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126 lines
4.5 KiB
C#
126 lines
4.5 KiB
C#
using System;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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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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[CreateAssetMenu(menuName = "BossRoom/Actions/Chase Action")]
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public class ChaseAction : Action
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{
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private NetworkObject m_Target;
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Transform m_TargetTransform;
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/// <summary>
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/// Called when the Action starts actually playing (which may be after it is created, because of queueing).
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/// </summary>
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/// <returns>false if the action decided it doesn't want to run after all, true otherwise. </returns>
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public override bool OnStart(ServerCharacter serverCharacter)
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{
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if (!HasValidTarget())
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{
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Debug.Log("Failed to start ChaseAction. The target entity wasn't submitted or doesn't exist anymore");
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return ActionConclusion.Stop;
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}
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m_Target = NetworkManager.Singleton.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]];
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if (PhysicsWrapper.TryGetPhysicsWrapper(m_Data.TargetIds[0], out var physicsWrapper))
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{
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m_TargetTransform = physicsWrapper.Transform;
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}
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else
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{
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m_TargetTransform = m_Target.transform;
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}
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Vector3 currentTargetPos = m_TargetTransform.position;
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if (StopIfDone(serverCharacter))
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{
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serverCharacter.physicsWrapper.Transform.LookAt(currentTargetPos); //even if we didn't move, snap to face the target!
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return ActionConclusion.Stop;
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}
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if (!serverCharacter.Movement.IsPerformingForcedMovement())
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{
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serverCharacter.Movement.FollowTransform(m_TargetTransform);
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}
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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_Target = null;
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m_TargetTransform = null;
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}
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/// <summary>
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/// Returns true if our ActionRequestData came with a valid target. For the ChaseAction, this is pretty liberal (could be friend or foe, could be
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/// dead or alive--just needs to be present).
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/// </summary>
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private bool HasValidTarget()
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{
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return m_Data.TargetIds != null &&
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m_Data.TargetIds.Length > 0 &&
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NetworkManager.Singleton.SpawnManager.SpawnedObjects.ContainsKey(m_Data.TargetIds[0]);
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}
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/// <summary>
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/// 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).
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/// </summary>
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private bool StopIfDone(ServerCharacter parent)
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{
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if (m_TargetTransform == null)
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{
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//if the target disappeared on us, then just stop.
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Cancel(parent);
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return true;
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}
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float distToTarget2 = (parent.physicsWrapper.Transform.position - m_TargetTransform.position).sqrMagnitude;
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if ((m_Data.Amount * m_Data.Amount) > distToTarget2)
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{
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//we made it! we're done.
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Cancel(parent);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Called each frame while the action is running.
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/// </summary>
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/// <returns>true to keep running, false to stop. The Action will stop by default when its duration expires, if it has a duration set. </returns>
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public override bool OnUpdate(ServerCharacter clientCharacter)
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{
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if (StopIfDone(clientCharacter)) { return ActionConclusion.Stop; }
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// Keep re-assigning our chase target whenever possible.
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// This way, if we get Knocked Back mid-chase, we pick right back up and continue the chase.
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if (!clientCharacter.Movement.IsPerformingForcedMovement())
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{
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clientCharacter.Movement.FollowTransform(m_TargetTransform);
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}
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return ActionConclusion.Continue;
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}
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public override void Cancel(ServerCharacter serverCharacter)
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{
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if (serverCharacter.Movement && !serverCharacter.Movement.IsPerformingForcedMovement())
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{
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serverCharacter.Movement.CancelMove();
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}
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}
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public override bool OnUpdateClient(ClientCharacter clientCharacter)
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{
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return ActionConclusion.Continue;
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}
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}
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}
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