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116 lines
4.4 KiB
C#
116 lines
4.4 KiB
C#
using System;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.BossRoom.Infrastructure;
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using Unity.Netcode;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Unity.BossRoom.Gameplay.Actions
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{
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/// <summary>
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/// Action responsible for creating a physics-based thrown object.
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/// </summary>
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[CreateAssetMenu(menuName = "BossRoom/Actions/Toss Action")]
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public class TossAction : Action
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{
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bool m_Launched;
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public override bool OnStart(ServerCharacter serverCharacter)
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{
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// snap to face the direction we're firing
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if (m_Data.TargetIds != null && m_Data.TargetIds.Length > 0)
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{
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var initialTarget = NetworkManager.Singleton.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]];
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if (initialTarget)
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{
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Vector3 lookAtPosition;
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if (PhysicsWrapper.TryGetPhysicsWrapper(initialTarget.NetworkObjectId, out var physicsWrapper))
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{
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lookAtPosition = physicsWrapper.Transform.position;
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}
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else
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{
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lookAtPosition = initialTarget.transform.position;
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}
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// snap to face our target! This is the direction we'll attack in
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serverCharacter.physicsWrapper.Transform.LookAt(lookAtPosition);
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}
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}
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serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim);
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serverCharacter.clientCharacter.ClientPlayActionRpc(Data);
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return true;
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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_Launched = false;
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}
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public override bool OnUpdate(ServerCharacter clientCharacter)
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{
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if (TimeRunning >= Config.ExecTimeSeconds && !m_Launched)
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{
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Throw(clientCharacter);
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}
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return true;
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}
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/// <summary>
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/// Looks through the ProjectileInfo list and finds the appropriate one to instantiate.
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/// For the base class, this is always just the first entry with a valid prefab in it!
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/// </summary>
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/// <exception cref="System.Exception">thrown if no Projectiles are valid</exception>
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ProjectileInfo GetProjectileInfo()
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{
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foreach (var projectileInfo in Config.Projectiles)
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{
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if (projectileInfo.ProjectilePrefab)
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{
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return projectileInfo;
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}
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}
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throw new System.Exception($"Action {this.name} has no usable Projectiles!");
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}
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/// <summary>
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/// Instantiates and configures the thrown object. Repeatedly calling this does nothing.
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/// </summary>
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/// <remarks>
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/// This calls GetProjectilePrefab() to find the prefab it should instantiate.
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/// </remarks>
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void Throw(ServerCharacter parent)
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{
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if (!m_Launched)
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{
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m_Launched = true;
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var projectileInfo = GetProjectileInfo();
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var no = NetworkObjectPool.Singleton.GetNetworkObject(projectileInfo.ProjectilePrefab, projectileInfo.ProjectilePrefab.transform.position, projectileInfo.ProjectilePrefab.transform.rotation);
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var networkObjectTransform = no.transform;
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// point the thrown object the same way we're facing
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networkObjectTransform.forward = parent.physicsWrapper.Transform.forward;
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networkObjectTransform.position = parent.physicsWrapper.Transform.localToWorldMatrix.MultiplyPoint(networkObjectTransform.position) +
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networkObjectTransform.forward + (Vector3.up * 2f);
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no.Spawn(true);
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// important to add a force AFTER a NetworkObject is spawned, since IsKinematic is enabled on the
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// Rigidbody component after it is spawned
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var tossedItemRigidbody = no.GetComponent<Rigidbody>();
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tossedItemRigidbody.AddForce((networkObjectTransform.forward * 80f) + (networkObjectTransform.up * 150f), ForceMode.Impulse);
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tossedItemRigidbody.AddTorque((networkObjectTransform.forward * Random.Range(-15f, 15f)) + (networkObjectTransform.up * Random.Range(-15f, 15f)), ForceMode.Impulse);
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}
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}
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}
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}
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