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237 lines
11 KiB
C#
237 lines
11 KiB
C#
using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.GameplayObjects;
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using Unity.Netcode;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.Actions
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{
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public static class ActionUtils
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{
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//cache Physics Cast hits, to minimize allocs.
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static RaycastHit[] s_Hits = new RaycastHit[4];
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// cache layer IDs (after first use). -1 is a sentinel value meaning "uninitialized"
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static int s_PCLayer = -1;
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static int s_NpcLayer = -1;
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static int s_EnvironmentLayer = -1;
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/// <summary>
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/// When doing line-of-sight checks we assume the characters' "eyes" are at this height above their transform
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/// </summary>
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static readonly Vector3 k_CharacterEyelineOffset = new Vector3(0, 1, 0);
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/// <summary>
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/// When teleporting to a destination, this is how far away from the destination spot to arrive
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/// </summary>
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const float k_CloseDistanceOffset = 1;
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/// <summary>
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/// When checking if a teleport-destination is "too close" to the starting spot, anything less than this is too close
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/// </summary>
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const float k_VeryCloseTeleportRange = k_CloseDistanceOffset + 1;
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/// <summary>
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/// Does a melee foe hit detect.
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/// </summary>
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/// <param name="isNPC">true if the attacker is an NPC (and therefore should hit PCs). False for the reverse.</param>
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/// <param name="attacker">The collider of the attacking GameObject.</param>
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/// <param name="range">The range in meters to check for foes.</param>
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/// <param name="results">Place an uninitialized RayCastHit[] ref in here. It will be set to the results array. </param>
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/// <remarks>
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/// This method does not alloc. It returns a maximum of 4 results. Consume the results immediately, as the array will be overwritten with
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/// the next similar query.
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/// </remarks>
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/// <returns>Total number of foes encountered. </returns>
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public static int DetectMeleeFoe(bool isNPC, Collider attacker, float range, out RaycastHit[] results)
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{
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return DetectNearbyEntities(isNPC, !isNPC, attacker, range, out results);
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}
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/// <summary>
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/// Detects friends and/or foes near us.
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/// </summary>
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/// <param name="wantPcs">true if we should detect PCs</param>
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/// <param name="wantNpcs">true if we should detect NPCs</param>
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/// <param name="attacker">The collider of the attacking GameObject.</param>
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/// <param name="range">The range in meters to check.</param>
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/// <param name="results">Place an uninitialized RayCastHit[] ref in here. It will be set to the results array. </param>
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/// <returns></returns>
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public static int DetectNearbyEntities(bool wantPcs, bool wantNpcs, Collider attacker, float range, out RaycastHit[] results)
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{
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//this simple detect just does a boxcast out from our position in the direction we're facing, out to the range of the attack.
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var myBounds = attacker.bounds;
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if (s_PCLayer == -1)
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s_PCLayer = LayerMask.NameToLayer("PCs");
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if (s_NpcLayer == -1)
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s_NpcLayer = LayerMask.NameToLayer("NPCs");
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int mask = 0;
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if (wantPcs)
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mask |= (1 << s_PCLayer);
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if (wantNpcs)
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mask |= (1 << s_NpcLayer);
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int numResults = Physics.BoxCastNonAlloc(attacker.transform.position, myBounds.extents,
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attacker.transform.forward, s_Hits, Quaternion.identity, range, mask);
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results = s_Hits;
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return numResults;
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}
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/// <summary>
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/// Does this NetId represent a valid target? Used by Target Action. The target needs to exist, be a
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/// NetworkCharacterState, and be alive. In the future, it will be any non-dead IDamageable.
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/// </summary>
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/// <param name="targetId">the NetId of the target to investigate</param>
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/// <returns>true if this is a valid target</returns>
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public static bool IsValidTarget(ulong targetId)
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{
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//note that we DON'T check if you're an ally. It's perfectly valid to target friends,
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//because there are friendly skills, such as Heal.
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if (NetworkManager.Singleton.SpawnManager == null || !NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(targetId, out var targetChar))
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{
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return false;
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}
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var targetable = targetChar.GetComponent<ITargetable>();
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return targetable != null && targetable.IsValidTarget;
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}
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/// <summary>
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/// Given the coordinates of two entities, checks to see if there is an obstacle between them.
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/// (Since character coordinates are beneath the feet of the visual avatar, we add a small amount of height to
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/// these coordinates to simulate their eye-line.)
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/// </summary>
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/// <param name="character1Pos">first character's position</param>
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/// <param name="character2Pos">second character's position</param>
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/// <param name="missPos">the point where an obstruction occurred (or if no obstruction, this is just character2Pos)</param>
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/// <returns>true if no obstructions, false if there is a Ground-layer object in the way</returns>
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public static bool HasLineOfSight(Vector3 character1Pos, Vector3 character2Pos, out Vector3 missPos)
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{
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if (s_EnvironmentLayer == -1)
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{
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s_EnvironmentLayer = LayerMask.NameToLayer("Environment");
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}
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int mask = 1 << s_EnvironmentLayer;
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character1Pos += k_CharacterEyelineOffset;
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character2Pos += k_CharacterEyelineOffset;
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var rayDirection = character2Pos - character1Pos;
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var distance = rayDirection.magnitude;
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var numHits = Physics.RaycastNonAlloc(new Ray(character1Pos, rayDirection), s_Hits, distance, mask);
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if (numHits == 0)
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{
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missPos = character2Pos;
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return true;
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}
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else
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{
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missPos = s_Hits[0].point;
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return false;
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}
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}
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/// <summary>
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/// Helper method that calculates the percent a charge-up action is charged, based on how long it has run, returning a value
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/// from 0-1.
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/// </summary>
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/// <param name="stoppedChargingUpTime">The time when we finished charging up, or 0 if we're still charging.</param>
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/// <param name="timeRunning">How long the action has been running. </param>
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/// <param name="timeStarted">when the action started. </param>
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/// <param name="execTime">the total execution time of the action (usually not its duration). </param>
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/// <returns>Percent charge-up, from 0 to 1. </returns>
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public static float GetPercentChargedUp(float stoppedChargingUpTime, float timeRunning, float timeStarted, float execTime)
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{
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float timeSpentChargingUp;
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if (stoppedChargingUpTime == 0)
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{
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timeSpentChargingUp = timeRunning; // we're still charging up, so all of our runtime has been charge-up time
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}
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else
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{
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timeSpentChargingUp = stoppedChargingUpTime - timeStarted;
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}
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return Mathf.Clamp01(timeSpentChargingUp / execTime);
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}
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/// <summary>
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/// Determines a spot very near a chosen location, so that we can teleport next to the target (rather
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/// than teleporting literally on top of the target). Can optionally perform a bunch of additional checks:
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/// - can do a line-of-sight check and stop at the first obstruction.
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/// - can make sure that the chosen spot is a meaningful distance away from the starting spot.
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/// - can make sure that the chosen spot is no further than a specified distance away.
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/// </summary>
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/// <param name="characterTransform">character's transform</param>
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/// <param name="targetSpot">location we want to be next to</param>
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/// <param name="stopAtObstructions">true if we should be blocked by obstructions such as walls</param>
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/// <param name="distanceToUseIfVeryClose">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</param>
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/// <param name="maxDistance">returned location will be no further away from characterTransform than this. -1 = no max distance</param>
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/// <returns>new coordinates that are near the destination (or near the first obstruction)</returns>
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public static Vector3 GetDashDestination(Transform characterTransform, Vector3 targetSpot, bool stopAtObstructions, float distanceToUseIfVeryClose = -1, float maxDistance = -1)
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{
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Vector3 destinationSpot = targetSpot;
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if (distanceToUseIfVeryClose != -1)
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{
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// make sure our stopping point is a meaningful distance away!
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if (destinationSpot == Vector3.zero || Vector3.Distance(characterTransform.position, destinationSpot) <= k_VeryCloseTeleportRange)
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{
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// we don't have a meaningful stopping spot. Find a new one based on the character's current direction
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destinationSpot = characterTransform.position + characterTransform.forward * distanceToUseIfVeryClose;
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}
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}
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if (maxDistance != -1)
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{
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// make sure our stopping point isn't too far away!
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float distance = Vector3.Distance(characterTransform.position, destinationSpot);
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if (distance > maxDistance)
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{
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destinationSpot = Vector3.MoveTowards(destinationSpot, characterTransform.position, distance - maxDistance);
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}
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}
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if (stopAtObstructions)
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{
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// if we're going to hit an obstruction, stop at the obstruction
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if (!HasLineOfSight(characterTransform.position, destinationSpot, out Vector3 collidePos))
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{
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destinationSpot = collidePos;
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}
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}
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// now get a spot "near" the end point
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destinationSpot = Vector3.MoveTowards(destinationSpot, characterTransform.position, k_CloseDistanceOffset);
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return destinationSpot;
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}
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}
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/// <summary>
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/// Small utility to better understand action start and stop conclusion
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/// </summary>
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public static class ActionConclusion
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{
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public const bool Stop = false;
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public const bool Continue = true;
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}
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/// <summary>
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/// Utility comparer to sort through RaycastHits by distance.
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/// </summary>
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public class RaycastHitComparer : IComparer<RaycastHit>
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{
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public int Compare(RaycastHit x, RaycastHit y)
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{
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return x.distance.CompareTo(y.distance);
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}
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}
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}
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