RandomizedLight.cs new file mode 100644 index 0000000..f411b26 --- /dev/null +++ b/Assets/Scripts/VisualEffects/RandomizedLight.cs @@ -0,0 +1,63 @@ +using UnityEngine; + +namespace Unity.BossRoom.VisualEffects +{ + /// + /// This script randomly varies a light source to create a flickering effect. + /// + public class RandomizedLight : MonoBehaviour + { + private const int k_IntensityScale = 100; + + [Tooltip("External light to vary. Leave null if this script is itself attached to a Light")] + public Light m_TargetLight; + + [Tooltip("Minimum light intensity to randomize to")] + public float m_MinIntensity = 0f; + + [Tooltip("Maximum light intensity to randomize to")] + public float m_MaxIntensity = 1f; + + [Tooltip("How much smoothing to apply to the signal. Lower values will be less smoothed.")] + [Range(1, 50)] + public int m_Smoothing = 5; + + private int[] m_RingBuffer; //a buffer full of noise ranging from min to max. + private int m_RingSum; //the sum of all the values in the current ring buffer. + private int m_RingIndex; //the current index of the buffer. + + // Start is called before the first frame update + void Start() + { + m_RingBuffer = new int[m_Smoothing]; + for (int i = 0; i < m_RingBuffer.Length; ++i) + { + UpdateNoiseBuffer(); + } + + if (m_TargetLight == null) + { + m_TargetLight = GetComponent(); + } + } + + private void UpdateNoiseBuffer() + { + int newValue = (int)(Random.Range(m_MinIntensity, m_MaxIntensity) * k_IntensityScale); + m_RingSum += (newValue - m_RingBuffer[m_RingIndex]); + m_RingBuffer[m_RingIndex] = newValue; + + m_RingIndex = (m_RingIndex + 1) % m_RingBuffer.Length; + } + + // Update is called once per frame + void Update() + { + //should be a value between 0-1 + float lightIntensity = m_RingSum / (float)(m_RingBuffer.Length * k_IntensityScale); + m_TargetLight.intensity = lightIntensity; + + UpdateNoiseBuffer(); + } + } +} diff --git a/Assets/Scripts/VisualEffects/RandomizedLight.cs.meta b/Assets/Scripts/VisualEffects/RandomizedLight.cs.meta new file mode 100644 index 0000000..bd7c8d2 --- /dev/null +++ b/Assets/Scripts/VisualEffects/RandomizedLight.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5f1c83ea9dfad3d46aaf1d61e74e7faa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/VisualEffects/ScrollingMaterialUVs.cs b/Assets/Scripts/VisualEffects/ScrollingMaterialUVs.cs new file mode 100644 index 0000000..7b5f683 --- /dev/null +++ b/Assets/Scripts/VisualEffects/ScrollingMaterialUVs.cs @@ -0,0 +1,39 @@ +using UnityEngine; + +namespace Unity.BossRoom.VisualEffects +{ + public class ScrollingMaterialUVs : MonoBehaviour + { + public float ScrollX = .01f; + public float ScrollY = .01f; + + [SerializeField] + Material m_Material; + + float m_OffsetX; + float m_OffsetY; + + void Update() + { + m_OffsetX = Time.time * ScrollX; + m_OffsetY = Time.time * ScrollY; + m_Material.mainTextureOffset = new Vector2(m_OffsetX, m_OffsetY); + } + + void OnDestroy() + { + ResetMaterialOffset(); + } + + void OnApplicationQuit() + { + ResetMaterialOffset(); + } + + void ResetMaterialOffset() + { + // reset UVs to avoid modifying the material file; this will be refactored + m_Material.mainTextureOffset = new Vector2(0f, 0f); + } + } +} diff --git a/Assets/Scripts/VisualEffects/ScrollingMaterialUVs.cs.meta b/Assets/Scripts/VisualEffects/ScrollingMaterialUVs.cs.meta new file mode 100644 index 0000000..817aaff --- /dev/null +++ b/Assets/Scripts/VisualEffects/ScrollingMaterialUVs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3842231b2b526874fa309f7309518e5e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/VisualEffects/SpecialFXGraphic.cs b/Assets/Scripts/VisualEffects/SpecialFXGraphic.cs new file mode 100644 index 0000000..baab237 --- /dev/null +++ b/Assets/Scripts/VisualEffects/SpecialFXGraphic.cs @@ -0,0 +1,181 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Unity.BossRoom.VisualEffects +{ + /// + /// Utility script attached to special-effects prefabs. These prefabs are + /// used by various ActionFX that need to show special short-lived graphics + /// such as "charging up" particles, ground path indicators, etc. + /// + /// There are two different conceptual "modes": + /// - keep running until somebody explicitly calls Shutdown() (this is used by Actions with indeterminate durations; set m_AutoShutdownTime to -1) + /// - automatically call Shutdown() after a fixed amount of time (set m_AutoShutdownTime to the number of seconds) + /// + /// Note that whichever mode is used, Shutdown() may be called prematurely by whoever owns this graphic + /// in the case of aborted actions. + /// + /// Once Shutdown() is called (one way or another), the object self-destructs after the particles end + /// (or after a specific additional amount of time). + /// + /// + /// + /// When a particle system ends, it usually needs to stick around for a little while + /// to let the last remaining particles finish rendering. Shutdown() turns off particles, + /// and then self-destructs after the particles are all gone. ParticleSystems can technically + /// self-destruct on their own after being stopped: see the "Stop Action" field in the + /// ParticleSystem's inspector. But this script also acts as a way to self-destruct non-particle + /// graphics, and if you're implementing object pooling (for improved mobile performance), this + /// class can be refactored to move itself into an object pool instead of self-destructing. + /// + public class SpecialFXGraphic : MonoBehaviour + { + [SerializeField] + [Tooltip("Particles that should be stopped on Shutdown")] + public List m_ParticleSystemsToTurnOffOnShutdown; + + [SerializeField] + [Tooltip("If this graphic should automatically Shutdown after a certain time, set it here (in seconds). -1 means no auto-shutdown.")] + private float m_AutoShutdownTime = -1; + + [SerializeField] + [Tooltip("After Shutdown, how long before we self-destruct? 0 means no self destruct. -1 means self-destruct after ALL particles have disappeared")] + private float m_PostShutdownSelfDestructTime = -1; + + [SerializeField] + [Tooltip("If this graphic should keep its spawn rotation during its lifetime.")] + bool m_StayAtSpawnRotation; + + // track when Shutdown() is called so we don't try to do it twice + private bool m_IsShutdown = false; + + // we keep a reference to our self-destruction coroutine in case we need to abort it prematurely + private Coroutine coroWaitForSelfDestruct = null; + + Quaternion m_StartRotation; + + private void Start() + { + m_StartRotation = transform.rotation; + + if (m_AutoShutdownTime != -1) + { + coroWaitForSelfDestruct = StartCoroutine(CoroWaitForSelfDestruct()); + } + } + + public void Shutdown() + { + if (!m_IsShutdown) + { + foreach (var particleSystem in m_ParticleSystemsToTurnOffOnShutdown) + { + if (particleSystem) + { + particleSystem.Stop(); + } + } + + // now, when and how do we fully destroy ourselves? + if (m_PostShutdownSelfDestructTime >= 0) + { + // we have a fixed-time, so just destroy ourselves after that time + Destroy(gameObject, m_PostShutdownSelfDestructTime); + } + else if (m_PostShutdownSelfDestructTime == -1) + { + // special case! It means "keep checking the particles and self-destruct when they're all fully done" + StartCoroutine(CoroWaitForParticlesToEnd()); + } + + m_IsShutdown = true; + } + } + + private IEnumerator CoroWaitForParticlesToEnd() + { + bool foundAliveParticles; + do + { + yield return new WaitForEndOfFrame(); + foundAliveParticles = false; + foreach (var particleSystem in m_ParticleSystemsToTurnOffOnShutdown) + { + if (particleSystem.IsAlive()) + { + foundAliveParticles = true; + } + } + } while (foundAliveParticles); + + if (coroWaitForSelfDestruct != null) + { + StopCoroutine(coroWaitForSelfDestruct); + } + + Destroy(gameObject); + yield break; + } + + private IEnumerator CoroWaitForSelfDestruct() + { + yield return new WaitForSeconds(m_AutoShutdownTime); + coroWaitForSelfDestruct = null; + if (!m_IsShutdown) + { + Shutdown(); + } + } + + void Update() + { + if (m_StayAtSpawnRotation) + { + transform.rotation = m_StartRotation; + } + } + } + + +#if UNITY_EDITOR + /// + /// A custom editor that provides a button in the Inspector to auto-add all the + /// particle systems in a SpecialFXGraphic (so we don't have to manually maintain the list). + /// + [CustomEditor(typeof(SpecialFXGraphic))] + public class SpecialFXGraphicEditor : UnityEditor.Editor + { + public override void OnInspectorGUI() + { + DrawDefaultInspector(); + if (GUILayout.Button("Auto-Add All Particle Systems")) + { + AddAllParticleSystems((SpecialFXGraphic)target); + } + } + + private void AddAllParticleSystems(SpecialFXGraphic specialFxGraphic) + { + if (specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown == null) + { + specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown = new List(); + } + + specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown.Clear(); + foreach (var particleSystem in specialFxGraphic.GetComponentsInChildren()) + { + specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown.Add(particleSystem); + } + } + } +#endif + +} + + diff --git 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b/Assets/Sounds/Music/Boss_Room_Victory.ogg.meta new file mode 100644 index 0000000..4972a45 --- /dev/null +++ b/Assets/Sounds/Music/Boss_Room_Victory.ogg.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: 197a19cfbce09394d9afa55cc2c5ca22 +AudioImporter: + externalObjects: {} + serializedVersion: 6 + defaultSettings: + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 1 + quality: 1 + conversionMode: 0 + platformSettingOverrides: {} + forceToMono: 0 + normalize: 1 + preloadAudioData: 1 + loadInBackground: 0 + ambisonic: 0 + 3D: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests.meta b/Assets/Tests.meta new file mode 100644 index 0000000..dc89c76 --- /dev/null +++ b/Assets/Tests.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0a1f2e3dc737e8c48bd58df9c317b950 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/Runtime.meta b/Assets/Tests/Runtime.meta new file mode 100644 index 0000000..7c7dd17 --- /dev/null +++ b/Assets/Tests/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bdcf893b3d563f043b29e29fa5cbe345 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/Runtime/ConnectionManagementTests.cs b/Assets/Tests/Runtime/ConnectionManagementTests.cs new file mode 100644 index 0000000..91d0564 --- /dev/null +++ b/Assets/Tests/Runtime/ConnectionManagementTests.cs @@ -0,0 +1,531 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using NUnit.Framework; +using Unity.BossRoom.ConnectionManagement; +using Unity.BossRoom.Infrastructure; +using Unity.BossRoom.UnityServices; +using Unity.BossRoom.UnityServices.Lobbies; +using Unity.BossRoom.Utils; +using Unity.Multiplayer.Samples.Utilities; +using Unity.Netcode; +using Unity.Netcode.TestHelpers.Runtime; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; +using VContainer; +using VContainer.Unity; + +namespace Unity.BossRoom.Tests.Runtime +{ + public class ConnectionManagementTests : NetcodeIntegrationTest + { + const string k_FailedToConnectToServerErrorMessage = "Failed to connect to server."; + + class ConnectionManagementTestsLifeTimeScope : LifetimeScope + { + public NetworkManager NetworkManager; + public ConnectionManager ConnectionManager; + public UpdateRunner UpdateRunner; + + protected override void Awake() { } + + protected override void Configure(IContainerBuilder builder) + { + builder.RegisterComponent(NetworkManager); + builder.RegisterComponent(ConnectionManager); + builder.RegisterComponent(UpdateRunner); + builder.RegisterComponent(new NetworkedMessageChannel()).AsImplementedInterfaces(); + builder.RegisterInstance(new BufferedMessageChannel()).AsImplementedInterfaces(); + builder.RegisterInstance(new MessageChannel()).AsImplementedInterfaces(); + builder.RegisterInstance(new MessageChannel()).AsImplementedInterfaces(); + builder.RegisterInstance(new BufferedMessageChannel()).AsImplementedInterfaces(); + builder.Register(Lifetime.Singleton); + builder.Register(Lifetime.Singleton); + builder.Register(Lifetime.Singleton); + builder.RegisterEntryPoint(Lifetime.Singleton).AsSelf(); + } + } + + class SceneLoaderWrapperStub : SceneLoaderWrapper + { + public override void Awake() + { + Instance = this; + } + + public override void Start() { } + + public override void LoadScene(string sceneName, bool useNetworkSceneManager, LoadSceneMode loadSceneMode = LoadSceneMode.Single) { } + } + + protected override int NumberOfClients => 2; + + ConnectionManagementTestsLifeTimeScope[] m_ClientScopes; + ConnectionManagementTestsLifeTimeScope m_ServerScope; + + ConnectionManager[] m_ClientConnectionManagers; + ConnectionManager m_ServerConnectionManager; + + protected override bool CanStartServerAndClients() + { + return false; + } + + static void InitializeInstance(string name, NetworkManager networkManager, out ConnectionManager connectionManager, out ConnectionManagementTestsLifeTimeScope scope) + { + var connectionManagerGO = new GameObject($"ConnectionManager - {name}"); + connectionManager = connectionManagerGO.AddComponent(); + + networkManager.NetworkConfig.ConnectionApproval = true; + networkManager.NetworkConfig.EnableSceneManagement = false; + + var updateRunnerGO = new GameObject($"UpdateRunner - {name}"); + var updateRunner = updateRunnerGO.AddComponent(); + + var lifeTimeScopeGO = new GameObject($"LifeTimeScope - {name}"); + scope = lifeTimeScopeGO.AddComponent(); + scope.NetworkManager = networkManager; + scope.ConnectionManager = connectionManager; + scope.UpdateRunner = updateRunner; + scope.Build(); + } + + void CreatePlayerPrefab() + { + // Create playerPrefab + m_PlayerPrefab = new GameObject("Player"); + NetworkObject networkObject = m_PlayerPrefab.AddComponent(); + + // Make it a prefab + NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject); + + // Set the player prefab for the server and clients + m_ServerNetworkManager.NetworkConfig.PlayerPrefab = m_PlayerPrefab; + + foreach (var client in m_ClientNetworkManagers) + { + client.NetworkConfig.PlayerPrefab = m_PlayerPrefab; + } + } + + protected override void OnServerAndClientsCreated() + { + var sceneLoaderWrapperGO = new GameObject("SceneLoader"); + sceneLoaderWrapperGO.AddComponent(); + + m_ClientScopes = new ConnectionManagementTestsLifeTimeScope[NumberOfClients]; + m_ClientConnectionManagers = new ConnectionManager[NumberOfClients]; + for (var i = 0; i < NumberOfClients; i++) + { + var clientId = i; + InitializeInstance($"Client{clientId}", m_ClientNetworkManagers[clientId], out m_ClientConnectionManagers[clientId], out m_ClientScopes[clientId]); + } + + InitializeInstance("Server", m_ServerNetworkManager, out m_ServerConnectionManager, out m_ServerScope); + + CreatePlayerPrefab(); + + base.OnServerAndClientsCreated(); + } + + protected override IEnumerator OnTearDown() + { + m_ServerConnectionManager.RequestShutdown(); + + yield return new WaitWhile(() => m_ServerNetworkManager.IsListening); + + for (var i = 0; i < NumberOfClients; i++) + { + var clientId = i; + m_ClientConnectionManagers[clientId].RequestShutdown(); + yield return new WaitWhile(() => m_ClientNetworkManagers[clientId].IsListening); + } + + m_ServerScope.Dispose(); + + for (var i = 0; i < NumberOfClients; i++) + { + m_ClientScopes[i].Dispose(); + } + + foreach (var sceneGameObject in GameObject.FindObjectsOfType()) + { + GameObject.DestroyImmediate(sceneGameObject); + } + + yield return base.OnTearDown(); + } + + void StartHost() + { + m_ServerConnectionManager.StartHostIp("server", "127.0.0.1", 9998); + } + + IEnumerator ConnectClients() + { + for (var i = 0; i < NumberOfClients; i++) + { + m_ClientConnectionManagers[i].StartClientIp($"client{i}", "127.0.0.1", 9998); + } + + yield return WaitForClientsConnectedOrTimeOut(m_ClientNetworkManagers); + } + + void SetUniqueProfilesForEachClient() + { + for (var i = 0; i < NumberOfClients; i++) + { + var profileManager = m_ClientScopes[i].Container.Resolve(); + profileManager.Profile = $"Client{i}"; + } + } + + void AssertHostIsListening() + { + Assert.IsTrue(m_ServerNetworkManager.IsHost && m_ServerNetworkManager.IsListening, "Host not listening."); + } + + void AssertAllClientsAreConnected() + { + for (var i = 0; i < NumberOfClients; i++) + { + Assert.IsTrue(m_ClientNetworkManagers[i].IsConnectedClient, $"Client{i} is not connected."); + } + } + + [Test] + public void StartHost_Success() + { + StartHost(); + AssertHostIsListening(); + } + + [UnityTest] + public IEnumerator StartHostAndConnectClients_Success() + { + StartHost(); + AssertHostIsListening(); + + SetUniqueProfilesForEachClient(); + + yield return ConnectClients(); + AssertAllClientsAreConnected(); + } + + [UnityTest] + public IEnumerator UserRequestedHostShutdownAfterClientsConnected_ClientsDisconnectedWithReason() + { + StartHost(); + AssertHostIsListening(); + + SetUniqueProfilesForEachClient(); + + yield return ConnectClients(); + AssertAllClientsAreConnected(); + + var nbHostEndedSessionMsgsReceived = 0; + var subscriptions = new DisposableGroup(); + + for (int i = 0; i < NumberOfClients; i++) + { + m_ClientScopes[i].Container.Resolve>().Subscribe(message => + { + // ignoring the first success message that is in the buffer + if (message != ConnectStatus.Success) + { + Assert.AreEqual(ConnectStatus.HostEndedSession, message, "Received unexpected ConnectStatus message."); + nbHostEndedSessionMsgsReceived++; + } + }); + } + + m_ServerConnectionManager.RequestShutdown(); + + yield return new WaitWhile(() => m_ServerNetworkManager.IsListening); + + Assert.IsFalse(m_ServerNetworkManager.IsHost && m_ServerNetworkManager.IsListening, "Host has not properly shut down."); + + for (var i = 0; i < NumberOfClients; i++) + { + var clientId = i; + yield return new WaitWhile(() => m_ClientNetworkManagers[clientId].IsListening); + Assert.IsFalse(m_ClientNetworkManagers[clientId].IsConnectedClient); + } + + Assert.AreEqual(NumberOfClients, nbHostEndedSessionMsgsReceived, "Not all clients received a HostEndedSession message."); + subscriptions.Dispose(); + } + + [UnityTest] + public IEnumerator AttemptingToConnectWithSamePlayerId_ClientsDisconnectedWithReason() + { + StartHost(); + AssertHostIsListening(); + + var nbLoggedInAgainMsgsReceived = 0; + var subscriptions = new DisposableGroup(); + + // setting the same profile for all clients so that they have the same player ID + for (var i = 0; i < NumberOfClients; i++) + { + var profileManager = m_ClientScopes[i].Container.Resolve(); + profileManager.Profile = $"Client"; + if (i > 0) + { + subscriptions.Add(m_ClientScopes[i].Container.Resolve>().Subscribe(message => + { + Assert.AreEqual(ConnectStatus.LoggedInAgain, message, "Received unexpected ConnectStatus message."); + nbLoggedInAgainMsgsReceived++; + })); + } + } + + yield return ConnectClients(); + + // The first client should be able to connect + Assert.IsTrue(m_ClientNetworkManagers[0].IsConnectedClient, "The first client is not connected."); + + // Every other client should get their connection denied + for (var i = 1; i < NumberOfClients; i++) + { + Assert.IsFalse(m_ClientNetworkManagers[i].IsConnectedClient, "A client with the same player ID has connected."); + } + + Assert.AreEqual(NumberOfClients - 1, nbLoggedInAgainMsgsReceived, "Not all clients received a LoggedInAgain message."); + subscriptions.Dispose(); + } + + [UnityTest] + public IEnumerator ClientConnectingWithoutHost_ConnectionFailed() + { + SetUniqueProfilesForEachClient(); + + for (var i = 0; i < NumberOfClients; i++) + { + LogAssert.Expect(LogType.Error, k_FailedToConnectToServerErrorMessage); + } + + yield return ConnectClients(); + + for (var i = 0; i < NumberOfClients; i++) + { + Assert.IsFalse(m_ClientNetworkManagers[i].IsConnectedClient, $"Client{i} is connected while no server is running."); + } + } + + [UnityTest] + public IEnumerator UnexpectedClientDisconnect_ClientReconnectingSuccessfully() + { + StartHost(); + AssertHostIsListening(); + + SetUniqueProfilesForEachClient(); + + yield return ConnectClients(); + AssertAllClientsAreConnected(); + + // wait for client synchronization to be over server-side before shutting down client + yield return null; + yield return null; + + var nbReconnectingMsgsReceived = 0; + var subscriptions = new DisposableGroup(); + + subscriptions.Add(m_ClientScopes[0].Container.Resolve>().Subscribe(message => + { + // ignoring the first success message that is in the buffer + if (message != ConnectStatus.Success) + { + Assert.AreEqual(ConnectStatus.Reconnecting, message, "Received unexpected ConnectStatus message."); + nbReconnectingMsgsReceived++; + } + })); + + // Disconnecting the client at the transport level + m_ClientNetworkManagers[0].NetworkConfig.NetworkTransport.DisconnectLocalClient(); + + // Waiting until shutdown is complete + yield return new WaitWhile(() => m_ClientNetworkManagers[0].ShutdownInProgress); + Assert.IsFalse(m_ClientNetworkManagers[0].IsConnectedClient, "Client0 has not shut down properly."); + + // Waiting for client to automatically reconnect + yield return WaitForClientsConnectedOrTimeOut(); + Assert.IsTrue(m_ClientNetworkManagers[0].IsConnectedClient, "Client0 failed to reconnect."); + + Assert.AreEqual(1, nbReconnectingMsgsReceived, "No Reconnecting message received."); + subscriptions.Dispose(); + } + +#if !NETCODEFORGAMEOBJECTS_1_5_2_OR_1_6_0 + [UnityTest] + public IEnumerator UnexpectedServerShutdown_ClientsFailToReconnect() + { + StartHost(); + AssertHostIsListening(); + + SetUniqueProfilesForEachClient(); + + yield return ConnectClients(); + AssertAllClientsAreConnected(); + + var nbReconnectingMsgsReceived = 0; + var nbGenericDisconnectMsgReceived = 0; + var subscriptions = new DisposableGroup(); + + for (int i = 0; i < NumberOfClients; i++) + { + subscriptions.Add(m_ClientScopes[i].Container.Resolve>().Subscribe(message => + { + // ignoring the first success message that is in the buffer + if (message != ConnectStatus.Success) + { + var possibleMessages = new List(); + possibleMessages.Add(ConnectStatus.Reconnecting); + possibleMessages.Add(ConnectStatus.GenericDisconnect); + Assert.Contains(message, possibleMessages, "Received unexpected ConnectStatus message."); + if (message == ConnectStatus.Reconnecting) + { + nbReconnectingMsgsReceived++; + } + else if (message == ConnectStatus.GenericDisconnect) + { + nbGenericDisconnectMsgReceived++; + } + } + })); + } + + // Shutting down the server + m_ServerNetworkManager.Shutdown(); + yield return new WaitWhile(() => m_ServerNetworkManager.ShutdownInProgress); + Assert.IsFalse(m_ServerNetworkManager.IsListening, "Server has not shut down properly."); + + // Waiting until shutdown is complete for the clients as well + for (var i = 0; i < NumberOfClients; i++) + { + var clientId = i; + yield return new WaitWhile(() => m_ClientNetworkManagers[clientId].ShutdownInProgress); + Assert.IsFalse(m_ClientNetworkManagers[clientId].IsConnectedClient, $"Client{clientId} has not shut down properly after losing connection."); + } + + var maxNbReconnectionAttempts = 0; + + for (var i = 0; i < NumberOfClients; i++) + { + var nbReconnectionAttempts = m_ClientConnectionManagers[i].NbReconnectAttempts; + maxNbReconnectionAttempts = Math.Max(maxNbReconnectionAttempts, nbReconnectionAttempts); + for (var j = 0; j < nbReconnectionAttempts; j++) + { + // Expecting this error for each reconnection attempt for each client + LogAssert.Expect(LogType.Error, k_FailedToConnectToServerErrorMessage); + } + } + + // Waiting for clients to fail to automatically reconnect. We wait once for each reconnection attempt. + for (var i = 0; i < maxNbReconnectionAttempts; i++) + { + yield return WaitForClientsConnectedOrTimeOut(); + for (var j = 0; j < NumberOfClients; j++) + { + Assert.IsFalse(m_ClientNetworkManagers[j].IsConnectedClient, $"Client{j} is connected while no server is running."); + } + + } + + Assert.AreEqual(NumberOfClients, nbReconnectingMsgsReceived, "Not all clients received a Reconnecting message."); + Assert.AreEqual(NumberOfClients, nbGenericDisconnectMsgReceived, "Not all clients received a GenericDisconnect message."); + subscriptions.Dispose(); + } +#endif + + [UnityTest] + public IEnumerator ClientAndHostChangingRolesBetweenSessions_Success() + { + SetUniqueProfilesForEachClient(); + + StartHost(); + AssertHostIsListening(); + + yield return ConnectClients(); + AssertAllClientsAreConnected(); + + // Requesting shutdown on the server + m_ServerConnectionManager.RequestShutdown(); + yield return new WaitWhile(() => m_ServerNetworkManager.IsListening); + Assert.IsFalse(m_ServerNetworkManager.IsHost); + + // Waiting until shutdown is complete for the clients + for (var i = 0; i < NumberOfClients; i++) + { + var clientId = i; + yield return new WaitWhile(() => m_ClientNetworkManagers[clientId].ShutdownInProgress); + Assert.IsFalse(m_ClientNetworkManagers[clientId].IsConnectedClient, $"Client{clientId} has not shut down properly after losing connection."); + } + + // Switching references for Client0 and Server temporarily + (m_ServerNetworkManager, m_ClientNetworkManagers[0]) = (m_ClientNetworkManagers[0], m_ServerNetworkManager); + (m_ServerConnectionManager, m_ClientConnectionManagers[0]) = (m_ClientConnectionManagers[0], m_ServerConnectionManager); + + // recreate player prefab here since the GameObject has been destroyed + CreatePlayerPrefab(); + + StartHost(); + AssertHostIsListening(); + + yield return ConnectClients(); + AssertAllClientsAreConnected(); + } + + [UnityTest] + public IEnumerator ClientCancellingWhileConnectingToListeningServer_ConnectionCancelled() + { + StartHost(); + AssertHostIsListening(); + + SetUniqueProfilesForEachClient(); + + for (var i = 0; i < NumberOfClients; i++) + { + m_ClientConnectionManagers[i].StartClientIp($"client{i}", "127.0.0.1", 9998); + } + + m_ClientConnectionManagers[0].RequestShutdown(); + + yield return WaitForClientsConnectedOrTimeOut(); + + Assert.IsFalse(m_ClientNetworkManagers[0].IsConnectedClient, "Client0 has not successfully cancelled its connection."); + + for (var i = 1; i < NumberOfClients; i++) + { + Assert.IsTrue(m_ClientNetworkManagers[i].IsConnectedClient, $"Client{i} is not connected."); + } + } + + [UnityTest] + public IEnumerator ClientCancellingWhileConnectingToNonExistingServer_NoConnectionError() + { + SetUniqueProfilesForEachClient(); + + for (var i = 0; i < NumberOfClients; i++) + { + m_ClientConnectionManagers[i].StartClientIp($"client{i}", "127.0.0.1", 9998); + } + + m_ClientConnectionManagers[0].RequestShutdown(); + + for (var i = 1; i < NumberOfClients; i++) + { + // expecting that error for every client except the one that cancelled its connection + LogAssert.Expect(LogType.Error, k_FailedToConnectToServerErrorMessage); + } + + yield return WaitForClientsConnectedOrTimeOut(); + + for (var i = 0; i < NumberOfClients; i++) + { + Assert.IsFalse(m_ClientNetworkManagers[i].IsConnectedClient, $"Client{i} is connected while no server is running."); + } + } + } +} diff --git a/Assets/Tests/Runtime/ConnectionManagementTests.cs.meta b/Assets/Tests/Runtime/ConnectionManagementTests.cs.meta new file mode 100644 index 0000000..f3bd548 --- /dev/null +++ b/Assets/Tests/Runtime/ConnectionManagementTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3d0f78e411401c046bb31e8995616e9c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/Runtime/HostAndDisconnectTest.cs b/Assets/Tests/Runtime/HostAndDisconnectTest.cs new file mode 100644 index 0000000..df395a8 --- /dev/null +++ b/Assets/Tests/Runtime/HostAndDisconnectTest.cs @@ -0,0 +1,166 @@ +using System; +using System.Collections; +using Unity.BossRoom.Gameplay.GameState; +using Unity.BossRoom.Gameplay.UI; +using NUnit.Framework; +using Unity.Multiplayer.Samples.Utilities; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; +using VContainer; + +namespace Unity.BossRoom.Tests.Runtime +{ + public class HostAndDisconnectTest + { + const string k_BootstrapSceneName = "Startup"; + + const string k_MainMenuSceneName = "MainMenu"; + + const string k_CharSelectSceneName = "CharSelect"; + + const string k_BossRoomSceneName = "BossRoom"; + + static int[] s_PlayerIndices = new int[] { 0, 1, 2, 3, 4, 5, 6, 7 }; + + NetworkManager m_NetworkManager; + + IEnumerator WaitUntilMainMenuSceneIsLoaded() + { + // load Bootstrap scene + SceneManager.LoadSceneAsync(k_BootstrapSceneName); + + // validate the loading of project's Bootstrap scene + yield return new TestUtilities.WaitForSceneLoad(k_BootstrapSceneName); + + // Bootstrap scene is loaded, containing NetworkManager instance; cache it + m_NetworkManager = NetworkManager.Singleton; + + Assert.That(m_NetworkManager != null); + + // MainMenu is loaded as soon as Startup scene is launched, validate it is loaded + yield return new TestUtilities.WaitForSceneLoad(k_MainMenuSceneName); + + yield return null; + } + + IEnumerator WaitUntilCharacterIsSelectedAndReady(int playerIndex) + { + yield return new TestUtilities.WaitForSceneLoad(k_CharSelectSceneName); + + yield return null; + + // select a Character + var seatObjectName = $"PlayerSeat ({playerIndex})"; + var playerSeat = GameObject.Find(seatObjectName); + Assert.That(playerSeat != null, $"{seatObjectName} not found!"); + + var uiCharSelectPlayerSeat = playerSeat.GetComponent(); + Assert.That(uiCharSelectPlayerSeat != null, + $"{nameof(UICharSelectPlayerSeat)} component not found on {playerSeat}!"); + uiCharSelectPlayerSeat.OnClicked(); + + // selecting a class will enable the "Ready" button, next frame it is selectable + yield return null; + + // hit ready + ClientCharSelectState.Instance.OnPlayerClickedReady(); + } + + /// + /// For now, just tests that the host has entered the BossRoom scene. Can become more complex in the future + /// (eg. testing networked abilities) + /// + /// + IEnumerator WaitUntilBossRoomSceneIsLoaded() + { + yield return TestUtilities.AssertIsNetworkSceneLoaded(k_BossRoomSceneName, m_NetworkManager.SceneManager); + } + + IEnumerator WaitUntilDisconnectedAndMainMenuSceneIsLoaded() + { + // once loaded into BossRoom scene, disconnect + var uiSettingsCanvas = GameObject.FindObjectOfType(); + Assert.That(uiSettingsCanvas != null, $"{nameof(UISettingsCanvas)} component not found!"); + uiSettingsCanvas.OnClickQuitButton(); + + yield return new WaitForFixedUpdate(); + + var uiQuitPanel = GameObject.FindObjectOfType(true); + Assert.That(uiQuitPanel != null, $"{nameof(UIQuitPanel)} component not found!"); + uiQuitPanel.Quit(); + + // Netcode TODO: OnNetworkDespawn() errors pop up here + // Line below should not be necessary, logged here: https://jira.unity3d.com/browse/MTT-3376 + yield return new WaitForSeconds(1f); + + // wait until shutdown is complete + yield return new WaitUntil(() => !m_NetworkManager.ShutdownInProgress); + + Assert.That(!NetworkManager.Singleton.IsListening, "NetworkManager not fully shut down!"); + + // MainMenu is loaded as soon as a shutdown is encountered; validate it is loaded + yield return new TestUtilities.WaitForSceneLoad(k_MainMenuSceneName); + } + + /// + /// Smoke test to validating hosting inside Boss Room. The test will load the project's bootstrap scene, + /// Startup, and commence the game IP flow as a host, pick and confirm a parametrized character, and jump into + /// the BossRoom scene, where the test will disconnect the host. + /// + [UnityTest] + public IEnumerator IP_HostAndDisconnect_Valid([ValueSource(nameof(s_PlayerIndices))] int playerIndex) + { + yield return WaitUntilMainMenuSceneIsLoaded(); + + var clientMainMenuState = GameObject.FindObjectOfType(); + + Assert.That(clientMainMenuState != null, $"{nameof(clientMainMenuState)} component not found!"); + + var container = clientMainMenuState.Container; + var ipUIMediator = container.Resolve(); + + Assert.That(ipUIMediator != null, $"{nameof(IPUIMediator)} component not found!"); + + var ipHostingUI = ipUIMediator.IPHostingUI; + Assert.That(ipHostingUI != null, $"{nameof(IPHostingUI)} component not found!"); + + // select "DIRECT IP" button + clientMainMenuState.OnDirectIPClicked(); + + yield return null; + + // select the "HOST" button + ipHostingUI.OnCreateClick(); + + // confirming hosting will initialize the hosting process; next frame the results will be ready + yield return null; + + // verify hosting is successful + Assert.That(m_NetworkManager.IsListening && m_NetworkManager.IsHost); + + // CharSelect is loaded as soon as hosting is successful, validate it is loaded + yield return WaitUntilCharacterIsSelectedAndReady(playerIndex); + + // selecting ready as host with no other party members will load BossRoom scene; validate it is loaded + yield return WaitUntilBossRoomSceneIsLoaded(); + + // Netcode TODO: the line below prevents a NullReferenceException on NetworkSceneManager.OnSceneLoaded + // Line below should not be necessary, logged here: https://jira.unity3d.com/browse/MTT-3376 + yield return new WaitForSeconds(2f); + + yield return WaitUntilDisconnectedAndMainMenuSceneIsLoaded(); + } + + [UnityTearDown] + public IEnumerator DestroySceneGameObjects() + { + foreach (var sceneGameObject in GameObject.FindObjectsOfType()) + { + GameObject.DestroyImmediate(sceneGameObject); + } + yield break; + } + } +} diff --git a/Assets/Tests/Runtime/HostAndDisconnectTest.cs.meta b/Assets/Tests/Runtime/HostAndDisconnectTest.cs.meta new file mode 100644 index 0000000..f89051a --- /dev/null +++ b/Assets/Tests/Runtime/HostAndDisconnectTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2947bbd9866a6054dbdf334a7cd37474 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/Runtime/MessageChannelTest.cs b/Assets/Tests/Runtime/MessageChannelTest.cs new file mode 100644 index 0000000..9bdf742 --- /dev/null +++ b/Assets/Tests/Runtime/MessageChannelTest.cs @@ -0,0 +1,88 @@ +using System; +using NUnit.Framework; +using Unity.BossRoom.Infrastructure; +using UnityEngine; + +namespace Unity.BossRoom.Tests.Runtime +{ + public class MessageChannelTests + { + struct EmptyMessage { } + + int m_NbSubscribers = 2; + int m_NbMessagesReceived; + + IDisposable SubscribeToChannel(MessageChannel channel) + { + var subscriptions = new DisposableGroup(); + subscriptions.Add(channel.Subscribe(Subscription1)); + subscriptions.Add(channel.Subscribe(Subscription2)); + + return subscriptions; + } + + void Subscription1(EmptyMessage message) + { + m_NbMessagesReceived++; + } + + void Subscription2(EmptyMessage message) + { + m_NbMessagesReceived++; + } + + + [SetUp] + public void Setup() + { + m_NbMessagesReceived = 0; + } + + [Test] + public void MessagePublishedIsReceivedByAllSubscribers() + { + var messageChannel = new MessageChannel(); + var subscriptions = SubscribeToChannel(messageChannel); + + messageChannel.Publish(new EmptyMessage()); + Assert.AreEqual(m_NbSubscribers, m_NbMessagesReceived); + subscriptions.Dispose(); + } + + [Test] + public void MessagePublishedIsNotReceivedByAllSubscribersAfterUnsubscribing() + { + var messageChannel = new MessageChannel(); + var subscriptions = SubscribeToChannel(messageChannel); + + messageChannel.Publish(new EmptyMessage()); + Assert.AreEqual(m_NbSubscribers, m_NbMessagesReceived); + + m_NbMessagesReceived = 0; + + subscriptions.Dispose(); + + messageChannel.Publish(new EmptyMessage()); + Assert.AreEqual(0, m_NbMessagesReceived); + } + + [Test] + public void MessagePublishedIsReceivedByAllSubscribersAfterResubscribing() + { + var messageChannel = new MessageChannel(); + var subscriptions = SubscribeToChannel(messageChannel); + + messageChannel.Publish(new EmptyMessage()); + Assert.AreEqual(m_NbSubscribers, m_NbMessagesReceived); + + m_NbMessagesReceived = 0; + + subscriptions.Dispose(); + subscriptions = SubscribeToChannel(messageChannel); + + messageChannel.Publish(new EmptyMessage()); + Assert.AreEqual(m_NbSubscribers, m_NbMessagesReceived); + subscriptions.Dispose(); + } + } +} diff --git a/Assets/Tests/Runtime/MessageChannelTest.cs.meta b/Assets/Tests/Runtime/MessageChannelTest.cs.meta new file mode 100644 index 0000000..2187088 --- /dev/null +++ b/Assets/Tests/Runtime/MessageChannelTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1efec9ba1fef0564e872afe5da0178dc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/Runtime/NetworkedMessageChannelTests.cs b/Assets/Tests/Runtime/NetworkedMessageChannelTests.cs new file mode 100644 index 0000000..2652aeb --- /dev/null +++ b/Assets/Tests/Runtime/NetworkedMessageChannelTests.cs @@ -0,0 +1,264 @@ +using System; +using System.Collections; +using NUnit.Framework; +using Unity.BossRoom.Infrastructure; +using Unity.Netcode; +using UnityEngine; +using Unity.Netcode.TestHelpers.Runtime; +using UnityEngine.TestTools; +using VContainer; +using Assert = UnityEngine.Assertions.Assert; + +namespace Unity.BossRoom.Tests.Runtime +{ + public class NetworkedMessageChannelTests : NetcodeIntegrationTest + { + struct EmptyMessage : INetworkSerializeByMemcpy { } + + struct GenericMessage : INetworkSerializeByMemcpy + { + public bool value; + } + + protected override int NumberOfClients => 2; + + DisposableGroup m_Subscriptions; + + IObjectResolver[] m_ClientScopes; + IObjectResolver m_ServerScope; + + int m_NbMessagesReceived; + + protected override IEnumerator OnSetup() + { + m_NbMessagesReceived = 0; + return base.OnSetup(); + } + + protected override void OnServerAndClientsCreated() + { + m_ClientScopes = new IObjectResolver[NumberOfClients]; + for (int i = 0; i < NumberOfClients; i++) + { + var clientBuilder = new ContainerBuilder(); + clientBuilder.RegisterInstance(m_ClientNetworkManagers[i]); + m_ClientScopes[i] = clientBuilder.Build(); + m_ClientNetworkManagers[i].NetworkConfig.EnableSceneManagement = false; + } + + var serverBuilder = new ContainerBuilder(); + serverBuilder.RegisterInstance(m_ServerNetworkManager); + m_ServerScope = serverBuilder.Build(); + m_ServerNetworkManager.NetworkConfig.EnableSceneManagement = false; + + base.OnServerAndClientsCreated(); + } + + protected override IEnumerator OnTearDown() + { + m_Subscriptions.Dispose(); + for (int i = 0; i < NumberOfClients; i++) + { + m_ClientScopes[i].Dispose(); + } + m_ServerScope.Dispose(); + return base.OnTearDown(); + } + + void InitializeNetworkedMessageChannels(int nbClients, int nbSubscribers, T expectedValue, out NetworkedMessageChannel[] emptyMessageChannelClients, out NetworkedMessageChannel emptyMessageChannelServer) where T : unmanaged, INetworkSerializeByMemcpy + { + emptyMessageChannelClients = new NetworkedMessageChannel[nbClients]; + for (int i = 0; i < nbClients; i++) + { + emptyMessageChannelClients[i] = new NetworkedMessageChannel(); + m_ClientScopes[i].Inject(emptyMessageChannelClients[i]); + } + + emptyMessageChannelServer = new NetworkedMessageChannel(); + m_ServerScope.Inject(emptyMessageChannelServer); + + m_Subscriptions = new DisposableGroup(); + for (int i = 0; i < nbClients; i++) + { + for (int j = 0; j < nbSubscribers; j++) + { + var numClient = i; + var numSub = j; + m_Subscriptions.Add(emptyMessageChannelClients[i].Subscribe(message => + { + Debug.Log($"Received message on client {numClient} in subscription {numSub}."); + m_NbMessagesReceived++; + Assert.AreEqual(expectedValue, message, "Message received with unexpected value."); + })); + } + } + + for (int j = 0; j < nbSubscribers; j++) + { + var numSub = j; + m_Subscriptions.Add(emptyMessageChannelServer.Subscribe(message => + { + Debug.Log($"Received message on server in subscription {numSub}."); + m_NbMessagesReceived++; + Assert.AreEqual(expectedValue, message, "Message received with unexpected value."); + })); + } + } + + [UnityTest] + public IEnumerator EmptyNetworkedMessageIsReceivedByAllSubscribersOnAllClientsAndServer([Values(0, 1, 2)] int nbClients, [Values(0, 1, 2)] int nbSubscribers) + { + InitializeNetworkedMessageChannels(nbClients, nbSubscribers, new EmptyMessage(), out var emptyMessageChannelClients, out var emptyMessageChannelServer); + + emptyMessageChannelServer.Publish(new EmptyMessage()); + + // wait for the custom named message to be sent on the server and received on the clients + yield return null; + yield return null; + + Assert.AreEqual((nbClients + 1) * nbSubscribers, m_NbMessagesReceived); + + } + + [UnityTest] + public IEnumerator NetworkedMessageContentIsProperlyReceivedOnAllClientsAndServer([Values(0, 1, 2)] int nbClients, [Values(0, 1, 2)] int nbSubscribers) + { + InitializeNetworkedMessageChannels(nbClients, nbSubscribers, new GenericMessage() { value = true }, out var genericMessageChannelClients, out var genericMessageChannelServer); + + genericMessageChannelServer.Publish(new GenericMessage() { value = true }); + + // wait for the custom named message to be sent on the server and received on the client + yield return null; + yield return null; + + Assert.AreEqual((nbClients + 1) * nbSubscribers, m_NbMessagesReceived); + } + + [UnityTest] + public IEnumerator NetworkedMessagesAreStillReceivedAfterNetworkManagerShutsDownAndRestarts([Values(0, 1, 2)] int nbClients, [Values(0, 1, 2)] int nbSubscribers) + { + InitializeNetworkedMessageChannels(nbClients, nbSubscribers, new EmptyMessage(), out var emptyMessageChannelClients, out var emptyMessageChannelServer); + + emptyMessageChannelServer.Publish(new EmptyMessage()); + + // wait for the custom named message to be sent on the server and received on the clients + yield return null; + yield return null; + + Assert.AreEqual((nbClients + 1) * nbSubscribers, m_NbMessagesReceived); + + m_NbMessagesReceived = 0; + + m_PlayerPrefab.SetActive(false); // to prevent NM from destroying the prefab on shutdown. This flow isn't great and is hackish, should be reworked + // Shutdown the server and clients + m_ServerNetworkManager.Shutdown(); + m_ClientNetworkManagers[0].Shutdown(); + m_ClientNetworkManagers[1].Shutdown(); + + yield return new WaitWhile(() => m_ServerNetworkManager.ShutdownInProgress); + yield return new WaitWhile(() => m_ClientNetworkManagers[0].ShutdownInProgress); + yield return new WaitWhile(() => m_ClientNetworkManagers[1].ShutdownInProgress); + + m_PlayerPrefab.SetActive(true); // reactivating after destroy prevention + + // Restart the server and clients + m_ServerNetworkManager.StartHost(); + NetcodeIntegrationTestHelpers.StartOneClient(m_ClientNetworkManagers[0]); + NetcodeIntegrationTestHelpers.StartOneClient(m_ClientNetworkManagers[1]); + + yield return WaitForClientsConnectedOrTimeOut(); + + // Test sending a message a second time + emptyMessageChannelServer.Publish(new EmptyMessage()); + + // wait for the custom named message to be sent on the server and received on the clients + yield return null; + yield return null; + + Assert.AreEqual((nbClients + 1) * nbSubscribers, m_NbMessagesReceived); + } + + [UnityTest] + public IEnumerator NetworkedMessagesAreReceivedIfClientsSubscribeBeforeConnecting([Values(0, 1, 2)] int nbClients, [Values(0, 1, 2)] int nbSubscribers) + { + // Shutdown the clients + NetcodeIntegrationTestHelpers.StopOneClient(m_ClientNetworkManagers[0], false); + NetcodeIntegrationTestHelpers.StopOneClient(m_ClientNetworkManagers[1], false); + + yield return new WaitWhile(() => m_ClientNetworkManagers[0].ShutdownInProgress); + yield return new WaitWhile(() => m_ClientNetworkManagers[1].ShutdownInProgress); + + InitializeNetworkedMessageChannels(nbClients, nbSubscribers, new EmptyMessage(), out var emptyMessageChannelClients, out var emptyMessageChannelServer); + + // Restart the clients + NetcodeIntegrationTestHelpers.StartOneClient(m_ClientNetworkManagers[0]); + NetcodeIntegrationTestHelpers.StartOneClient(m_ClientNetworkManagers[1]); + + yield return WaitForClientsConnectedOrTimeOut(); + + emptyMessageChannelServer.Publish(new EmptyMessage()); + + // wait for the custom named message to be sent on the server and received on the clients + yield return null; + yield return null; + + Assert.AreEqual((nbClients + 1) * nbSubscribers, m_NbMessagesReceived); + } + + [UnityTest] + public IEnumerator NetworkedMessagesAreNotReceivedWhenClientsAreShutDown([Values(0, 1, 2)] int nbClients, [Values(0, 1, 2)] int nbSubscribers) + { + InitializeNetworkedMessageChannels(nbClients, nbSubscribers, new EmptyMessage(), out var emptyMessageChannelClients, out var emptyMessageChannelServer); + + // Shutdown the clients + NetcodeIntegrationTestHelpers.StopOneClient(m_ClientNetworkManagers[0], false); + NetcodeIntegrationTestHelpers.StopOneClient(m_ClientNetworkManagers[1], false); + + yield return new WaitWhile(() => m_ClientNetworkManagers[0].ShutdownInProgress); + yield return new WaitWhile(() => m_ClientNetworkManagers[1].ShutdownInProgress); + + emptyMessageChannelServer.Publish(new EmptyMessage()); + + // wait for the custom named message to be sent on the server and received on the clients + yield return null; + yield return null; + + Assert.AreEqual(nbSubscribers, m_NbMessagesReceived); + } + + [UnityTest] + public IEnumerator NetworkedMessagesAreNotReceivedWhenServerIsShutDown([Values(0, 1, 2)] int nbClients, [Values(0, 1, 2)] int nbSubscribers) + { + InitializeNetworkedMessageChannels(nbClients, nbSubscribers, new EmptyMessage(), out var emptyMessageChannelClients, out var emptyMessageChannelServer); + + // Shutdown the server + NetcodeIntegrationTestHelpers.StopOneClient(m_ServerNetworkManager, false); + + yield return new WaitWhile(() => m_ServerNetworkManager.ShutdownInProgress); + + LogAssert.Expect(LogType.Error, "Only a server can publish in a NetworkedMessageChannel"); + emptyMessageChannelServer.Publish(new EmptyMessage()); + + // wait for the custom named message to be sent on the server and received on the clients + yield return null; + yield return null; + + Assert.AreEqual(0, m_NbMessagesReceived); + } + + [UnityTest] + public IEnumerator NetworkedMessagesCannotBePublishedFromClient() + { + InitializeNetworkedMessageChannels(2, 1, new EmptyMessage(), out var emptyMessageChannelClients, out var emptyMessageChannelServer); + + LogAssert.Expect(LogType.Error, "Only a server can publish in a NetworkedMessageChannel"); + emptyMessageChannelClients[0].Publish(new EmptyMessage()); + + // wait for the custom named message to be sent on the server and received on the clients + yield return null; + yield return null; + + Assert.AreEqual(0, m_NbMessagesReceived); + } + } +} diff --git a/Assets/Tests/Runtime/NetworkedMessageChannelTests.cs.meta b/Assets/Tests/Runtime/NetworkedMessageChannelTests.cs.meta new file mode 100644 index 0000000..48366db --- /dev/null +++ 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and b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf differ diff --git a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta new file mode 100644 index 0000000..e4afeef --- /dev/null +++ b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1b8d251f9af63b746bf2f7ffe00ebb9b +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts.meta b/Assets/TextMesh Pro/Fonts.meta new file mode 100644 index 0000000..5cbb0b7 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7fd8d7b4af71d884cae78d6aa4a5e14f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/Bungee-Regular - OFL.txt b/Assets/TextMesh Pro/Fonts/Bungee-Regular - OFL.txt new file mode 100644 index 0000000..92c0002 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/Bungee-Regular - OFL.txt @@ -0,0 +1,93 @@ +Copyright 2008 The Bungee Project Authors (david@djr.com) + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/Assets/TextMesh Pro/Fonts/Bungee-Regular - OFL.txt.meta b/Assets/TextMesh Pro/Fonts/Bungee-Regular - OFL.txt.meta new file mode 100644 index 0000000..eaba469 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/Bungee-Regular - OFL.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 39cf9ce214c7fbe468b09668eab13618 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/Bungee-Regular.ttf b/Assets/TextMesh Pro/Fonts/Bungee-Regular.ttf new file mode 100644 index 0000000..4745f38 Binary files /dev/null and b/Assets/TextMesh Pro/Fonts/Bungee-Regular.ttf differ diff --git a/Assets/TextMesh Pro/Fonts/Bungee-Regular.ttf.meta b/Assets/TextMesh Pro/Fonts/Bungee-Regular.ttf.meta new file mode 100644 index 0000000..6bce44c --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/Bungee-Regular.ttf.meta @@ -0,0 +1,21 @@ +fileFormatVersion: 2 +guid: b8a509d3b3ce60847bbafb5a38462ecf +TrueTypeFontImporter: + externalObjects: {} + serializedVersion: 4 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 0 + characterPadding: 1 + includeFontData: 1 + fontNames: + - Bungee + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + ascentCalculationMode: 1 + useLegacyBoundsCalculation: 0 + shouldRoundAdvanceValue: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt new file mode 100644 index 0000000..f2473f9 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt @@ -0,0 +1,46 @@ +Digitized data copyright (c) 2010 Google Corporation + with Reserved Font Arimo, Tinos and Cousine. +Copyright (c) 2012 Red Hat, Inc. + with Reserved Font Name Liberation. + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. + +The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the copyright statement(s). + +"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. + +"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. + +5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. \ No newline at end of file diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta new file mode 100644 index 0000000..fa60cea --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6e59c59b81ab47f9b6ec5781fa725d2c +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans.ttf b/Assets/TextMesh Pro/Fonts/LiberationSans.ttf new file mode 100644 index 0000000..626dd93 Binary files /dev/null and b/Assets/TextMesh Pro/Fonts/LiberationSans.ttf differ diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta b/Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta new file mode 100644 index 0000000..f2fc814 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: e3265ab4bf004d28a9537516768c1c75 +timeCreated: 1484171297 +licenseType: Pro +TrueTypeFontImporter: + serializedVersion: 2 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 1 + characterPadding: 0 + includeFontData: 1 + use2xBehaviour: 0 + fontNames: [] + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf b/Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf new file mode 100644 index 0000000..d998cf5 Binary files /dev/null and b/Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf differ diff --git a/Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf.meta b/Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf.meta new file mode 100644 index 0000000..202b96a --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/Roboto-Bold.ttf.meta @@ -0,0 +1,21 @@ +fileFormatVersion: 2 +guid: 55ec8ee3b059fbf4d98bc372920c05e2 +TrueTypeFontImporter: + externalObjects: {} + serializedVersion: 4 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 0 + characterPadding: 1 + includeFontData: 1 + fontNames: + - Roboto + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + ascentCalculationMode: 1 + useLegacyBoundsCalculation: 0 + shouldRoundAdvanceValue: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/Roboto-LICENSE.txt b/Assets/TextMesh Pro/Fonts/Roboto-LICENSE.txt new file mode 100644 index 0000000..d645695 --- /dev/null +++ b/Assets/TextMesh Pro/Fonts/Roboto-LICENSE.txt @@ -0,0 +1,202 @@ + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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--git a/Assets/TextMesh Pro/Shaders.meta b/Assets/TextMesh Pro/Shaders.meta new file mode 100644 index 0000000..55b0254 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7f1563b43cf914d4dbaf6e8eeb290762 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100644 index 0000000..bab2b2c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,143 @@ +Shader "TextMeshPro/Bitmap Custom Atlas" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta new file mode 100644 index 0000000..0a416c8 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 48bb5f55d8670e349b6e614913f9d910 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 0000000..006a271 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + [HDR]_Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + + _VertexOffsetX("Vertex OffsetX", float) = 0 + _VertexOffsetY("Vertex OffsetY", float) = 0 + _MaskSoftnessX("Mask SoftnessX", float) = 0 + _MaskSoftnessY("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float4 mask : TEXCOORD2; + }; + + sampler2D _MainTex; + fixed4 _Color; + float _DiffusePower; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + v2f vert (appdata_t v) + { + v2f OUT; + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + OUT.color = v.color; + OUT.color *= _Color; + OUT.color.rgb *= _DiffusePower; + OUT.texcoord0 = v.texcoord0; + + float2 pixelSize = OUT.vertex.w; + //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : COLOR + { + fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + +SubShader { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord0 + } + Pass { + SetTexture [_MainTex] { + constantColor [_Color] combine constant * primary, constant * texture + } + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100644 index 0000000..d5fb125 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader new file mode 100644 index 0000000..8ce4937 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,143 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0); + color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta new file mode 100644 index 0000000..7eb1870 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 0000000..c50c593 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field Overlay" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta new file mode 100644 index 0000000..56284e9 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader new file mode 100644 index 0000000..ed48574 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,310 @@ +Shader "TextMeshPro/Distance Field SSD" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Transparent" + } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + Cull[_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest[unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + #pragma shader_feature __ FORCE_LINEAR + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 color : COLOR; + float2 atlas : TEXCOORD0; + float weight : TEXCOORD1; + float2 mask : TEXCOORD2; // Position in object space(xy) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float2 texcoord2 : TEXCOORD4; + float4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); + } + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + output.position = vPosition; + output.color = color; + output.atlas = input.texcoord0; + output.weight = weight; + output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = input.texcoord0 + bOffset; + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); + + float weight = input.weight; + float bias = (.5 - weight) + (.5 / scale); + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n - bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col * faceColor.a; + faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta new file mode 100644 index 0000000..08cd8ae --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 14eb328de4b8eb245bb7cea29e4ac00b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 0000000..7019aaf --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,247 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - Masking" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _MaskWipeControl; + float _MaskEdgeSoftness; + fixed4 _MaskEdgeColor; + bool _MaskInverse; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Structure for pixel shader + pixel_t output = { + vPosition, + faceColor, + outlineColor, + float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), + half4(scale, bias - outline, bias + outline, bias), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4(input.texcoord0 + layerOffset, input.color.a, 0), + half2(layerScale, layerBias), + #endif + }; + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + //#if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + //#endif + + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100644 index 0000000..3cbdbbb --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 0000000..ce82bed --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field Overlay" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100644 index 0000000..e6b149e --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader new file mode 100644 index 0000000..df4d5b0 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -0,0 +1,106 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field SSD" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + #include "TMPro_Mobile.cginc" + + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta new file mode 100644 index 0000000..9b84c13 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8d12adcee749c344b8117cf7c7eb912 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 0000000..d3f5866 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100644 index 0000000..2ac6e76 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 0000000..be764ae --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,138 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100644 index 0000000..bff8b7a --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 0000000..bcb2bb2 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,158 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta new file mode 100644 index 0000000..26e814c --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader new file mode 100644 index 0000000..011ee19 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta new file mode 100644 index 0000000..e1cf3f3 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader new file mode 100644 index 0000000..adccc04 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,114 @@ +Shader "TextMeshPro/Sprite" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + half2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + }; + + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + + v2f vert(appdata_t IN) + { + v2f OUT; + OUT.worldPosition = IN.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = IN.texcoord; + + #ifdef UNITY_HALF_TEXEL_OFFSET + OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); + #endif + + OUT.color = IN.color * _Color; + return OUT; + } + + sampler2D _MainTex; + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #if UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta new file mode 100644 index 0000000..50ba195 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc new file mode 100644 index 0000000..5898130 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc @@ -0,0 +1,84 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; +} + +fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + faceColor.rgb *= faceColor.a; + outlineColor.rgb *= outlineColor.a; + + faceColor = lerp(faceColor, outlineColor, outlineAlpha); + + faceColor *= faceAlpha; + + return faceColor; +} + +float3 GetSurfaceNormal(float4 h, float bias) +{ + bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); + + h += bias+_BevelOffset; + + float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h+.5); + + if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); + h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); + h = min(h, 1.0-_BevelClamp); + h *= _Bevel * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); + + return cross(va, vb); +} + +float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) +{ + // Read "height field" + float4 h = {tex2D(_MainTex, uv - delta.xz).a, + tex2D(_MainTex, uv + delta.xz).a, + tex2D(_MainTex, uv - delta.zy).a, + tex2D(_MainTex, uv + delta.zy).a}; + + return GetSurfaceNormal(h, bias); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +float4 GetGlowColor(float d, float scale) +{ + float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; + float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; + glow = saturate(abs(glow/(1.0 + t))); + glow = 1.0-pow(glow, _GlowPower); + glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel + return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); + float alpha = underlying.a + (1-underlying.a)*overlying.a; + return float4(blended, alpha); +} + diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta new file mode 100644 index 0000000..0d6eb56 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc new file mode 100644 index 0000000..5969fec --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,157 @@ +struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; +}; + +struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 faceColor : COLOR; + float4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; + float4 param : TEXCOORD1; // weight, scaleRatio + float2 mask : TEXCOORD2; + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD3; + float4 underlayColor : COLOR2; + #endif +}; + +float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); +} + +pixel_t VertShader(vertex_t input) +{ + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + float opacity = color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + float4 faceColor = float4(color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + float4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + + output.position = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); + output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); + + float2 mask = float2(0, 0); + #if UNITY_UI_CLIP_RECT + mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; + #endif + output.mask = mask; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + + output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); + output.underlayColor = underlayColor; + #endif + + return output; +} + +float4 PixShader(pixel_t input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + + float d = tex2D(_MainTex, input.texcoord0.xy).a; + + float2 UV = input.texcoord0.xy; + float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float layerScale = scale; + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + #endif + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + + float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); + + #ifdef OUTLINE_ON + float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); + faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); + faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float bias = input.param.x * scale - 0.5; + float sd = saturate(d * scale - bias - input.param.z); + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); + #endif + + #ifdef MASKING + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); + faceColor *= a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + faceColor *= input.texcoord2.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta new file mode 100644 index 0000000..4415e50 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c334973cef89a9840b0b0c507e0377ab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc new file mode 100644 index 0000000..2e96258 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,85 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +uniform float _MaskID; +uniform sampler2D _MaskTex; +uniform float4 _MaskCoord; +uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +//uniform float _MaskWipeControl; +//uniform float _MaskEdgeSoftness; +//uniform fixed4 _MaskEdgeColor; +//uniform bool _MaskInverse; + +uniform float _MaskSoftnessX; +uniform float _MaskSoftnessY; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; +uniform float _Sharpness; diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta new file mode 100644 index 0000000..7b37f2f --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3997e2241185407d80309a82f9148466 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc new file mode 100644 index 0000000..622ae87 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,101 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord1.y, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + + v.texcoord1.xy = UnpackUV(v.texcoord1.x); + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE + float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = _OutlineColor; + faceColor *= input.color; + outlineColor.a *= input.color.a; + faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); + outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + faceColor.rgb /= max(faceColor.a, 0.0001); + +#if BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; + + // Face Normal + float3 n = GetSurfaceNormal(smp4x, input.param.x); + + // Bumpmap + float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + bump = lerp(float3(0, 0, 1), bump, faceColor.a); + n = normalize(n - bump); + + // Cubemap reflection + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); + float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#else + float3 n = float3(0, 0, -1); + float3 emission = float3(0, 0, 0); +#endif + +#if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + glowColor.a *= input.color.a; + emission += glowColor.rgb*glowColor.a; + faceColor = BlendARGB(glowColor, faceColor); + faceColor.rgb /= max(faceColor.a, 0.0001); +#endif + + // Set Standard output structure + o.Albedo = faceColor.rgb; + o.Normal = -n; + o.Emission = emission; + o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); + o.Gloss = 1; + o.Alpha = faceColor.a; +} diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta new file mode 100644 index 0000000..41ef4b1 --- /dev/null +++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d930090c0cd643c7b55f19a38538c162 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Sprites.meta b/Assets/TextMesh 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"OP",236595008,1874782976, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece11 + C: "OP",236595392,1874782976, "Lcl Scaling" + + ;Geometry::piece12, Model::piece12 + C: "OO",1876417024,1874777600 + + ;Material::Material, Model::piece12 + C: "OO",1877209600,1874777600 + + ;AnimCurveNode::T, Model::piece12 + C: "OP",236596160,1874777600, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece12 + C: "OP",236596544,1874777600, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece12 + C: "OP",236596928,1874777600, "Lcl Scaling" + + ;Geometry::piece13, Model::piece13 + C: "OO",1876423680,1874359680 + + ;Material::Material, Model::piece13 + C: "OO",1877209600,1874359680 + + ;AnimCurveNode::T, Model::piece13 + C: "OP",236597312,1874359680, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece13 + C: "OP",236597696,1874359680, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece13 + C: "OP",236598080,1874359680, "Lcl Scaling" + + ;Geometry::piece14, Model::piece14 + C: "OO",1876415488,1874354304 + + ;Material::Material, Model::piece14 + C: "OO",1877209600,1874354304 + + ;AnimCurveNode::T, Model::piece14 + C: "OP",236598464,1874354304, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece14 + C: "OP",236598848,1874354304, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece14 + C: "OP",236599232,1874354304, "Lcl Scaling" + + ;Geometry::piece15, Model::piece15 + C: "OO",1876414464,1874015616 + + ;Material::Material, Model::piece15 + C: "OO",1877209600,1874015616 + + ;AnimCurveNode::T, Model::piece15 + C: "OP",236599616,1874015616, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece15 + C: "OP",236600000,1874015616, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece15 + C: "OP",236600384,1874015616, "Lcl Scaling" + + ;Geometry::piece16, Model::piece16 + C: "OO",1876410880,1874010240 + + ;Material::Material, Model::piece16 + C: "OO",1877209600,1874010240 + + ;AnimCurveNode::T, Model::piece16 + C: "OP",236600768,1874010240, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece16 + C: "OP",236601152,1874010240, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece16 + C: "OP",236945856,1874010240, "Lcl Scaling" + + ;Geometry::piece17, Model::piece17 + C: "OO",1873672704,1873586944 + + ;Material::Material, Model::piece17 + C: "OO",1877209600,1873586944 + + ;AnimCurveNode::T, Model::piece17 + C: "OP",236946624,1873586944, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece17 + C: "OP",236947392,1873586944, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece17 + C: "OP",236948160,1873586944, "Lcl Scaling" + + ;Geometry::piece18, Model::piece18 + C: "OO",1873672192,1873581568 + + ;Material::Material, Model::piece18 + C: "OO",1877209600,1873581568 + + ;AnimCurveNode::T, Model::piece18 + C: "OP",236948544,1873581568, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece18 + C: "OP",236949312,1873581568, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece18 + C: "OP",236949696,1873581568, "Lcl Scaling" + + ;Geometry::piece19, Model::piece19 + C: "OO",1873671680,1873177344 + + ;Material::Material, Model::piece19 + C: "OO",1877209600,1873177344 + + ;AnimCurveNode::T, Model::piece19 + C: "OP",236950080,1873177344, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece19 + C: "OP",236951232,1873177344, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece19 + C: "OP",236951616,1873177344, "Lcl Scaling" + + ;Geometry::piece20, Model::piece20 + C: "OO",1873670656,1873169280 + + ;Material::Material, Model::piece20 + C: "OO",1877209600,1873169280 + + ;AnimCurveNode::T, Model::piece20 + C: "OP",236952384,1873169280, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece20 + C: "OP",236953152,1873169280, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece20 + C: "OP",236953536,1873169280, "Lcl Scaling" + + ;Geometry::piece21, Model::piece21 + C: "OO",1873669632,1872754048 + + ;Material::Material, Model::piece21 + C: "OO",1877209600,1872754048 + + ;AnimCurveNode::T, Model::piece21 + C: "OP",236953920,1872754048, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece21 + C: "OP",236954304,1872754048, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece21 + C: "OP",236955072,1872754048, "Lcl Scaling" + + ;Geometry::piece22, Model::piece22 + C: "OO",1873668608,1872745984 + + ;Material::Material, Model::piece22 + C: "OO",1877209600,1872745984 + + ;AnimCurveNode::T, Model::piece22 + C: "OP",236955456,1872745984, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece22 + C: "OP",236955840,1872745984, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece22 + C: "OP",236956224,1872745984, "Lcl Scaling" + + ;Geometry::piece23, Model::piece23 + C: "OO",1873667072,1872740608 + + ;Material::Material, Model::piece23 + C: "OO",1877209600,1872740608 + + ;AnimCurveNode::T, Model::piece23 + C: "OP",236956992,1872740608, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece23 + C: "OP",236957760,1872740608, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece23 + C: "OP",236958528,1872740608, "Lcl Scaling" + + ;Geometry::piece24, Model::piece24 + C: "OO",1873666048,1874346240 + + ;Material::Material, Model::piece24 + C: "OO",1877209600,1874346240 + + ;AnimCurveNode::T, Model::piece24 + C: "OP",236959296,1874346240, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece24 + C: "OP",236960064,1874346240, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece24 + C: "OP",236960832,1874346240, "Lcl Scaling" + + ;Geometry::piece25, Model::piece25 + C: "OO",1873664512,1871934848 + + ;Material::Material, Model::piece25 + C: "OO",1877209600,1871934848 + + ;AnimCurveNode::T, Model::piece25 + C: "OP",236961216,1871934848, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece25 + C: "OP",236961600,1871934848, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece25 + C: "OP",236667328,1871934848, "Lcl Scaling" + + ;Geometry::piece26, Model::piece26 + C: "OO",1873663488,1871929472 + + ;Material::Material, Model::piece26 + C: "OO",1877209600,1871929472 + + ;AnimCurveNode::T, Model::piece26 + C: "OP",236668096,1871929472, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece26 + C: "OP",236668480,1871929472, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece26 + C: "OP",236668864,1871929472, "Lcl Scaling" + + ;Geometry::piece27, Model::piece27 + C: "OO",1873662976,1871538944 + + ;Material::Material, Model::piece27 + C: "OO",1877209600,1871538944 + + ;AnimCurveNode::T, Model::piece27 + C: "OP",236669056,1871538944, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece27 + C: "OP",236669248,1871538944, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece27 + C: "OP",236669440,1871538944, "Lcl Scaling" + + ;Geometry::piece28, Model::piece28 + C: "OO",1873662464,1871530880 + + ;Material::Material, Model::piece28 + C: "OO",1877209600,1871530880 + + ;AnimCurveNode::T, Model::piece28 + C: "OP",236669824,1871530880, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece28 + C: "OP",236670400,1871530880, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece28 + C: "OP",236670976,1871530880, "Lcl Scaling" + + ;Geometry::piece29, Model::piece29 + C: "OO",1873661440,1871162112 + + ;Material::Material, Model::piece29 + C: "OO",1877209600,1871162112 + + ;AnimCurveNode::T, Model::piece29 + C: "OP",236671744,1871162112, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece29 + C: "OP",236672128,1871162112, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece29 + C: "OP",236672512,1871162112, "Lcl Scaling" + + ;Geometry::piece30, Model::piece30 + C: "OO",1873660928,1871156736 + + ;Material::Material, Model::piece30 + C: "OO",1877209600,1871156736 + + ;AnimCurveNode::T, Model::piece30 + C: "OP",236672896,1871156736, "Lcl Translation" + + ;AnimCurveNode::R, Model::piece30 + C: "OP",236673088,1871156736, "Lcl Rotation" + + ;AnimCurveNode::S, Model::piece30 + C: "OP",236673280,1871156736, "Lcl Scaling" + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236754240,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236754624,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236755008,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236755776,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236756544,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236757312,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236758080,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236758848,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236759232,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236759616,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236760000,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236760768,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236761152,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236761920,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236762304,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236762688,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236763456,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236764224,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236764608,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236764992,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236585408,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236585792,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236586176,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236586944,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236588096,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236588480,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236588864,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236589248,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236589632,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236590016,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236590400,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236590784,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236591552,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236591936,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236592320,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236592704,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236593088,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236593472,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236593856,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236594240,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236595008,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236595392,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236596160,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236596544,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236596928,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236597312,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236597696,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236598080,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236598464,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236598848,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236599232,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236599616,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236600000,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236600384,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236600768,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236601152,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236945856,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236946624,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236947392,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236948160,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236948544,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236949312,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236949696,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236950080,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236951232,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236951616,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236952384,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236953152,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236953536,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236953920,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236954304,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236955072,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236955456,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236955840,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236956224,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236956992,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236957760,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236958528,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236959296,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236960064,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236960832,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236961216,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236961600,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236667328,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236668096,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236668480,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236668864,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236669056,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236669248,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236669440,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236669824,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: "OO",236670400,1871443136 + + ;AnimCurveNode::S, AnimLayer::Base Layer + C: "OO",236670976,1871443136 + + ;AnimCurveNode::T, AnimLayer::Base Layer + C: "OO",236671744,1871443136 + + ;AnimCurveNode::R, AnimLayer::Base Layer + C: 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[Multiplayer Documentation](https://docs-multiplayer.unity3d.com). + +## [2.5.0] - 2024-04-18 + +### Changed +* Upgraded Boss Room to Netcode for GameObjects v1.8.1 (#883) + * Upgraded to the newer API for Rpcs, Universal Rpcs + * ClientConnectedState has been modified to account for server/host now populating DisconnectReason before disconnecting a client before shutting down +* Upgraded editor version to 2022.3.22f1 (#884) + * com.unity.render-pipelines.universal upgraded to v14.0.10 +* ClientPlayerAvatarNetworkAnimator has been created to: instantiate the player model based on a networked GUID, rebind this rig to the player's Animator, and apply synchronize data to said Animator (#886) + * This change allows for NetworkAnimator's synchronize step to properly apply its sync data to clients instead of applying an animation state change on OnNetworkSpawn() + * A side-effect of this change has been that a coroutine that had been awaiting the assignment of NetworkAnimator has since been removed as it is no longer an issue on Netcode for GameObjects (since v1.3.1) + +### Cleanup +* Removed NetworkObject from MainMenuState (#881) + +### Fixed +* Changed Canvas Sort order of multiple UI elements to enable visibility of RNSM and reconnection attempts during the loading screen (#879) +* Added Null reference check to ClientInputSender to fix null reference for missing ability (#880) + +## [2.4.0] - 2023-12-13 + +### Changed +* Upgraded editor version to 2022.3.14f1 (#871) + * com.unity.ai.navigation upgraded to v1.1.5 + * com.unity.render-pipelines.universal upgraded to v14.0.9 + * com.unity.services.authentication upgraded to v2.7.1 +* Upgraded Boss Room to Netcode for GameObjects v1.7.1 (#871) + +### Fixed +* Fixed NetworkVariable warnings that would be logged when a player was spawned (#863) For a player, certain NetworkVariable values were previously modified before the player's NetworkObject was spawned, resulting in warnings. Now, the NetworkVariable itself is instantiated on the server pre-spawn, such that it is instantiated with the new default value, ensuring the new default value is ready to be read on subsequent OnNetworkSpawn methods for said NetworkObject. + +## [2.3.0] - 2023-09-07 + +### Changed +* Upgraded editor version to 2022.3.7f1 (#855) + * Upgraded Authentication Service package to v2.7.1 +* Replaced usages of null-coalescing and null-conditional operators with regular null checks. (#867) These operators can cause issues when used with types inheriting UnityEngine.Object because that type redefines the == operator to define when an object is null. This redefinition applies to regular null checks (if foo == null) but not to those operators, thus this could lead to unexpected behaviour. While those operators were safely used within Boss Room, only with types that were not inheriting UnityEngine.Object, we decided to remove most usages for consistency. This will also help avoid accidental mistakes, such as a user reusing a part of this code, but modifying it so that one of those operators are used with a UnityEngine.Object. +* Upgraded Boss Room to Netcode for GameObjects v1.6.0 (#865) + * A package Version Define has been created for Netcode for GameObjects v.1.5.2 - v1.6.0. Recent refactorings to NetworkManager's shutdown have prevented the ability to invoke CustomMessages when OnClientDisconnected callbacks are invoked during a shutdown as host. This regression has caused one of our runtime tests, namely Unity.BossRoom.Tests.Runtime.ConnectionManagementTests.UnexpectedServerShutdown_ClientsFailToReconnect, to fail and it does not impact gameplay. This is a known issue and will be addressed in a future NGO version. +* Upgraded to Lobby 1.1.0 (#860). + * Lobbies are now locked when being created and are only unlocked when the relay allocation is ready. + * Removed explicit reference to Wire in the package manifest, since Wire is already a dependency of Lobby + +### Fixed +* Fixed colliders on diagonal walls to not have negative scale (#854). +* Fixed order of components in networked GameObjects (#866). NetworkObjects are now always above NetworkBehaviours in the component order in GameObjects. This fixes a bug where during scene unloading the NetworkBehaviours would be destroyed before the NetworkObject on the host, which caused these NetworkBehaviours to not have their OnNetworkDespawned invoked in that situation on the host. +* Unnecessary update requests are no longer being sent to Lobby after receiving update events from the service (#860). +* Fixed a condition where one would be unable to quit the application through OS-level quit button, nor the in-game quit button (#863) + +## [2.2.0] - 2023-07-06 + +### Added +* Adding NetworkSimulator tool (#843). It can be used through the NetworkSimulator component's editor (see the [NetworkSimulator documentation](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/)), but only in-editor. To be able to use it in a build, a custom in-game UI window was added. The in-game UI window opens up automatically when starting or joining a networked session, and can be opened and closed again by pressing 'tab' on a keyboard, or using five fingers at once on mobile. + +### Changed +* Upgraded editor version to 2022.3.0f1 (#840) +* Updated Multiplayer Tools to version 2.0.0-pre.3 (#840) +* NetworkTransform bandwidth optimizations applied to NetworkObject prefabs inside project (#836) Netcode for GameObjects v1.4.0 introduced bandwidth compression techniques to further reduce the bandwidth footprint of a NetworkTransform's synchronization payload. Inside Boss Room, the base prefab for PCs and NPCs, Character, had its NetworkTransform modified to now utilize half float precision, ie. "Use Half Float Precision" set to true. Its y position is also explicitly no longer synced. This results in a net 5 byte reduction in a NetworkTransform's synchronization payload. This bandwidth reduction was applied also to the Archer's arrow NetworkObject prefabs. Additionally, several NetworkObjects have now their "Synchronize Transform" flag disabled inside their NetworkObject component, meaning that its transform properties will not be synced when spawning and/or when late-joining clients connect. This is particularly useful if the NetworkObject is used more for management related tasks and has no spatial synchronization needs. For more information, see [Netcode for GameObjects' v1.4.0 release notes](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/releases/tag/ngo%2F1.4.0). +* Updated Unity Transport Package to version 2.0.2 (#843). This gives access to the NetworkSimulator tool. +* Changed quality settings to allow full resolution MipMaps on mobile as a workaround for a regression in UI UV scaling (#848) + +## [2.1.0] - 2023-04-27 + +### Added +* Added OnServerStopped event to ConnectionManager and ConnectionState (#826). This allows for the detection of an unexpected shutdown on the server side. + +### Changed +* Replaced our polling for lobby updates with a subscription to the new Websocket based LobbyEvents (#805). This saves up a significant amount of bandwidth usage to and from the service, since updates are infrequent in this game. Now clients and hosts only use up bandwidth on the Lobby service when it is needed. With polling, we used to send a GET request per client once every 2s. The responses were between ~550 bytes and 900 bytes, so if we suppose an average of 725 bytes and 100 000 concurrent users (CCU), this amounted to around 725B * 30 calls per minute * 100 000 CCU = 2.175 GB per minute. Scaling this to a month would get us 93.96 TB per month. In our case, since the only changes to the lobbies happen when a user connects or disconnects, most of that data was not necessary and can be saved to reduce bandwidth usage. Since the cost of using the Lobby service depends on bandwidth usage, this would also save money on an actual game. +* Simplified reconnection flow by offloading responsibility to ConnectionMethod (#804). Now the ClientReconnectingState uses the ConnectionMethod it is configured with to handle setting up reconnection (i.e. reconnecting to the Lobby before trying to reconnect to the Relay server if it is using Relay and Lobby). It can now also fail early and stop retrying if the lobby doesn't exist anymore. +* Replaced our custom pool implementation using queues with ObjectPool (#824)(#827) +* Upgraded Boss Room to NGO 1.3.1 (#828) NetworkPrefabs inside NetworkManager's NetworkPrefabs list have been converted to NetworkPrefabsList ScriptableObject. +* Upgraded Boss Room to NGO 1.4.0 (#829) +* Profile names generated are now only 30 characters or under to fit Authentication Service requirements (#831) + +### Cleanup +* Clarified a TODO comment inside ClientCharacter, detailing how anticipation should only be executed on owning client players (#786) +* Removed now unnecessary cached NetworkBehaviour status on some components, since they now do not allocate memory (#799) +* Certain structs converted to implement interface INetworkSerializeByMemcpy instead of INetworkSerializable (#822) INetworkSerializeByMemcpy optimizes for performance at the cost of bandwidth usage and flexibility, however it will only work with structs containing value types. For more details see the official [doc](https://docs-multiplayer.unity3d.com/netcode/current/advanced-topics/serialization/inetworkserializebymemcpy/index.html). + +### Fixed +* EnemyPortals' VFX get disabled and re-enabled once the breakable crystals are broken (#784) +* Elements inside the Tank's and Rogue's AnimatorTriggeredSpecialFX list have been revised to not loop AudioSource clips, ending the logging of multiple warnings to the console (#785) +* ClientConnectedState now inherits from OnlineState instead of the base ConnectionState (#801) +* UpdateRunner now sends the right value for deltaTime when updating its subscribers (#805) +* Inputs are better sanitized when entering IP address and port (#821). Now all invalid characters are prevented, and UnityTransport's NetworkEndpoint.TryParse is used to verify the validity of the IP address and port that are entered before making the join/host button interactable. +* Fixed failing connection management test (#826). This test had to be ignored previously because there was no mechanism to detect unexpected server shutdowns. With the OnServerStopped callback introduced in NGO 1.4.0, this is no longer an issue. +* Decoupled SceneLoaderWrapper and ConnectionStates (#830). The OnServerStarted and OnClientStarted callbacks available in NGO 1.4.0 allows us to remove the need for an external method to initialize the SceneLoaderWrapper after starting a NetworkingSession. + +## [2.0.4] - 2022-12-13 +### Changed +* Updated Boss Room to NGO 1.2.0 (#791). + * Removed a workaround in our tests waiting for two frames before shutting down a client that is attempting to connect to a server. (see https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2261) +* Replaced the workaround using custom messages to send a disconnect reason to clients with the new DisconnectReason feature in NGO. (#790) +* Updating editor version to 2021.3.15f1 (#795) + +## [2.0.3] - 2022-12-05 + +### Changed +* Hosts now delete their lobby when shutting down instead of only leaving it (#772) Since Boss Room doesn't support host migration, there is no need to keep the lobby alive after the host shuts down. This also changes how LobbyServiceExceptions are handled to prevent popup messages on clients trying to leave a lobby that is already deleted, following the best practices outlined in this doc : https://docs.unity.com/lobby/delete-a-lobby.html + +### Fixed +* Mage's heal FX plays out on itself and on targets. Added ability for SpecialFXGraphic components to remain at spawn rotation (#771) + +## [2.0.2] - 2022-11-01 +### Fixed +* Bumped Unity editor version to fix android build error (#779) + +## [2.0.1] - 2022-10-25 + +### Changed +* Updated Boss Room to NGO 1.1.0 (#708) + * Now uses managed types for custom INetworkSerializable in NetworkVariables. NetworkGUID is now a class instead of a struct. + * Cleanup Relay and UTP setup. Flow is now simpler, no need for the RelayUtilities anymore. + * This cleans up various setup steps and puts them all in a new "ConnectionMethod.cs". + * MaxSendQueueSize value is removed, reserialized NetworkManager to remove that now useless value. + * Reverted the default value for max payload size, this is no longer useful as NGO is mostly reliable. + * Set connection approval timeout higher, 1 sec is pretty short. If there's a packet drop, some hangups on the network, clients would get timedout too easily. + +### Cleanup +* Removed unnecessary FindObjectOfType usage inside of ClientCharSelectState (#754) + +### Fixed +* Reenabled depth buffer in the URP settings to enable the use of soft particles (#762) +* Moved a torch out of a corner so that the flame VFX don't clip (#768) +* Fixed issue where pressing 1 on keyboard would not invoke Revive or Pickup/Drop Actions (#770) Authority on modification of displayed Action now comes from a single spot, ClientInputSender. + +## [2.0.0] - 2022-10-06 + +### Added +* Added TOC and Index of educational concepts to readme (#736) Boss Room can be quite intimidating for first time users. This index will hopefully help soften the onboarding. +* Added tests for connection management (#692). These are integration tests to validate that the state machine works properly. They use Netcode's NetworkIntegrationTest +* Added handling the OnTransportFailure callback (#707). This callback is invoked when a failure happens on the transport's side, for example if the host loses connection to the Relay service. This won't get called when the host is just listening with direct IP, this would need to be handled differently (by pinging an external service like google to test for internet connectivity for example). Boss Room now handles that callback by returning to the Offline state. +* Pickup and Drop action added to the Action system. Actionable once targeting a "Heavy"-tagged NetworkObject. (#372) - This shows NetworkObject parenting with a pattern to follow animation bones (the hands when picking up) +* Art and sound polish for the pick up and drop action (#749) +* LODs setup for some art assets [MTT-4451] (#712) +* Introduced a mechanism for identifying actions by their runtime-generated ActionID, instead of relying on a fragile ActionType enumeration (#705) +* NetworkObjectSpawner handles dynamically spawning in-scene placed NetworkObjects (#717) - You can't place a NetworkObject in scene directly and destroy it at runtime. This PR showcases proper handling of NetworkObjects that you'd wish to place inside of scenes, but would still want to destroy at game-time. Examples of these are: Imps, VandalImps, ImpBoss. NetworkObjects such as doors, crystals, door switch, etc. remain the same, statically-placed in scene. +* Quality levels settings set up for Desktop [MTT-4450] (#713) +* Added custom RNSM config with graph for RTT instead of single value (#747) Being able to *see* latency bumps and variation is helpful to identify the cause of in-game issues. This also adds clearer headers for each RNSM graphs. +* Vandal Imp and bomb throwing action integrated in main game: NetworkRigidbody-based toss Action, thrown by VandalImp class (code already in 1.3.0) +* Art and sound pass for NetworkRigidbody-based toss action [MTT-2732] (#689) This also adds the Vandal imp to the main game. + +### Changed +* Updated tools, authentication and relay packages (#690) +* NetworkedMessageChannels can now be subscribed to before initiating a connection (#670) This allows a subscription's lifetime to not be restricted by a connection, so subscribing before a connection is possible, and subscriptions will still work properly if the connection ends and a new one begins. +* Modified the red arrow of the boss charge attack to fade in and out (rather than just being enabled disabled) (#715) +* Action and ActionFX classes have been merged into a single pooled Scriptable Object-based Action class; all the existing actions have been refactored to follow this new design (#705) This should make these more readable and consistent following our client/server/shared to domain based assemblies refactor. +* Configured the NetworkTransform components of every NetworkObject to reduce the bandwidth usage (#716). This prevents the unnecessary synchronization of data that clients do not need, i.e. a character's scale or y position. In the case of a character, it reduced the size of each update from 47B to 23B. +* Instead of a NetworkBehaviour that carries a WinState netvar we now pass the win state on the server to the PostGame scene and it then stores that state in the netvar, eliminating the need to preserve a NetworkBehaviour-bearing gameObject across scenes. (#724) +* Reduced the MaxPacketQueueSize UTP parameter value from 512 to 256 (#728). This reduces the amount of memory used by UTP by around 1 MB. Boss Room does not need a bigger queue size than this because there can only be 7 clients connected to a host and UTP already limits the maximum number of in-flight packets to 32 per connection. +* Updated Lobby package to 1.0.3 and reworked our auto-reconnect flow to use the Reconnect feature from the Lobby API (#737). Now, clients do not leave the lobby when they are disconnected, and the host does not remove them from it. They are marked as disconnected by the Relay server and can attempt to reconnect to the lobby directly, until a certain timeout (specified by the Disconnect removal time parameer, set in the dashboard configuration). + +### Cleanup +* Refactored connection management into simpler state machine (#666) This makes the connection flow easier to follow and maintain. Each connection state now handles user inputs and Netcode callbacks as they should, removing the need for big switch-cases of if-else statements. These inputs and callbacks also trigger transitions between these states. +* Rearranged the Action system by adding more folders that separate different pieces more clearly (#701) +* Merged GameState bridge classes (the ones that contained no or limited functionality) (#697 #732) This cleans up our sometimes too verbose code split. +* Replaced our dependency injection solution with VContainer. (#679) This helps us reduce the amount of code we have to maintain. +* Added Unsubscribe API for the ISubscriber along with refactoring of the codebase to use this API instead of IDisposable handle when there is just one subscription (#612) +* Namespaces in the project have been changed to map to their assembly definitions (#732) +* Numerous name changes for fields and variables to match their new type names (#732) +* Removed DynamicNavObstacle - an unused class (#732) +* Merged networked data classes into their Server counterparts. An example of that change is the contents of NetworkCharacterState getting moved into ServerCharacter, contents of NetworkDoorState getting moved into SwitchedDoor etc. (#732) +* Engine version bump to 2021.3.10f1 (#740) +* Updated the Architecture.md to match the current state of the project, with all of our recent refactorings. Architecture.md now also has a lot of links to the relevant classes, simplifying the navigation in our code-base (#763) + +### Fixed +* Subscribing to a message channel while unsubscribing is pending (#675). This issue prevented us from subscribing to a message channel after having unsubscribed to it if no message had been sent between the un-subscription and the new subscription. +* Using ```Visible``` instead of ```Enabled``` to make sure RNSM continues updating when off (#702) +* Some NetworkBehaviours are disabled instead of being destroyed (#718) - This preserves the index order for NetworkBehaviours between server and clients, resulting in no indexing issue for sending/receiving RPCs. +* Scene Bootstrapper: future proofing bootstrap scene so we don't rely on Startup's path. MTT-3707. (#735) +* Better instructions for host listen IP. (#738) Most useful cases are usually 127.0.0.1 and 0.0.0.0. +* Tank's shield charge animation not getting stuck due to multiple invocations. (#742) +* Lobby join button not interactable if no join code is provided. (#744) This prevents an ArgumentNullException happening when we try to join a Lobby with an empty join code. +* Lobby UI unblocking before it should. (#748) This makes sure that we are not unblocking the UI while we are in the middle of the connection process, to prevent users from starting a second one at the same time. Now the UI stays blocked until the connection either succeeds of fails. + +## [1.3.1-pre] - 2022-09-13 + +### Fixed +* Bumped the project to NGO 1.0.2 (#726) + +## [v1.3.0-pre] - 2022-06-23 + +### Added +* Adding RNSM (Runtime Network Stats Monitor) to boss room [MTT-3267] (#621) +* Other players loading progress in loading screen [MTT-2239] (#580) +* Auto reconnect [MTT-2617] (#611) +* Bumping relay version so we now have auto region selection (with the QoS package). This allows selecting the right relay region instead of the default us-central and should reduce latency for non-central folks. (#657) +* Bad network conditions warning [MTT-3242] (#632) +* Added basis for automated testing and CI (#484) (#487) (#639) +* Connection feedback + IP connection window [MTT-2315] [MTT-3234] (#613) +* First import of all the vandal imp artwork (#637) +* Updated boss room's root scene to automatically load child scenes at editor time (#653) +* Users can change profile in-game in addition to the -AuthProfile command line argument (#636) +* New Vandal Imp and bomb throwing action: NetworkRigidbody-based toss Action, thrown by new VandalImp class [MTT-2333] (#671) + +### Changed +* Bump NGO to pre.10 (#678) --> Fix in Boss Room related to the connection approval breaking change. Removing useless ForceNetworkSerializeByMemcpy for player names. +* Bump Boss Room to Unity 2021 [MTT-3022] (#620) +* Remove initial ugs popup [MTT-3563] (#650) --> Users who do not use UGS will no longer receive a popup when starting the application telling them how to set it up. It is replaced with a tooltip that appears when hovering on the "Start with Lobby" button with the cursor. +* Folders and assemblies refactor MTT-2623, MTT-2615 (#628)(#668)(#669)(#673)(#674) +* Docs: Readme Image Updates (#680) + +### Removed +* Remove UNET [MTT-3435] (#638) --> removed deprecated UNET transport from Boss Room + +## [1.2.0-pre] - 2022-04-28 +### Changes +* Bump to pre.8 and fix compile issues [MTT-3413] (#631) --> Custom message structs now need new interfaces +* Client network transform move to samples [MTT-3406] (#629) --> You can now use Boss Room's Utilities package to import ClientNetworkTransform using this line in your manifest file +`"com.unity.multiplayer.samples.coop": "https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop",` +* In-game message feed [MTT-2678] [MTT-2318] (#601) --> Displays in-game events, including networked events +* Networked message channel (#605) --> To support message feed + +### Dependencies +* "com.unity.netcode.gameobjects": "1.0.0-pre.8", +* "com.unity.services.authentication": "1.0.0-pre.4", +* "com.unity.multiplayer.tools": "1.0.0-pre.6", +* "com.unity.services.lobby": "1.0.0-pre.6", +* "com.unity.services.relay": "1.0.1-pre.5", +* "com.veriorpies.parrelsync": "https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync#bb3d5067e49e403d8b8ba15c036d313b4dd2c696", +* Editor is 2020.3.33f1 + +### Fixes: +* Fixed Z Fighting of Floor Tiles Near Edge of Main Boss Room (#616) +* SceneBootstrapper detects and allows TestRunner launches (#483) +* Removed feature to set all players unready in char select when a player leaves or joins (#625) +* Removed setting disconnect reason to UserRequested on clients entering post-game (#626) +* Disallowing portait orientation for auto rotation (#627) +* Chore: removing QoS (#623) --> waiting for official release + +## [1.1.2-pre] - 2022-04-14 +### Fixes + +* Readme and projectID-monitoring popup tweaks (#618) + +## [1.1.1-pre] - 2022-04-13 +### Changes +* **Adding relay auto region selection using the QoS package #617 --> this should reduce ping times for people not in us-central** +* Loading screen (#427) +* Added popup that tells users to set up project id if it's not set up [MTT-3265][MTT-3237] (#607) +* Message to clients when host ends game session intentionally [MTT-3202] (#594) + +### Dependencies +* "com.unity.netcode.gameobjects": "1.0.0-pre.7", +* "com.unity.services.authentication": "1.0.0-pre.4", +* "com.unity.multiplayer.tools": "1.0.0-pre.6", +* "com.unity.services.lobby": "1.0.0-pre.6", +* "com.unity.services.relay": "1.0.1-pre.5", +* "com.veriorpies.parrelsync": "https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync#bb3d5067e49e403d8b8ba15c036d313b4dd2c696", +* Editor is 2020.3.33f1 + +### Fixes: +* Alpha4 input press opens emote drawer (#599) +* Add Unity Gaming Services info to readmes [MTT-3263] (#608) +* General Project Clean Up, Reduction of Import Times, Minor Material Bug MTT-2737] [MTT-3116] (#606) +* Only server finds navigation object, asserts refactored [MTT-3248] (#602) +* Relogin when auth token is stale [MTT-3253] (#604) +* Scene loading issue when shutting down [MTT-2828] (#610) +* Silencing errors that are not errors [MTT-2930] [MTT-3249] (#597) +* Chore: bump to latest tools version, so we get the awesome new perf improvements (#614) +* Chore: bumping package version and cleaning up dependencies for boss room package (#600) +* Chore: upgrade to 2020.3.33f1 (#615) + +## [1.1.0-pre] - 2022-04-07 +### Changes +* Adding Lobby service integration and removing Photon (#480) (#567) (#486) (#547) (#585) (#525) (#566) (#511) (#494) (#506) (#510) (#526) (#595) (#551) (#556) (#515) (#553) (#544) (#522) (#524) (#539) (#565) (#550) (#592) (#505) (#518) (#596)) +* Adding separate IP window button after lobby integration (#538) (#502) +* Bumping NGO to pre.7 and removing now redundant UTP dependency [MTT-3235] (#598) +* Flag to prevent dev and release builds to connect (#482) +* Replacing guid with auth playerid for session management (#488) +* Using DTLS for relay (#485) +* Adding new cheats (#446): heal player (#448), kill enemies (#447), portals toggle (#452), speedhack toggle (#449), teleport mode (#450), toggle door (#451) +* Adding transport RTT to UI stats and using exponential moving average for calculations (#528) +* Boss and run VFX Optimizations (#514) +* Made a shared menu camera prefab for all of the menu scenes and swapped out the old cameras in the scenes for it (#473) +* Player architecture ARCHITECTURE.md addition (#476) + +### Dependencies +* "com.unity.netcode.gameobjects": "1.0.0-pre.7", +* "com.unity.services.authentication": "1.0.0-pre.4", +* "com.unity.multiplayer.tools": "1.0.0-pre.2", +* "com.unity.services.lobby": "1.0.0-pre.6", +* "com.unity.services.relay": "1.0.1-pre.5", +* "com.veriorpies.parrelsync": "https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync#bb3d5067e49e403d8b8ba15c036d313b4dd2c696", +* Editor is 2020.3.27f1 + +### Fixes: +* Better flows for authentication, generate unique Profile ID on clone project (#577) +* Fixing imps self-destroying on clients when late-joining with multiple additive scenes loaded (#574) +* Fixing send queue error (#496) +* Fixing connecting while starting game (#481) +* Dead player not dead when reconnecting [MTT-2965] (#583) +* Null refs when quitting (#563) (#572) +* Better environment layer pathing [MTT-2412], [MTT-2830], [MTT-1990] (#576) +* Simpler quitting flow (#579) +* Adjusted layer collision matrix, removing collision with column pieces (#541) +* Arrow not sending a clientrpc when despawned, vfx get reset on spawn/despawn (#557) (#560) +* Client writing to netvar error (#468) +* Darker Eyebrows for Player Characters (#555) +* Decoupling SessionManager from NetworkManager [MTT-2603] (#581) +* Filled in some holes in the floor (#527) +* Leavebeforequit coroutine not starting (#589) +* Mage FX graphics not offset (#571) (#575) +* NetworkAnimator being called on clients (#512) (#529) +* NREs when trying to quit (#516) (#531) +* OnNetworkDespawn added to ServerProjectileLogic to prevent unspawned RPCs (#593) +* Refactor of click target feedback (#569) +* Same player number for multiple players in second playthrough (#490) (#498) +* Setting to 120hz refresh rate so it doesn't influence RTT too much, but still shaves off about 1/3 of CPU usage when running 2 builds on the same machine (#573) +* Simplified Floor Tiles (#507) +* Small CPU performance improvements (#590) +* Switched out the shadow mesh from a plane to a quad :) also turned off collision and shadow casting! (#586) +* Type and rtt text is now TextMeshPro and sized properly (#559) (#561) +* Unready button not clickable on wide screens (#552) +* Updating only navmesh generated (#542) (#546) +* Username changing before game (#499) (#530) +* VFX Optimization Pass (#584) +* Blocking pass (#578) +* React animation on trample attack while fainted (#478) + +### Known issues: +* Dead imps spawn as if still alive for clients who join late +* Wrong anticipation animations played on client +* When reconnecting, the player has a big teleport to it's old position +* Proper-Fix: Retrieve Lobby list hit the rate limit. Will try again soon... error spam +* improve auth flow, it's not clear at the moment how to run two players locally +* Disconnecting wifi client side couldn’t reconnect +* "Service Error - Cannot resolve destination host" when attempting to reconnect +* Received "No client guid found mapped to the given client ID" when leaving game +* Remove workaround for wait to disconnect +* NotServerException: Destroy a spawned NetworkObject on a non-host client is not valid. Call Destroy or Despawn on the server/host instead - thrown when a host joins Lobby as a client +* When start host fails, we shouldn't go to char select screen +* heal not consistent, sometimes will not see health bar move +* additive scene loading produces some lag in editor +* Bringing up cheats screen on touchscreens should not invoke any game-side actions +* Idling in Lobby Join window causes a curl error from Lobby Services +* PlayerGraphics_Rogue_Boy(Clone) doesn't have enough AudioSources to loop all desired sound effects. (Have 2, need at least 1 more) spams console +* Android UI/Click issues +* Fix environment material on lowest setting for android +* [Connection] UI feedback on hosting and joining +* Emote drawer is not opened when 4 is pressed on keyboard +* Controls modal does not scale with the window +* Walk is triggered when trying to hit emotes on mobile +* Late join clients have green names + +## [1.0.2-pre] - 2022-02-09 +### Changes +* New session manager to allow reconnection (#361) +* Min spec Android setup for Boss Room (#429) +* Additive scene loading (#425) +* Cancel during join or host (#428) +* Disconnect/quit button (#432) +* Boss Room actions are all now faster with game design tweaks (#436) +* Update to NGO 1.0.0-pre.5 (#456) +* Adding on screen warning when using simulated latency (#412) +* Button to copy room name to clipboard (#431) +* Character run smoke particle optimization (#426) +* Cheat window (#444) +* God mode cheat (#430) +* Player hierarchy QoL updates, anim event listener added for player anim events (#411) + +### Dependencies +* “com.unity.services.relay”: “1.0.1-pre.4", +* “com.unity.netcode.gameobjects”: “1.0.0-pre.5", +* “com.unity.netcode.adapter.utp”: “1.0.0-pre.5", +* “com.unity.multiplayer.tools”: “1.0.0-pre.2", +* “com.unity.transport”: “1.0.0-pre.12", +* Photon Realtime v4.1.6.0 +* Editor is 2020.3.27f1 + +### Fixes +* Added transition between “Action - Boss Trample” and “(Trample Stop)” (#437) +* Cannot host a game after having previously played as a client (#457) +* Cheat window toggling on mobile +* Hitpoint depletion inconsistency with clamped values (#454) +* Host name not showing (#442) +* Improving UI during connection flow (#415) +* Join code not displayed for clients using Unity Relay (#433) +* Re-enabling positional smoothing on graphics GameObject (#417) +* Removing workaround for NGO issue 745 (#419) +* Smooth host movement cleanup (#439) +* Reduced default master volume value (#445) +* Removed room name textbox when using IP-based connection (#418) +* Removed the !IsConnectedClient condition for handling client disconnect (#435) +* Replaced instance of PostGameState prefab inside PostGame scene to fix malformed GlobalObjectIdHash (#443) +* Fix/randomly rotate breakable pots #472 +* Deleted an overlapping object #471 +* Fix: Background missing in Post Game scene #470 +* Fixed a broken material ref on boss pillars #469 +* Dotnet format over solution based on project’s .editorconfig file (#465) +* Deleted a pot that was overlapping with a torch in the transition area prefab (#471) +* Rotated breakable pots in random directions so they don’t look so copy pasted (#472) + +### Chore +* Updated Relay to latest (#474) +* Updated IET package version to 2.1.1 (#422) +* Bumped Unity LTS version (#396) + +### Known Issues +* NetworkTransform overflow exception +* Successive game sessions may cause a duplication of in-scene placed NetworkObjects +* Photon get increasing RTT when too much bandwidth +* When joining w/ photon relay, text should display “”Join code”" and not “”IP host”" +* Client needs a reboot to join a match after a previous game using photon +* Have better error message when getting rate limited by Relay +* Possible to get phantom players in Boss Room, we were 6 players, but got 8 players in the char select (hard to repro) +* In-scene placed imps not spawning on clients when late-joining with multiple additive scenes loaded +* Additive scene loading produces a CPU spike +* Rare client can’t write to NetVar error with additive scene loading and late join +* High latency (1 sec RTT) will produce null ref after char select +* When start host fails, we shouldn’t go to char select screen +* Dead imps spawn as if still alive for clients who join late +* When reconnecting, the player has a big teleport to it’s old position +* Rogue can teleport to top of column +* Bringing up cheats screen on touchscreens should not invoke any game-side actions +* Join with Unity Relay with empty join code throws exception +* heal not consistent, sometimes will not see health bar move +* Null ref in UnityEngine.Camera.WorldToScreenPoint (and other?) +* Wrong anticipation animations played on client +* With high lag, camera jitter was observed when rotating +* While running, character plays hit react animation but doesn’t get HP decrease +* Game can be initiated while a second player is connecting to host in CharSelect +* Rogue looks like it’s still dashing after teleport +* Top of door shouldn’t be clickable/traversable + +## [1.0.1-pre] - 2021-11-18 + +### Changes + +* Updated to NGO-pre.3 (#400) +* Updated Photon version (#402) +* Ported the game to URP (#371) +* Updated to Unity 2020.3.21f1 (#396) +* Updated Boss Room banner image (#393) +* Small update to platform support on the readme (#391) +* Replace MLAPI references with NGO (#410) +* Adding utilities asmdef. (#404) +* Visual improvements: + * Touched up the character select background prefab (#416) + * A matte around the border of the map to block the camera from seeing lava, edges of meshes, particles, etc + * Lighting changes and optimizations + * Reduced number of realtime lights to 4 (from 27) + * Baked 3x1024 and 1x128 lightmaps (about 4MB), these are for area lights to make the lava glow more convincing + * Added little blob shadows to characters (a plane with a transparent soft black circle attached to the physics object in the character prefab) + * Changed the lights for the enemy spawners from point lights to spot lights (still not shadow casting) + * Rotated all of the little pots to be in different directions so they don't look so copy-pasted + * Tightened radii of the torch lights and reduced the amount of realtime lights for each torch from 2 to 1 + * Also added a couple of extra torches + * Upped the contrast and adjusted the ambient lighting of the scene to be a more saturated blue + +### Fixes + +* Fixed pathfinding issues with doors (#407) +* NGO-pre.3 asset fixes for NetworkAnimator (#400) +* Invincibility counter reset on cancel, animator invincibility parameter reset (#409) +* Changed ready button text to UNREADY when player is locked in (#413) +* Fixed arrows despawning error while switching scenes (#406) +* Fixed a bug involving the NetworkObjectPool's GlobalObjectIdHash (#405) +* Fixed missing Boss Room title in the main menu screen for mac builds (same fix as before, but this time for the URP version of the main menu) (#403) +* NGO-pre.3 asset fixes for NetworkAnimator (#400) +* Fixed arrows not spawning on second playthrough on client side (#394) + +## [1.0.0-pre] - 2021-10-21 + +v1.0.0-pre is a pre-release release for Multiplayer Samples Co-op. + +It requires and supports Unity v2020.3 LTS and Netcode for GameObjects (Netcode) v1.0.0-pre. For additional information on Netcode, see the changelog and release notes for the Unity Netcode package. + +### New features + +* Player persistence hierarchical modifications to Netcode's Player Prefab https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/342, https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/349, & +& https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/356 +* Radio button introduced for main menu UX improvements (default is still IP) https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/345 +* Archer's base attack & charged shot 1-3 replicated via `NetworkTransform` https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/353 +* `NetworkTransform` handles players' movement syncing https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/354 +* Adding ParrelSync and updating third party notice.md https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/357 +* `NetworkAnimator` added to boss door & floor switch with server-authority https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/360 +* Integrating Unity Transport and Relay into Boss Room https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/366 +* Updated image in the UnityLogo prefab with the new Unity logo https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/374 +* NetworkObject pool (arrows are pooled) https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/362 +* Server-authoritative character `NetworkAnimator` https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/367 + +### Changes + +* Collider and Layer cleanup & optimizations https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/341 +* Photon Transport send queue batch size incremented to 8192 https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/350 +* OnNetworkSpawn() refactoring, player prefab removed from NetworkManager prefab list https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/352 +* Netcode rebranding https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/368 +* Added link to bitesize samples https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/370 +* Update compatible Unity version in Readme https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/376 +* Renaming connection methods in main menu https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/382 +* Updated Animations to use an additional anticipation animation, to properly work with NetworkAnimator. https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/383 +* Updated actions to latest NetworkAnimator APIs https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/pull/383 + +### Fixes + +This release includes the following fixes: + +* A Netcode soft sync error on cleanup between scene transitions previously broke the game. For example imps did not spawn and pots were intangible. +* Sometimes after completing a match and the host starts a new match from the Victory or Loss screen, connected players had no visible interactions to join or select characters. +* Sometimes the client may have been disconnected from Photon which caused a timeout and `PhotonRealtimeTransport` to be in a bad state after the shutdown. An exception developed that fired every frame. + +### Known issues + +* The game can be initiated while a second player is connecting to the host in `CharSelect`. Players may join without selected characters spawning and in an unresponsive state. +* The game may not transition completely into the game scene past the character select screen on lower-end Android devices. +* This version currently includes a patched NetworkAnimator. This will be reverted back once this patch goes live in Netcode for GameObjects + + +## [0.2.1] - 2021-05-27 + +### Fixes + +This release includes the following issue fixes: +- Fixing parameter exception caused by old MLAPI version. Reverting until package is updated. + + +## [0.2.0] - 2021-05-19 + +v0.2.0 is an Early Access release for Multiplayer Samples Co-op. + +It requires and supports Unity v2020.3.8f1 LTS and Unity MLAPI v0.1.0. For additional information on MLAPI, see the changelog and release notes for the Unity MLAPI package. + +### New features + +* Introduced static scene `NetworkObject`s to to BossRoom scene including the following updates: + + * Implemented a `ScriptableObject` based event system to encapsulate events inside assets. These objects include a `GameEvent` (ScriptableObject) and `GameEventListener` (MonoBehaviour) to encapsulate events inside assets, located in the `ServerBossRoomState` prefab which now has a `GameEventListener` component. The event associated to this listener is `BossDefeated`, which the Boss raises when the `LifeState` is Dead in the `RaiseEventOnLifeChange` component. + * Added two separator `GameObject`s for scene readability: runtime `NetworkObject`s and `NetworkObject`s already placed in the scene. + * Added a custom editor for GameEvents to fire in the editor (greatly enhances testing). + * The `LifeState` NetworkVariable was moved from `NetworkCharacterState` into its own component, `NetworkLifeState`. + * Cleaned up and removed old spawn prefab collections and spawner scripts (`NetSpawnPoint`). + +* Added ramp-up animation for hero movement and actions +* Added F/X and animation assets for the game including: + + * Audio files for boss sound effects + * Visual effects and particles for Tank charge skill + * Art assets to wave spawner, including animations for ReceiveDamage, Broken (died), and Revive + +* Added Boss fight theme. +* Updated and added various hero abilities: + + * Added a cooldown to Archer's PowerShot. + * Added the Rogue's Dagger and Dash skills. The dash skill shows an instinct teleport (using an RPC) instead of a charge like the boss' (which updates its position over time). + * Added the Rogue's Sneak skill using local stealth, applying a graphical effect to the stealthy character while still sending all network events normally. + * Properly display Heal abilities when targeting a fallen ally character. + * Character attack actions properly support Hold to charge options. + +* To show how UI elements and game objects can be networked, added networked functionality using `INetworkSerializable` in the `CharSelect` screen to network player's selected character on the Character Selection screen. +* Added input sanitization to remove any invisible characters introduced by other chat programs when copy-pasting room names, IP addresses, or ports. (Useful when sharing with friends.) +* Added healthbars to display when damaged and properly track imp health locally and across clients. + +### Changes + +* The Boss Room project now loads MLAPI 0.1.0-experimental package through the Unity Package Manager Registry. See the [MLAPI install guide](https://docs-multiplayer.unity3d.com/docs/migration/install) for details. +* Updated the user interface including the following: + + * When joining a game, a "Connecting..." UI loads. When disconnecting from a game, you are returned to the MainMenuScene with a "Connection to Host lost" message. If the game fails to connect, a general message "Connection to Host failed" loads. + * Added an option to leave the lobby after joining it. You no longer have to restart the game to leave the lobby. + * Added option to cancel my selection after clicking **Ready**. + * Added a gear icon for accessing and modifying app settings. + * The UI now tracks and displays player has arrived, number of connected players in the lobby, and player status. + +* Updated Boss Room per asset and project settings for increased performance and better resource management: + + * Disabled GPU Skinning to optimize GPU usage and FPS. + * Lowered quality of ambient occlusion from high to medium. + * Switched SMAA High to FXAA (fast mode) reducing GPU cost. + * Modified GPU Instancing on imps, heroes, and the boss to significantly reduce the number of draw calls. + * Turned off Cast Shadows on Imp and Imp Boss. + * Disabled mesh colliders of lava, which is more decorative than interactive. + * Refactored the S_SimpleDissolve shader which consumed most import time. + +* Added disconnection error message to be displayed when a player or host disconnects. Client logic was also updated to detect Host disconnection scenarios, such as losting connectivity. +* Balanced hero and enemy stats, spawners, trigger areas, and enemy detetction areas. +* Removed a duplicated `GameObject` from the MainMenu scene. +* Reviewed and revised code to better following quality standards. +* Updated the Mage character base attack to better support the new enqueuing ability and handle game behaviors. Updates include: + + * Actions being non-blocking now allow other actions while a mage-bolt is in flight + * Actions send in `ActionSequence` groups to better handle actions when players spam click enemies + * Timing issues with animations, actions, and character location + * Bolt animation for legitimate hits + * Updated attacks not to knock rogues out of stealth + +* Updated character attacks to not cause friendly-fire damage between players. +* Updated and resolved issues with 3D models including polygon count of coins and chest, artifacts where level graphics are stitched together or overlapping characters, and asset map consistency used by objects (color + normal map + emission). +* Merged `ConnectStatus` and `DisconnectReason` into a single `ConnectStatus`. +* Updated `ServerGameNetPortal` to properly handle the following: + + * Per-connection state on client disconnect + * Additional errors including a full server and player ID (GUID) already playing + +* Refactored Action Bar code including the following: + + * Removed the `ButtonID` from `UIHudButton`. + * Removed hard-coded values from `HeroActionBar`. + * Removed switch statements. + * Completed minor code cleanup. + * Added verification to only show skill and ability buttons for available character abilities. Empty buttons no longer load for characters. + +* Added a call to warm up shaders when the project starts to ensure animations issues do not occur. +* Removed collision from objects that have a Broken (dead) state. +* Implemented a better cooldown solution and calculations for tracking and managing character, imp, and boss actions. +* Updated event registration and unregistration code to be symmetrical across the project. + +### Fixes + +This release includes the following issue fixes: + +* Fixed an issue where any player that plays the game and then returns to the Main Menu may be unable to Start or Join properly again, requiring you to restart the client. +* Updates and refinements in Boss Room resolved an issue that occurred in some degraded network conditions that caused a replicated entity on a client to vanish from that client, creating the effect of being assailed by an invisible enemy. +* Fixed displayed graphical affects for casting and blocking a Bolt to correctly match the caster and target, and properly stops animations for cancelled actions across clients. +* Fixed a rare exception when the Tank character uses her Shield Aura ability to intercept the Boss charge attack. +* Fixed an issue returning all clients to the Main Menu when the host leaves the Boss Room. +* Green quads no longer show on impact when the Archer arrow strikes enemies. +* Fixed issue to correctly allow one player to receive a character when two players in the Character Select click **Ready** for the same hero at the same time. Character Select is no longer blocked. +* Fixed an issue with boss collisions with a Pillar correctly applying a stun effect and shattering the pillar when using the Trample attack. +* Fixed the lobby welcome messages to correctly list the player names, including a previous issues for P1 and P2. +* On Windows, investigated and fixed issues with visible effects for character actions including Mage Freeze attack. +* On Windows, fixed issue with imp spawners not respawning new imps after exploring the room. +* Fixed an issue where the door state does not reflect the existing state when players connect late to a game, for example if other players open the door and a player joins late the door displays as closed. +* Removed a previous work-around for character selections when host replays a completed game. The issue was resolved, allowing players to see character selections during replay. +* Fixed collision wall settings, fixing an issues where the boss knock-back ability sent players through walls. +* Resolved an issue where any players leaving the lobby sent all players to the lobby. +* Fixed the ignored health amount (HP parameter) for revived characters. The correct value correctly sets the revived character to a lower amount than maximum. +* Fixed animations for enemies including the smoke animation for destroyed imps and the boss helmet when crying. +* Fixed loading of the game skybox before the menu loaded. + +### Known issues + +* An MLAPI soft sync error on cleanup between scene transitions may break the game, for example imps do not spawn and pots are intangible. +* The game can be initiated while a second player is connecting to the host in `CharSelect`. Players may join without selected characters spawning and in an unresponsive state. +* Sometimes after completing a match and the host starts a new match from the Victory or Loss screen, connected players may have no visible interactions to join or select characters. A work-around is implemented to not block entry into the game. +* Sometimes the client may be disconnected from Photon which causes a timeout and `PhotonRealtimeTransport` to be in a bad state after the shutdown. An exception is developed that fires every frame. + + +## [0.1.2] - 2021-04-23 + +v0.1.2 is a hotfix for an Early Access release for Boss Room: Small Scale Co-op Sample. + +### Updates + +* License updated to [Unity Companion License (UCL)](https://unity3d.com/legal/licenses/unity_companion_license) for Unity-dependent projects. See LICENSE in package for details. +* The GitHub repository `master` branch has been renamed to `main`. If you have local clones of the repository, you may need to perform the following steps or reclone the repo: + +``` +# Switch to the "master" branch: +$ git checkout master +# Rename it to "main": +$ git branch -m master main +# Get the latest commits (and branches!) from the remote: +$ git fetch +# Remove the existing tracking connection with "origin/master": +$ git branch --unset-upstream +# Create a new tracking connection with the new "origin/main" branch: +$ git branch -u origin/main +``` + +## [0.1.1] - 2021-04-09 + +### Fix +Adding missing 3rd party contributors file +Fixing wrong code/comment about NetworkVariableBool not working (that's not the case!) + +## [0.1.0] - 2021-04-07 + +v0.1.0 is an Early Access release for Multiplayer Samples Co-op. + +It requires and supports Unity v2020.3 and later and Unity MLAPI v0.1.0. For additional information on MLAPI, see the changelog and release notes for the Unity MLAPI package. + +### New features + +Boss Room is a small-scale cooperative game sample project built on top of the new experimental netcode library. The release provides example code, assets, and integrations to explore the concepts and patterns behind a multiplayer game flow. It supports up to 8 players for testing multiplayer functionality. + +* See the README for installation instructions, available in the downloaded [release](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/releases/latest) and [GitHub](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop). +* Learn with Unity using the Boss Room source code, project files, and assets which include: 1 populated dungeon level, 4 character classes with 2 genders, combatant imps and boss, and a simple collaborative puzzle. +* Test co-op games by running multiple instances of the game locally or connecting to a friend over the internet. + +### Known issues + +* Sometimes when the host leaves the Boss Room, not all clients will return to the Main Menu, but will remain stuck in the Boss Room scene. +* Sometimes after completing a match and the host starts a new match from the Victory or Loss screen, connected players may have no visible interactions to join or select characters. +* A player may encounter a rare exception when the Tank character uses her Shield Aura ability. This issue may be due to intercepting the Boss charge attack. +* If two players in the Character Select **Ready** for the same hero at the same time, the UI will update to *Readied* on both clients, but only one will have actually selected the hero on the Host. This issue blocks Character Select from proceeding. +* Any player that plays the game and then returns to the Main Menu may be unable to Start or Join properly again, requiring you to restart the client. +* Green quads may show on impact when the Archer arrow strikes enemies. This issue may only occur in the editor. +* You may encounter a game error due to a Unity MLAPI exception. Not all MLAPI exceptions are fully exposed few informing users. +* The Photon Transport currently generates some errors in the Player log related to the `PhotonCryptoPlugin`. +* The welcome player message in the lobby indicates P2 (player 2) regardless of your generated name. Currently the Character Select scene displays “Player1” and “P1” in two locations, where it is intended that the user’s name be displayed. +* The spawner portal does not work in this release. +* Players may not reliably play another match when selecting **Return to Main Menu** during the post-game scene. This may be due to states not properly clearing. +* Some actions may feel unresponsive and require action anticipation animations. +* In some degraded network conditions, a replicated entity on a client can vanish from that client, creating the effect of being assailed by an invisible enemy. +* Boss collisions with a Pillar may not correctly apply a stun effect and shatter the pillar when using the Trample attack. +* The displayed graphical affects for casting and blocking a Bolt do not correctly match the caster and target. +* Some areas of the Boss Room require updates to geometry seams and collisions, for short walls and lava pits. diff --git a/CODE_OF_CONDUCT.md b/CODE_OF_CONDUCT.md new file mode 100644 index 0000000..5408adc --- /dev/null +++ b/CODE_OF_CONDUCT.md @@ -0,0 +1 @@ +The Boss Room repository follows the same code of conduct as the Netcode for GameObjects (Netcode) repository. Please read the [Netcode code of conduct](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/CODE_OF_CONDUCT.md), thank you! diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md new file mode 100644 index 0000000..a11d148 --- /dev/null +++ b/CONTRIBUTING.md @@ -0,0 +1,61 @@ +# Contributing + +Thank you for your interest in contributing to BossRoom! + +Here are our guidelines for contributing: + +* [Code of Conduct](#coc) +* [Ways to Contribute](#ways) +* [Issues and Bugs](#issue) +* [Feature Requests](#feature) +* [Improving Documentation](#docs) +* [Unity Contribution Agreement](#cla) +* [Pull Request Submission Guidelines](#submit-pr) + +## Code of Conduct + +Please help us keep BossRoom open and inclusive. Read and follow our [Code of Conduct](CODE_OF_CONDUCT.md). + +## Ways to Contribute + +There are many ways in which you can contribute to the BossRoom. + +### Issues and Bugs + +If you find a bug in the source code, you can help us by submitting an issue to our +GitHub Repository. Even better, you can submit a Pull Request with a fix. + +### Feature Requests + +You can request a new feature by submitting an issue to our GitHub Repository. + +If you would like to implement a new feature then consider what kind of change it is: + +* **Major Changes** that you wish to contribute to the project should be discussed first with other developers. We will have a more formal process for this soon. For now submit your ideas as an issue. + +* **Small Changes** can be directly submitted to the GitHub Repository + as a Pull Request. See the section about [Pull Request Submission Guidelines](#submit-pr). + +### Documentation + +We accept changes and improvements to our documentation through the [Netcode for GameObjects Documentation repo](https://github.com/Unity-Technologies/com.unity.multiplayer.docs). + +## Contributor License Agreements + +When you open a pull request, you will be asked to enter into Unity's License Agreement which is based on The Apache Software Foundation's contribution agreement. We allow both individual contributions and contributions made on behalf of companies. We use an open source tool called CLA assistant. If you have any questions on our CLA, please submit an issue + +## Pull Request Submission Guidelines + +We use the [Gitflow Workflow](https://www.atlassian.com/git/tutorials/comparing-workflows/gitflow-workflow) for the development of BossRoom. This means development happens on the **develop branch** and Pull Requests should be submited to it. + +### Commit Message Guidelines +Always write a clear log message for your commits. One-line messages are fine for small changes, but bigger changes should look like this: + + $ git commit -m "A brief summary of the commit + > + > A paragraph describing what changed and its impact." + +### Line Endings Guidelines +The project is using Unix-style line endings. + +Follow the instructions in the official [Git Configuration](https://git-scm.com/book/en/v2/Customizing-Git-Git-Configuration) documentation, the [Formatting and Whitespace](https://git-scm.com/book/en/v2/Customizing-Git-Git-Configuration#_formatting_and_whitespace) section, to enable `autocrlf` setting on your machine. diff --git a/Documentation/ART_NOTES.md b/Documentation/ART_NOTES.md new file mode 100644 index 0000000..386103a --- /dev/null +++ b/Documentation/ART_NOTES.md @@ -0,0 +1,112 @@ + +# **Art Notes** + +Hi! Welcome to the art notes, a page that covers some of the art in Boss Room. + +## **Baking Overview** + +Boss Room is set up to support baked lighting. Please feel free to use the existing setup or modify it as needed.

+ +### **TL:DR** + +![LightExplorer](Images/BossRoomMenu.png) + +The main Boss Room level is separated into three scenes (Assets > BossRoom > Scenes > BossRoom): + * Dungeon BossRoom + * Dungeon Entrance + * Dungeon Transition + +To bake, open the BossRoom scene. Load the pieces of the dungeon listed above into that scene, make sure you're using the baking version of all of the lights, then generate your lighting using the settings you'd like from the Boss Room Lighting Setup menu.

+ +* **To bake all lights:** + * Go to menu Boss Room > Lighting Setup > All Baked + * Go to lighting settings (Window > Rendering > Lighting). Use the FastBaking baking profile & hit Generate Lighting button to bake all lights

+ +* **To use only realtime lighting (except area lights):** + * Go to menu Boss Room > Lighting Setup > All Realtime (except area lights) + * Go to lighting settings (Window > Rendering > Lighting). Use the FastBaking baking profile & hit Generate Lighting button to lava bake area lights lights

+ +* In your lighting settings, use the **FastBaking baking profile for a fast, but lower quality bake**. Use the **GoodBaking baking profile for a slow but higher quality bake**

+ +* **To clear all baked data (including baked area lights)** + * Go go lighting settings (Window > Rendering > Lighting). Click on dropdown arrow on Generate Lighting button, then select Clear Baked Data from the menu + + ![AutoGenerate](Images/ClearBakingData.png)

+ +### **TL:DR+** +* Other lighting options (such as relfection probes and light probes) can be set to baked / realtime or enabled / disabled in this menu + +* Lights used for baking will be brighter than the realtime ones. This is to compensate for them becoming darker when they bake down + +* By default, area lights (used for the glow around the lava) are baked in Boss Room. Area lights can only be baked, not realtime, in Unity currently

+ +### **Baked Lighting & Navigating Settings:** +* The light explorer window can be found at Window > Rendering > Light Explorer. This window can be used to see all of the lights in your scene(s), plus all of their settings
+ + ![LightExplorer](Images/LightExplorer.png)

+ +* Each light is set to one of three modes: + + * Realtime - not baked, will contribute to realtime lighting, will not contribute to lightmaps + * Mixed - baked and realtime, will contribute to realtime lighting, will contribute to lightmaps + * Baked - not realtime, will not contribute to realtime, will only contribute to lightmaps + + ![LightMode](Images/LightMode.png)

+ +### **Lighting Settings** + +Lighting settings can be found at Window > Rendering > Lighting + +![LightingSettings](Images/LightingPanel.png) + +* There are three tabs at the top for navigating your lighting options: + * Scene: light baking options for the current scene(s) + * Environment: settings for overall environment changes (ambient color, skybox, etc.) in your current scene(s) + * Baked Lightmaps: where you can inspect your baked light maps if you have baked lighting for your current scene(s)

+ +> **⚠ Important ⚠** + >* The only baking settings that affect **performance of your game** are: + >* Lightmap resolution + >* Lightmap padding + >* Max Lightmap Size + >* The Compress Lightmaps checkbox + >* The Directional mode + > + >![ImportantLightingSettings](Images/ImportantLightingSettings.png) + >* All other settings will only affect the **quality of the bake** + >* Higher values in your settings will make baking take longer + >* It's recommended to start with very low values for your settings to make baking fast and lighting iteration easy. Then, when you have something you like, you can bump up these settings for a slower, but better quality bake + >* For example, start with a low Lightmap Resolution, like 1, for iteration. Then, bump it up to 6 or 8 for a higher quality bake + +
+ +* You can hover over each setting and a tooltip will describe what it does

+ +* Directional Mode toggles to whether or not normal maps will influence your baked lighting. Changing your settings to Directional will generate a better quality bake, but is more costly. When baking, additional textures, called directional maps, will be generated for every baked lightmap texture. For example, if you have three lightmaps, you will have three directional maps.

+ +* In the lighting panel, there is a checkbox that allows Unity to auto-generate lighting whenever your lighting changes, a model is moved, a lighting setting is changed, etc.. This can be useful for quick lighting iteration + + ![AutoGenerate](Images/AutoGenerateLighting.png)

+ +* Multiple scenes can be baked at once by loading them together (click and drag scenes into the heirarchy), and generating lighting. Overlapping geometry in your scenes scenes can cause baking artifacts though, so only bake them together if they're not overlapping

+ +* Meshes must be set to contribute to baked Global Illumination to receive baked lighting + + ![MeshSettings](Images/MeshSettings.png)

+ +* Reflection probes can also be baked to save performance

+ + + + +## **Resources from Unity for more details:** + * [How to build Lightmaps in Unity 2020.1 | Tutorial](https://youtu.be/KJ4fl-KBDR8) (this is a short overview video on baking) + * [Harnessing Light with URP and the GPU Lightmapper | Unite Now 2020](https://youtu.be/hMnetI4-dNY) (this video is quite long, but runs through everything you'd want to know about baking, light probes, UVs, etc. Check out the comments for more tips and tricks, too) + * [Unity Manual: Lightmappers](https://docs.unity3d.com/Manual/Lightmappers.html) + * [Unity Manual: Light Modes](https://docs.unity3d.com/Manual/LightModes.html) + * [Unity Manual: Light Probes](https://docs.unity3d.com/Manual/LightProbes.html) + * [Unity Manual: Lighting Window](https://docs.unity3d.com/Manual/lighting-window.html) + * [Unity Manual: Lighting Settings](https://docs.unity3d.com/Manual/class-LightingSettings.html) + * [Unity Manual: Lighting Explorer](https://docs.unity3d.com/Manual/LightingExplorer.html) + * [Unity Manual: Lightmapping Directional](https://docs.unity3d.com/Manual/LightmappingDirectional.html) + * [Unity Manual: Reflection Probes](https://docs.unity3d.com/Manual/class-ReflectionProbe.html) \ No newline at end of file diff --git a/Documentation/Images/AutoGenerateLighting.png b/Documentation/Images/AutoGenerateLighting.png new file mode 100644 index 0000000..dabb36a Binary files /dev/null and b/Documentation/Images/AutoGenerateLighting.png differ diff --git a/Documentation/Images/Banner.png b/Documentation/Images/Banner.png new file mode 100644 index 0000000..7e7a005 Binary files /dev/null and b/Documentation/Images/Banner.png differ diff --git a/Documentation/Images/Boss.png b/Documentation/Images/Boss.png new file mode 100644 index 0000000..0326c10 Binary files /dev/null and b/Documentation/Images/Boss.png differ diff --git a/Documentation/Images/BossRoomAssemblies.png b/Documentation/Images/BossRoomAssemblies.png new file mode 100644 index 0000000..3ece4a3 Binary files /dev/null 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file mode 100644 index 0000000..42da363 --- /dev/null +++ b/Documentation/Unity-Relay/README.md @@ -0,0 +1,6 @@ +# Unity Relay + +* add `cloudProjectId`, `organizationId` and `projectName`in `ProjectSettings.asset` (or do it via the editor) +* add scoped registry to `manifest.json` +* add `com.unity.services.relay`, `com.unity.services.authentication`, `com.unity.transport` and `com.unity.multiplayer.transport.utp` +* update version of `com.unity.multiplayer.mlapi` diff --git a/InitCodeMarker b/InitCodeMarker new file mode 100644 index 0000000..e69de29 diff --git a/LICENSE.md b/LICENSE.md new file mode 100644 index 0000000..3d425f7 --- /dev/null +++ b/LICENSE.md @@ -0,0 +1,5 @@ +Boss Room: Small Scale Co-op Sample © 2021 Unity Technologies + +Licensed under the Unity Companion License for Unity-dependent projects (see https://unity3d.com/legal/licenses/unity_companion_license). + +Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. diff --git a/Packages/com.unity.multiplayer.samples.coop/.npmignore b/Packages/com.unity.multiplayer.samples.coop/.npmignore new file mode 100644 index 0000000..b421169 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/.npmignore @@ -0,0 +1,8 @@ +ProjectData~/ProjectSettings/ProjectVersion.txt +ProjectData~/Assets/Scenes.meta +.npmrc +.npmignore +.gitignore +QAReport.md +QAReport.md.meta +.gitlab-ci.yml \ No newline at end of file diff --git a/Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md b/Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md new file mode 100644 index 0000000..d3af256 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md @@ -0,0 +1,101 @@ +# Multiplayer Samples Co-op Changelog + +## [1.9.0] - 2024-04-18 + +### Changed +* Upgraded Utilities package to Netcode for GameObjects v1.8.1 (#883) + * Upgraded to the newer API for Rpcs, Universal Rpcs + * Unity.Multiplayer.Samples.Utilities assembly definition now includes Unity.Collections + +## [1.8.0] - 2023-12-13 + +### Changed +* Upgraded Utilities package to Netcode for GameObjects v1.7.1 (#871) + +## [1.7.0] - 2023-09-07 + +### Changed +* Updating package dependencies (#869) + * Tutorial Framework upgraded to v3.1.3 + * Netcode for GameObjects upgraded to v1.6.0 + * Unity Relay upgraded to v1.0.5 + +### Changed +* Replaced usages of null-coalescing and null-conditional operators with regular null checks. (#867) These operators can cause issues when used with types inheriting UnityEngine.Object because that type redefines the == operator to define when an object is null. This redefinition applies to regular null checks (if foo == null) but not to those operators, thus this could lead to unexpected behaviour. While those operators were safely used within Boss Room, only with types that were not inheriting UnityEngine.Object, we decided to remove most usages for consistency. This will also help avoid accidental mistakes, such as a user reusing a part of this code, but modifying it so that one of those operators are used with a UnityEngine.Object. + +### Fixed +* Clarified fix used to handle clients reconnecting to the server while keeping the same active scene and having additional scenes additively loaded (#864) +* Host loading progress bar is now properly updated on all clients during scene loads (#862) + +## [1.6.1] - 2023-06-14 + +### Fixed +* Updating package dependency to Netcode for GameObjects version 1.4.0 (#839) + +## [1.6.0] - 2023-04-27 + +### Changed +* Removed need for SceneLoaderWrapper.AddOnSceneEventCallback (#830). The OnServerStarted and OnClientStarted callbacks available in NGO 1.4.0 allows us to remove the need for an external method to initialize the SceneLoaderWrapper after starting a NetworkingSession. + +## [1.5.1] - 2022-12-13 +### Changed +* Bumped RNSM to 1.1.0: Switched x axis units to seconds instead of frames now that it's available. This means adjusting the sample count to a lower value as well to 30 seconds, since the x axis was moving too slowly. (#788) + +## [1.5.0] - 2022-12-05 + +### Changed +* ClientNetworkAnimator component has been added to the Samples Utilities Package. This allows for authority on Animators to be passed onto clients, meaning animations will be client-driven. + +## [1.4.1] - 2022-10-25 + +### Changed +* ClientLoadingScreen now sets raycast blocking to true when the loading screen is visible (#760) + +### Removed +* Deprecated Unity Relay Utilities, it should no longer be needed with NGO 1.1.0's new API for setting up Relay (#708) + +## [1.4.0] - 2022-10-06 + +### Added +* Added custom RNSM config with graph for RTT instead of single value (#747) + +## [1.3.1-pre] - 2022-09-13 + +### Fixed +* Updating ClientNetworkTransform for latest NGO 1.0.1+ (#726) This fixes the new behaviour where both RPCs and netvars were sending the same data. Now CNT is netvar based only, making it send on tick just like NetworkTransform and other network variables would. + +## [1.3.0-pre] - 2022-06-23 + +### Added +* feat: other players loading progress in loading screen [MTT-2239] (#580) +* feat: adding editor child scene loader for composed scenes (#653) +* Added an assembly definition for the RNSM utilities so that they are only compiled if using Unity version 2021.2 or newer + +### Changed +* +### Removed +* +### Fixed +* Fixed breaking change from NetworkTransform in ClientNetworkTransform +## [1.2.0-pre] - 2022-04-28 +### Added +* Client network transform move to samples [MTT-3406] (#629) --> You can now use Boss Room's Utilities package to import ClientNetworkTransform using this line in your manifest file + +## [1.1.1-pre] - 2022-04-13 +### Added +* Loading screen (#427) Added SceneLoaderWrapper to control the loading screen + +## [1.1.0-pre] - 2022-04-07 +### Changes +* Using DTLS for relay (#485) +* Replacing guid with auth playerid for session management (#488) +* fix: leaving lobby when disconnecting (#515) (#553) +feat: flag to prevent dev and release builds to connect (#482) + +### Fixes: +fix: decoupling SessionManager from NetworkManager [MTT-2603] (#581) + +## [1.0.2-pre] - 2022-02-09 +### Added +* Additive scene loading (#425) +* feat: move session manager and relay utilities to utilities package (#438) diff --git a/Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md.meta b/Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md.meta new file mode 100644 index 0000000..2b740d0 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6f00b2d43a7ad4286a00be8b13f4a499 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Documentation~/Boss Room.md b/Packages/com.unity.multiplayer.samples.coop/Documentation~/Boss Room.md new file mode 100644 index 0000000..28f7a46 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Documentation~/Boss Room.md @@ -0,0 +1,5 @@ +**_Boss Room documentation_** + +This sample project is an educational template that, alongside tutorials, teaches a specific approach to creating and networking in Unity. Boss Room has tools to help you learn how to build and network a small-scale cooperative game. + +For further, more in-depth documentation, please refer to this project's README.md. diff --git a/Packages/com.unity.multiplayer.samples.coop/LICENSE.md b/Packages/com.unity.multiplayer.samples.coop/LICENSE.md new file mode 100644 index 0000000..5186c18 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/LICENSE.md @@ -0,0 +1,5 @@ +Boss Room: Small scale co-op sample © 2021 Unity Technologies + +Licensed under the Unity Companion License for Unity-dependent projects (see https://unity3d.com/legal/licenses/unity_companion_license). + +Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. \ No newline at end of file diff --git a/Packages/com.unity.multiplayer.samples.coop/LICENSE.md.meta b/Packages/com.unity.multiplayer.samples.coop/LICENSE.md.meta new file mode 100644 index 0000000..8a34618 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e1f27ba539e634ffa814b5977253d779 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/README.md b/Packages/com.unity.multiplayer.samples.coop/README.md new file mode 100644 index 0000000..142e7b2 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/README.md @@ -0,0 +1,27 @@ +# Boss Room's Utilities package + + +This package offers reusable utilities for your own projects. + +## Getting the project + +You can add this package via the Package Manager window in the Unity Editor by selecting add from Git URL and adding the following URL: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main + +Or you can directly add this line to your manifest.json file: + +"com.unity.multiplayer.samples.coop": "https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main" + +The project is licensed under the Unity Companion License. See [LICENSE.md](LICENSE.md) for more legal information. + +> __IMPORTANT__: +> - The Utilities package supports those platforms supported by Netcode for GameObjects. +> - Utilities is compatible with Unity 2020.3 and later. +> - Make sure to include standalone support for Windows/Mac in your installation. + +## Features + +Multiple utilities classes are available in the [Utilities](Utilities) folder. For example the [ClientNetworkTransform](Utilities/Net/ClientAuthority/ClientNetworkTransform.cs) and [Session Manager](Utilities/Net/SessionManager.cs). + +## Usage + +For example usage, please see [Boss Room](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop). diff --git a/Packages/com.unity.multiplayer.samples.coop/README.md.meta b/Packages/com.unity.multiplayer.samples.coop/README.md.meta new file mode 100644 index 0000000..cb02c35 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0a4025153e1d8462296108e234c57e9a +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests.meta b/Packages/com.unity.multiplayer.samples.coop/Tests.meta new file mode 100644 index 0000000..c00354e --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1977828ca0ab3cf409d003e816121b85 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests/Editor.meta b/Packages/com.unity.multiplayer.samples.coop/Tests/Editor.meta new file mode 100644 index 0000000..1d9cda1 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 638e0ab1bfc544e57b3cbfdeab499e95 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/EditorExampleTest.cs b/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/EditorExampleTest.cs new file mode 100644 index 0000000..16c92ec --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/EditorExampleTest.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using UnityEngine.TestTools; +using NUnit.Framework; +using System.Collections; + +namespace Unity.Multiplayer.Samples.Utilities.Tests.Editor +{ + class EditorExampleTest + { + [Test] + public void EditorSampleTestSimplePasses() + { + // Use the Assert class to test conditions. + } + + // A UnityTest behaves like a coroutine in PlayMode + // and allows you to yield null to skip a frame in EditMode + [UnityTest] + public IEnumerator EditorSampleTestWithEnumeratorPasses() + { + // Use the Assert class to test conditions. + // yield to skip a frame + yield return null; + } + } +} diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/EditorExampleTest.cs.meta b/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/EditorExampleTest.cs.meta new file mode 100644 index 0000000..f7c9de7 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/EditorExampleTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b8d2b33787b944d76bb1e7df9691df63 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/com.unity.multiplayer.samples.utilities.tests.editor.asmdef b/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/com.unity.multiplayer.samples.utilities.tests.editor.asmdef new file mode 100644 index 0000000..ad930a6 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/com.unity.multiplayer.samples.utilities.tests.editor.asmdef @@ -0,0 +1,23 @@ +{ + "name": "Unity.Multiplayer.Samples.Utilities.Tests.Editor", + "rootNamespace": "", + "references": [ + "UnityEngine.TestRunner", + "UnityEditor.TestRunner" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": true, + "precompiledReferences": [ + "nunit.framework.dll" + ], + "autoReferenced": false, + "defineConstraints": [ + "UNITY_INCLUDE_TESTS" + ], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/com.unity.multiplayer.samples.utilities.tests.editor.asmdef.meta b/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/com.unity.multiplayer.samples.utilities.tests.editor.asmdef.meta new file mode 100644 index 0000000..53cfbdd --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests/Editor/com.unity.multiplayer.samples.utilities.tests.editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 46638b6bd20197743a152451f938f098 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime.meta b/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime.meta new file mode 100644 index 0000000..576b354 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9c55332defd6c4db0938ccca59c5cf10 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/RuntimeExampleTest.cs b/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/RuntimeExampleTest.cs new file mode 100644 index 0000000..b457ff8 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/RuntimeExampleTest.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using UnityEngine.TestTools; +using NUnit.Framework; +using System.Collections; + +namespace Unity.Multiplayer.Samples.Utilities.Tests.Runtime +{ + public class RuntimeExampleTest + { + [Test] + public void RuntimeExampleTestSimplePasses() + { + // Use the Assert class to test conditions. + } + + // A UnityTest behaves like a coroutine in PlayMode + // and allows you to yield null to skip a frame in EditMode + [UnityTest] + public IEnumerator RuntimeExampleTestWithEnumeratorPasses() + { + // Use the Assert class to test conditions. + // yield to skip a frame + yield return null; + } + } +} diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/RuntimeExampleTest.cs.meta b/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/RuntimeExampleTest.cs.meta new file mode 100644 index 0000000..8b7c265 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/RuntimeExampleTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ec1948f630ac94c45b8b10f76177580b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/com.unity.multiplayer.samples.utilities.tests.runtime.asmdef b/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/com.unity.multiplayer.samples.utilities.tests.runtime.asmdef new file mode 100644 index 0000000..f18c9a8 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/com.unity.multiplayer.samples.utilities.tests.runtime.asmdef @@ -0,0 +1,21 @@ +{ + "name": "Unity.Multiplayer.Samples.Utilities.Tests.Runtime", + "rootNamespace": "", + "references": [ + "UnityEngine.TestRunner", + "UnityEditor.TestRunner" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": true, + "precompiledReferences": [ + "nunit.framework.dll" + ], + "autoReferenced": false, + "defineConstraints": [ + "UNITY_INCLUDE_TESTS" + ], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/com.unity.multiplayer.samples.utilities.tests.runtime.asmdef.meta b/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/com.unity.multiplayer.samples.utilities.tests.runtime.asmdef.meta new file mode 100644 index 0000000..0488c59 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Tests/Runtime/com.unity.multiplayer.samples.utilities.tests.runtime.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6c3b676f9588f4aa18a2b77306de6976 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities.meta new file mode 100644 index 0000000..ce23473 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 17c200ac42cfc4555840279e0ec07c78 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/DontDestroyOnLoad.cs b/Packages/com.unity.multiplayer.samples.coop/Utilities/DontDestroyOnLoad.cs new file mode 100644 index 0000000..317b83e --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/DontDestroyOnLoad.cs @@ -0,0 +1,13 @@ +using System; +using UnityEngine; + +namespace Unity.Multiplayer.Samples.Utilities +{ + public class DontDestroyOnLoad : MonoBehaviour + { + void Awake() + { + DontDestroyOnLoad(gameObject); + } + } +} diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/DontDestroyOnLoad.cs.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/DontDestroyOnLoad.cs.meta new file mode 100644 index 0000000..49f6909 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/DontDestroyOnLoad.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7b3d0487e64364742ac3debcbf073199 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/EditorChildSceneLoader.cs b/Packages/com.unity.multiplayer.samples.coop/Utilities/EditorChildSceneLoader.cs new file mode 100644 index 0000000..b7fe4dc --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/EditorChildSceneLoader.cs @@ -0,0 +1,107 @@ +using System; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.SceneManagement; +#endif +using UnityEngine; +using UnityEngine.SceneManagement; + +/// +/// Allows setting a scene as a root scene and setting its child scenes. To use this, drag this component on any object in a scene to make that scene a root scene. In the background, ChildSceneLoader will automatically manage this. +/// +public class EditorChildSceneLoader : MonoBehaviour +{ +#if UNITY_EDITOR + [SerializeField] + public List ChildScenesToLoadConfig; + + void Update() + { + // DO NOT DELETE keep this so we can enable/disable this script... (used in ChildSceneLoader) + } + + public void SaveSceneSetup() + { + if (ChildScenesToLoadConfig == null) + { + ChildScenesToLoadConfig = new List(); + } + else + { + ChildScenesToLoadConfig.Clear(); + } + foreach (var sceneSetup in EditorSceneManager.GetSceneManagerSetup()) + { + ChildScenesToLoadConfig.Add(AssetDatabase.LoadAssetAtPath(sceneSetup.path)); + } + } + + public void ResetSceneSetupToConfig() + { + var sceneAssetsToLoad = ChildScenesToLoadConfig; + + List sceneSetupToLoad = new List(); + foreach (var sceneAsset in sceneAssetsToLoad) + { + sceneSetupToLoad.Add(new SceneSetup() { path = AssetDatabase.GetAssetPath(sceneAsset), isActive = false, isLoaded = true }); + } + + sceneSetupToLoad[0].isActive = true; + EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); + EditorSceneManager.RestoreSceneManagerSetup(sceneSetupToLoad.ToArray()); + } +#endif +} + +#if UNITY_EDITOR +[CustomEditor(typeof(EditorChildSceneLoader))] +public class ChildSceneLoaderInspectorGUI : Editor +{ + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + var currentInspectorObject = (EditorChildSceneLoader)target; + + if (GUILayout.Button("Save scene setup to config")) + { + currentInspectorObject.SaveSceneSetup(); + } + + if (GUILayout.Button("Reset scene setup from config...")) + { + currentInspectorObject.ResetSceneSetupToConfig(); + } + } +} + +[InitializeOnLoad] +public class ChildSceneLoader +{ + static ChildSceneLoader() + { + EditorSceneManager.sceneOpened += OnSceneLoaded; + } + + static void OnSceneLoaded(Scene _, OpenSceneMode mode) + { + if (mode != OpenSceneMode.Single || BuildPipeline.isBuildingPlayer) return; // try to load child scenes only for root scenes or if not building + + var scenesToLoadObjects = GameObject.FindObjectsOfType(); + if (scenesToLoadObjects.Length > 1) + { + throw new Exception("Should only have one root scene at once loaded"); + } + + if (scenesToLoadObjects.Length == 0 || !scenesToLoadObjects[0].enabled) // only when we have a config and when that config is enabled + { + return; + } + + scenesToLoadObjects[0].ResetSceneSetupToConfig(); + + Debug.Log("Setup done for root scene and child scenes"); + } +} +#endif diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/EditorChildSceneLoader.cs.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/EditorChildSceneLoader.cs.meta new file mode 100644 index 0000000..fb59b57 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/EditorChildSceneLoader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e6de4a697d30c466790ca130618abb44 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net.meta new file mode 100644 index 0000000..bf8e790 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 914ac695490f5fd4ea74716fbbab77c5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority.meta new file mode 100644 index 0000000..fe9d04c --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ad6aefbf2f2e14a9b857e8c5ff40c6f7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkAnimator.cs b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkAnimator.cs new file mode 100644 index 0000000..4034548 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkAnimator.cs @@ -0,0 +1,22 @@ +using Unity.Netcode.Components; +using UnityEngine; + +namespace Unity.Multiplayer.Samples.Utilities.ClientAuthority +{ + /// + /// Used for syncing an animator with client side changes. This includes host. Pure server as owner isn't supported + /// by this. Please use NetworkAnimator for animations that'll always be owned by the server. + /// + [DisallowMultipleComponent] + public class ClientNetworkAnimator : NetworkAnimator + { + /// + /// Used to determine who can write to this animator. Owner client only. + /// This imposes state to the server. This is putting trust on your clients. Make sure no security-sensitive features use this animator. + /// + protected override bool OnIsServerAuthoritative() + { + return false; + } + } +} diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkAnimator.cs.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkAnimator.cs.meta new file mode 100644 index 0000000..f7cb92f --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ad8deae8091111f4eb30a56c1f4e0d3e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs new file mode 100644 index 0000000..33b7ec7 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs @@ -0,0 +1,22 @@ +using Unity.Netcode.Components; +using UnityEngine; + +namespace Unity.Multiplayer.Samples.Utilities.ClientAuthority +{ + /// + /// Used for syncing a transform with client side changes. This includes host. Pure server as owner isn't supported by this. Please use NetworkTransform + /// for transforms that'll always be owned by the server. + /// + [DisallowMultipleComponent] + public class ClientNetworkTransform : NetworkTransform + { + /// + /// Used to determine who can write to this transform. Owner client only. + /// This imposes state to the server. This is putting trust on your clients. Make sure no security-sensitive features use this transform. + /// + protected override bool OnIsServerAuthoritative() + { + return false; + } + } +} diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs.meta new file mode 100644 index 0000000..350b086 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: df2868252ab5c4d1da357e8f11f1b524 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/com.unity.multiplayer.samples.utilities.clientauthority.asmdef b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/com.unity.multiplayer.samples.utilities.clientauthority.asmdef new file mode 100644 index 0000000..2eacc29 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/com.unity.multiplayer.samples.utilities.clientauthority.asmdef @@ -0,0 +1,17 @@ +{ + "name": "Unity.Multiplayer.Samples.Utilities.ClientAuthority", + "rootNamespace": "", + "references": [ + "Unity.Netcode.Components", + "Unity.Netcode.Runtime" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/com.unity.multiplayer.samples.utilities.clientauthority.asmdef.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/com.unity.multiplayer.samples.utilities.clientauthority.asmdef.meta new file mode 100644 index 0000000..869d7e9 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/com.unity.multiplayer.samples.utilities.clientauthority.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1803aeb6b4e8941f4b1854e1b99b1a9e +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetcodeHooks.cs b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetcodeHooks.cs new file mode 100644 index 0000000..182d45e --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetcodeHooks.cs @@ -0,0 +1,26 @@ +using System; +using Unity.Netcode; + +namespace Unity.Multiplayer.Samples.Utilities +{ + // useful for classes that can't be NetworkBehaviours themselves (for example, with dedicated servers, you can't have a NetworkBehaviour that exists + // on clients but gets stripped on the server, this will mess with your NetworkBehaviour indexing. + public class NetcodeHooks : NetworkBehaviour + { + public event Action OnNetworkSpawnHook; + + public event Action OnNetworkDespawnHook; + + public override void OnNetworkSpawn() + { + base.OnNetworkSpawn(); + OnNetworkSpawnHook?.Invoke(); + } + + public override void OnNetworkDespawn() + { + base.OnNetworkDespawn(); + OnNetworkDespawnHook?.Invoke(); + } + } +} diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetcodeHooks.cs.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetcodeHooks.cs.meta new file mode 100644 index 0000000..edcff8d --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetcodeHooks.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6aedfcf74b3f4f248897af16490caa9d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetworkObjectSpawner.cs b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetworkObjectSpawner.cs new file mode 100644 index 0000000..bae803d --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetworkObjectSpawner.cs @@ -0,0 +1,50 @@ +using System; +using System.Collections.Generic; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace Unity.Multiplayer.Samples.Utilities +{ + public class NetworkObjectSpawner : MonoBehaviour + { + public NetworkObject prefabReference; + + public void Awake() + { + if (NetworkManager.Singleton && NetworkManager.Singleton.IsServer && + NetworkManager.Singleton.SceneManager != null) + { + NetworkManager.Singleton.SceneManager.OnLoadEventCompleted += SceneManagerOnOnLoadEventCompleted; + } + else + { + Destroy(gameObject); + } + } + + void OnDestroy() + { + if (NetworkManager.Singleton && NetworkManager.Singleton.IsServer && + NetworkManager.Singleton.SceneManager != null) + { + NetworkManager.Singleton.SceneManager.OnLoadEventCompleted -= SceneManagerOnOnLoadEventCompleted; + } + } + + void SceneManagerOnOnLoadEventCompleted(string sceneName, LoadSceneMode loadSceneMode, List clientsCompleted, List clientsTimedOut) + { + SpawnNetworkObject(); + Destroy(gameObject); + } + + void SpawnNetworkObject() + { + var instantiatedNetworkObject = Instantiate(prefabReference, transform.position, transform.rotation, null); + SceneManager.MoveGameObjectToScene(instantiatedNetworkObject.gameObject, + SceneManager.GetSceneByName(gameObject.scene.name)); + instantiatedNetworkObject.transform.localScale = transform.lossyScale; + instantiatedNetworkObject.Spawn(destroyWithScene: true); + } + } +} diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetworkObjectSpawner.cs.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetworkObjectSpawner.cs.meta new file mode 100644 index 0000000..ec0a9b8 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/NetworkObjectSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 40102bedb931e0b4ab8087df94ede8b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM.meta new file mode 100644 index 0000000..a509dd2 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 588e812a360c04308b68b2f211175014 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/AutoHide.cs b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/AutoHide.cs new file mode 100644 index 0000000..017fb78 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/AutoHide.cs @@ -0,0 +1,23 @@ +using System.Collections; +using UnityEngine; + +namespace Unity.Multiplayer.Samples.Utilities +{ + public class AutoHide : MonoBehaviour + { + [SerializeField] + float m_TimeToHideSeconds = 5f; + + // Start is called before the first frame update + void Start() + { + StartCoroutine(HideAfterSeconds()); + } + + IEnumerator HideAfterSeconds() + { + yield return new WaitForSeconds(m_TimeToHideSeconds); + gameObject.SetActive(false); + } + } +} diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/AutoHide.cs.meta b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/AutoHide.cs.meta new file mode 100644 index 0000000..b72aa4b --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/AutoHide.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8a533c576785e4da683bedff70c529cc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/CustomNetStatsMonitorConfiguration.asset b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/CustomNetStatsMonitorConfiguration.asset new file mode 100644 index 0000000..85ec662 --- /dev/null +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/RNSM/CustomNetStatsMonitorConfiguration.asset @@ -0,0 +1,142 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f51159758cdc14734b2cb6ec1e40e18e, type: 3} + m_Name: CustomNetStatsMonitorConfiguration + m_EditorClassIdentifier: + k__BackingField: + - k__BackingField: 1 + k__BackingField: 1 +