You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
177 lines
8.1 KiB
C#
177 lines
8.1 KiB
C#
using System;
|
|
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
|
|
using Unity.Netcode;
|
|
using UnityEngine;
|
|
using UnityEngine.Assertions;
|
|
|
|
namespace Unity.BossRoom.Gameplay.Actions
|
|
{
|
|
/// <summary>
|
|
/// A defensive action where the character becomes resistant to damage.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 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.
|
|
/// </remarks>
|
|
[CreateAssetMenu(menuName = "BossRoom/Actions/Charged Shield Action")]
|
|
public partial class ChargedShieldAction : Action
|
|
{
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
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;
|
|
}
|
|
}
|
|
}
|