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.
124 lines
4.6 KiB
C#
124 lines
4.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
|
|
using Unity.BossRoom.VisualEffects;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.BossRoom.Gameplay.Actions
|
|
{
|
|
/// <summary>
|
|
/// Causes the character to become hidden to enemies and other players. Notes:
|
|
/// - Stealth starts after the ExecTimeSeconds has elapsed. If they are attacked during the Exec time, stealth is aborted.
|
|
/// - Stealth ends when the player attacks or is damaged.
|
|
/// </summary>
|
|
[CreateAssetMenu(menuName = "BossRoom/Actions/Stealth Mode Action")]
|
|
public class StealthModeAction : Action
|
|
{
|
|
private bool m_IsStealthStarted = false;
|
|
private bool m_IsStealthEnded = false;
|
|
|
|
/// <summary>
|
|
/// When non-null, a list of all graphics spawned.
|
|
/// (If null, means we haven't been running long enough yet, or we aren't using any graphics because we're invisible on this client)
|
|
/// These are created from the Description.Spawns list. Each prefab in that list should have a SpecialFXGraphic component.
|
|
/// </summary>
|
|
private List<SpecialFXGraphic> m_SpawnedGraphics = null;
|
|
|
|
public override bool OnStart(ServerCharacter serverCharacter)
|
|
{
|
|
serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim);
|
|
|
|
serverCharacter.clientCharacter.ClientPlayActionRpc(Data);
|
|
|
|
return true;
|
|
}
|
|
|
|
public override void Reset()
|
|
{
|
|
base.Reset();
|
|
m_IsStealthEnded = false;
|
|
m_IsStealthStarted = false;
|
|
m_SpawnedGraphics = null;
|
|
}
|
|
|
|
public override bool ShouldBecomeNonBlocking()
|
|
{
|
|
return TimeRunning >= Config.ExecTimeSeconds;
|
|
}
|
|
|
|
public override bool OnUpdate(ServerCharacter clientCharacter)
|
|
{
|
|
if (TimeRunning >= Config.ExecTimeSeconds && !m_IsStealthStarted && !m_IsStealthEnded)
|
|
{
|
|
// start actual stealth-mode... NOW!
|
|
m_IsStealthStarted = true;
|
|
clientCharacter.IsStealthy.Value = true;
|
|
}
|
|
return !m_IsStealthEnded;
|
|
}
|
|
|
|
public override void Cancel(ServerCharacter serverCharacter)
|
|
{
|
|
if (!string.IsNullOrEmpty(Config.Anim2))
|
|
{
|
|
serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2);
|
|
}
|
|
|
|
EndStealth(serverCharacter);
|
|
}
|
|
|
|
public override void OnGameplayActivity(ServerCharacter serverCharacter, GameplayActivity activityType)
|
|
{
|
|
// we break stealth after using an attack. (Or after being hit, which could happen during exec time before we're stealthed, or even afterwards, such as from an AoE attack)
|
|
if (activityType == GameplayActivity.UsingAttackAction || activityType == GameplayActivity.AttackedByEnemy)
|
|
{
|
|
EndStealth(serverCharacter);
|
|
}
|
|
}
|
|
|
|
private void EndStealth(ServerCharacter parent)
|
|
{
|
|
if (!m_IsStealthEnded)
|
|
{
|
|
m_IsStealthEnded = true;
|
|
if (m_IsStealthStarted)
|
|
{
|
|
parent.IsStealthy.Value = false;
|
|
}
|
|
|
|
// note that we cancel the ActionFX here, and NOT in Cancel(). That's to handle the case where someone
|
|
// presses the Stealth button twice in a row: "end this Stealth action and start a new one". If we cancelled
|
|
// all actions of this type in Cancel(), we'd end up cancelling both the old AND the new one, because
|
|
// the new one would already be in the clients' actionFX queue.
|
|
parent.clientCharacter.ClientCancelActionsByPrototypeIDRpc(ActionID);
|
|
}
|
|
}
|
|
|
|
public override bool OnUpdateClient(ClientCharacter clientCharacter)
|
|
{
|
|
if (TimeRunning >= Config.ExecTimeSeconds && m_SpawnedGraphics == null && clientCharacter.IsOwner)
|
|
{
|
|
m_SpawnedGraphics = InstantiateSpecialFXGraphics(clientCharacter.transform, true);
|
|
}
|
|
|
|
return ActionConclusion.Continue;
|
|
}
|
|
|
|
public override void CancelClient(ClientCharacter clientCharacter)
|
|
{
|
|
if (m_SpawnedGraphics != null)
|
|
{
|
|
foreach (var graphic in m_SpawnedGraphics)
|
|
{
|
|
if (graphic)
|
|
{
|
|
graphic.transform.SetParent(null);
|
|
graphic.Shutdown();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|