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118 lines
4.6 KiB
C#
118 lines
4.6 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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/// Causes the attacker to teleport near a target spot, then perform a melee attack. The client
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/// visualization moves the character locally beforehand, making the character appear to dash to the
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/// destination spot.
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///
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/// After the ExecTime has elapsed, the character is immune to damage until the action ends.
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///
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/// Since the "Range" field means "range when we can teleport to our target", we need another
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/// field to mean "range of our melee attack after dashing". We'll use the "Radius" field of the
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/// ActionDescription for that.
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/// </summary>
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/// <remarks>
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/// See MeleeAction for relevant discussion about targeting; we use the same concept here: preferring
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/// the chosen target, but using whatever is actually within striking distance at time of attack.
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/// </remarks>
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[CreateAssetMenu(menuName = "BossRoom/Actions/Dash Attack Action")]
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public class DashAttackAction : Action
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{
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private Vector3 m_TargetSpot;
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private bool m_Dashed;
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public override bool OnStart(ServerCharacter serverCharacter)
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{
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// remember the exact spot we'll stop.
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m_TargetSpot = ActionUtils.GetDashDestination(serverCharacter.physicsWrapper.Transform, Data.Position, true, Config.Range, Config.Range);
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// snap to face our destination. This ensures the client visualization faces the right way while "pretending" to dash
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serverCharacter.physicsWrapper.Transform.LookAt(m_TargetSpot);
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serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim);
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// tell clients to visualize this action
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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_TargetSpot = default;
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m_Dashed = false;
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}
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public override bool OnUpdate(ServerCharacter clientCharacter)
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{
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return ActionConclusion.Continue;
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}
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public override void End(ServerCharacter serverCharacter)
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{
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// Anim2 contains the name of the end-loop-sequence trigger
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if (!string.IsNullOrEmpty(Config.Anim2))
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{
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serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2);
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}
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// we're done, time to teleport!
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serverCharacter.Movement.Teleport(m_TargetSpot);
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// and then swing!
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PerformMeleeAttack(serverCharacter);
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}
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public override void Cancel(ServerCharacter serverCharacter)
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{
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// OtherAnimatorVariable contains the name of the cancellation trigger
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if (!string.IsNullOrEmpty(Config.OtherAnimatorVariable))
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{
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serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.OtherAnimatorVariable);
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}
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// because the client-side visualization of the action moves the character visualization around,
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// we need to explicitly end the client-side visuals when we abort
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serverCharacter.clientCharacter.ClientCancelActionsByPrototypeIDRpc(ActionID);
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}
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public override void BuffValue(BuffableValue buffType, ref float buffedValue)
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{
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if (TimeRunning >= Config.ExecTimeSeconds && buffType == BuffableValue.PercentDamageReceived)
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{
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// we suffer no damage during the "dash" (client-side pretend movement)
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buffedValue = 0;
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}
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}
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private void PerformMeleeAttack(ServerCharacter parent)
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{
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// perform a typical melee-hit. But note that we are using the Radius field for range, not the Range field!
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IDamageable foe = MeleeAction.GetIdealMeleeFoe(Config.IsFriendly ^ parent.IsNpc,
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parent.physicsWrapper.DamageCollider,
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Config.Radius,
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(Data.TargetIds != null && Data.TargetIds.Length > 0 ? Data.TargetIds[0] : 0));
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if (foe != null)
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{
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foe.ReceiveHP(parent, -Config.Amount);
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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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if (m_Dashed) { return ActionConclusion.Stop; } // we're done!
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return ActionConclusion.Continue;
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}
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}
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}
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