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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();
}
}
}
}
}
}