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// Due to latency, it's possible for the client side click check to be out of date with the server driven position.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