Working on meteor shower

dev-hazim
Hazim 2 days ago
parent 1988e671e5
commit 6590654c59

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using System.Collections;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using Unity.Netcode;
using UnityEngine;
[RequireComponent(typeof(NetworkObject), typeof(Collider))]
public abstract class ChaosRuneBase : NetworkBehaviour
{
[Header("Rune Data")]
[Tooltip("Radius of the trigger collider; set your collider to match.")]
public float chaosRuneRadius = 1f;
public float chaosRuneMagnitude = 1f;
public float chaosRuneDuration = 5f;
public float chaosRuneCooldownTime = 10f;
public float chaosRuneApplicationRadius = 2f;
[Space, Tooltip("Seconds before this rune auto-expires if not picked up")]
public float lifetime = 5f;
private Coroutine _expireRoutine;
public override void OnNetworkSpawn()
{
if (!IsServer) return;
// start the expiry countdown
_expireRoutine = StartCoroutine(ExpireAfter(lifetime));
}
private IEnumerator ExpireAfter(float secs)
{
yield return new WaitForSeconds(secs);
// serveronly hook
OnChaosRuneExpired();
// remove from all clients
NetworkObject.Despawn();
}
private void OnTriggerEnter(Collider other)
{
if (!IsServer) return;
// only players can pick up
var picker = other.GetComponent<ServerCharacter>();
if (picker == null) return;
// cancel expiry
StopCoroutine(_expireRoutine);
// serveronly hook
OnChaosRunePickedUp(picker);
// remove from all clients
NetworkObject.Despawn();
}
/// <summary>
/// Override in your concrete prefabscript (or subclass) to grant effects.
/// </summary>
protected virtual void OnChaosRunePickedUp(ServerCharacter picker)
{
Debug.Log($"[Server] {picker.name} picked up {name}");
// e.g. picker.ApplyEffect(chaosRuneMagnitude, chaosRuneDuration);
}
/// <summary>
/// Override to do cleanup if nobody picked it up.
/// </summary>
protected virtual void OnChaosRuneExpired()
{
Debug.Log($"[Server] {name} expired before pickup");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChaosRunePrefab : ChaosRuneBase
{
[SerializeField] private GameObject chaosRuneEffect;
[SerializeField] private ChaosRuneType ChaosRuneType;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using Unity.Netcode;
using UnityEngine;
public class ChaosRuneSystem : NetworkBehaviour
{
[Header("Drop Timing (seconds)")]
[SerializeField] private float powerUpDropInterval = 10f;
[Header("Chaos Rune Prefabs")]
[Tooltip("Drag your ChaosRune prefabs here (must have NetworkObject + ChaosRune).")]
[SerializeField] private GameObject[] chaosRunePrefabs;
[Header("Spawn Area (local to this GameObject)")]
[Tooltip("Local offset from this GameObjects position to the center of the spawn area.")]
[SerializeField] private Vector3 spawnAreaCenter = Vector3.zero;
[Tooltip("Size of the rectangle: X = width, Y = depth.")]
[SerializeField] private Vector2 spawnAreaSize = new Vector2(20f, 20f);
[Tooltip("Height above this GameObjects Y-position from which runes spawn.")]
[SerializeField] private float spawnHeight = 15f;
public override void OnNetworkSpawn()
{
if (IsServer)
StartCoroutine(DropRunesLoop());
}
private IEnumerator DropRunesLoop()
{
while (true)
{
yield return new WaitForSeconds(powerUpDropInterval);
SpawnRandomRune();
}
}
private void SpawnRandomRune()
{
if (chaosRunePrefabs == null || chaosRunePrefabs.Length == 0)
{
Debug.LogWarning("ChaosRuneSystem: No prefabs assigned.");
return;
}
int idx = Random.Range(0, chaosRunePrefabs.Length);
GameObject prefab = chaosRunePrefabs[idx];
Vector3 pos = GetRandomDropPosition();
var go = Instantiate(prefab, pos, Quaternion.identity);
var netObj = go.GetComponent<NetworkObject>();
if (netObj != null)
netObj.Spawn();
else
Debug.LogError($"ChaosRuneSystem: Prefab '{prefab.name}' missing NetworkObject.");
}
private Vector3 GetRandomDropPosition()
{
// center in world space
Vector3 worldCenter = transform.position + spawnAreaCenter;
float halfW = spawnAreaSize.x * 0.5f;
float halfD = spawnAreaSize.y * 0.5f;
float x = worldCenter.x + Random.Range(-halfW, halfW);
float z = worldCenter.z + Random.Range(-halfD, halfD);
float y = transform.position.y + spawnHeight;
return new Vector3(x, y, z);
}
private void OnDrawGizmosSelected()
{
// draw spawn area rectangle on XZ plane
Vector3 worldCenter = transform.position + spawnAreaCenter;
Vector3 size = new Vector3(spawnAreaSize.x, 0.1f, spawnAreaSize.y);
Gizmos.color = Color.cyan;
Gizmos.DrawWireCube(worldCenter, size);
// draw vertical line & marker at spawn height
Gizmos.color = Color.gray;
Vector3 bottom = worldCenter;
Vector3 top = worldCenter + Vector3.up * spawnHeight;
Gizmos.DrawLine(bottom, top);
Gizmos.DrawWireSphere(top, 0.2f);
}
}
public enum ChaosRuneType
{
MeteorStrike,
BoobyTrap,
Barricade
}

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using System.Collections;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using Unity.Netcode;
using UnityEngine;
[RequireComponent(typeof(NetworkObject))]
public class MeteorStrikeEffect : NetworkBehaviour
{
[Header("Meteor Shower Settings")]
[Tooltip("Prefab of a single meteor. Must have Collider + (optionally) Rigidbody + NetworkObject if you want networked meteors.")]
public GameObject meteorPrefab;
[Tooltip("Number of meteors to spawn over the duration.")]
public int meteorCount = 10;
[Tooltip("Total time (in seconds) over which meteors will fall.")]
public float strikeDuration = 3f;
[Tooltip("Horizontal radius (XZ plane) around this object's position where meteors will land.")]
public float strikeRadius = 10f;
[Tooltip("Vertical offset above this object's position from which meteors spawn.")]
public float spawnHeight = 20f;
[Tooltip("If checked, the shower will start automatically on network spawn.")]
public bool startOnAwake = true;
private Coroutine _showerRoutine;
public override void OnNetworkSpawn()
{
// Only run on the server
if (!IsServer) return;
if (startOnAwake)
{
StartShower();
}
}
/// <summary>
/// Public method to kick off the meteor shower at this GameObject's position.
/// </summary>
public void StartShower()
{
if (!IsServer) return;
if (_showerRoutine != null)
StopCoroutine(_showerRoutine);
_showerRoutine = StartCoroutine(ShowerCoroutine());
}
private IEnumerator ShowerCoroutine()
{
float interval = strikeDuration / Mathf.Max(1, meteorCount);
Vector3 center = transform.position;
for (int i = 0; i < meteorCount; i++)
{
// pick a random landing point in the XZ circle
Vector2 offset = Random.insideUnitCircle * strikeRadius;
Vector3 spawnPos = new Vector3(
center.x + offset.x,
center.y + spawnHeight,
center.z + offset.y
);
// instantiate the meteor
var go = Instantiate(meteorPrefab, spawnPos, Quaternion.identity);
// if it has a NetworkObject, spawn it on clients
if (go.TryGetComponent<NetworkObject>(out var netObj))
{
netObj.Spawn(true);
}
else
{
// otherwise ensure it falls via physics
var rb = go.GetComponent<Rigidbody>() ?? go.AddComponent<Rigidbody>();
rb.useGravity = true;
}
// attach our collision-forwarder
var mb = go.AddComponent<MeteorBehavior>();
mb.controller = this;
yield return new WaitForSeconds(interval);
}
}
/// <summary>
/// Override this in a subclass or add logic here to handle when a meteor hits something.
/// </summary>
/// <param name="hitObject">The object struck by the meteor.</param>
protected virtual void OnHit(GameObject hitObject)
{
Debug.Log($"[Server] Meteor hit: {hitObject.name}");
// TODO: your custom hit logic here
}
private void OnDrawGizmosSelected()
{
// visualize the landing radius in the editor
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawWireSphere(Vector3.zero, strikeRadius);
}
/// <summary>
/// Internal helper attached to each spawned meteor to forward collisions.
/// </summary>
private class MeteorBehavior : MonoBehaviour
{
[HideInInspector] public MeteorStrikeEffect controller;
private void OnCollisionEnter(Collision collision)
{
if (controller != null && controller.IsServer)
{
controller.OnHit(collision.gameObject);
}
Destroy(gameObject);
}
}
}

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