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116 lines
5.0 KiB
C#
116 lines
5.0 KiB
C#
using System;
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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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/// <summary>
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/// Comprehensive class that contains information needed to play back any action on the server. This is what gets sent client->server when
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/// the Action gets played, and also what gets sent server->client to broadcast the action event. Note that the OUTCOMES of the action effect
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/// don't ride along with this object when it is broadcast to clients; that information is sync'd separately, usually by NetworkVariables.
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/// </summary>
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public struct ActionRequestData : INetworkSerializable
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{
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public ActionID ActionID; //index of the action in the list of all actions in the game - a way to recover the reference to the instance at runtime
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public Vector3 Position; //center position of skill, e.g. "ground zero" of a fireball skill.
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public Vector3 Direction; //direction of skill, if not inferrable from the character's current facing.
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public ulong[] TargetIds; //NetworkObjectIds of targets, or null if untargeted.
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public float Amount; //can mean different things depending on the Action. For a ChaseAction, it will be target range the ChaseAction is trying to achieve.
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public bool ShouldQueue; //if true, this action should queue. If false, it should clear all current actions and play immediately.
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public bool ShouldClose; //if true, the server should synthesize a ChaseAction to close to within range of the target before playing the Action. Ignored for untargeted actions.
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public bool CancelMovement; // if true, movement is cancelled before playing this action
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//O__O Hey, are you adding something? Be sure to update ActionLogicInfo, as well as the methods below.
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[Flags]
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private enum PackFlags
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{
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None = 0,
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HasPosition = 1,
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HasDirection = 1 << 1,
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HasTargetIds = 1 << 2,
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HasAmount = 1 << 3,
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ShouldQueue = 1 << 4,
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ShouldClose = 1 << 5,
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CancelMovement = 1 << 6,
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//currently serialized with a byte. Change Read/Write if you add more than 8 fields.
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}
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public static ActionRequestData Create(Action action) =>
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new()
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{
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ActionID = action.ActionID
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};
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/// <summary>
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/// Returns true if the ActionRequestDatas are "functionally equivalent" (not including their Queueing or Closing properties).
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/// </summary>
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public bool Compare(ref ActionRequestData rhs)
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{
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bool scalarParamsEqual = (ActionID, Position, Direction, Amount) == (rhs.ActionID, rhs.Position, rhs.Direction, rhs.Amount);
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if (!scalarParamsEqual) { return false; }
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if (TargetIds == rhs.TargetIds) { return true; } //covers case of both being null.
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if (TargetIds == null || rhs.TargetIds == null || TargetIds.Length != rhs.TargetIds.Length) { return false; }
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for (int i = 0; i < TargetIds.Length; i++)
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{
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if (TargetIds[i] != rhs.TargetIds[i]) { return false; }
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}
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return true;
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}
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private PackFlags GetPackFlags()
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{
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PackFlags flags = PackFlags.None;
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if (Position != Vector3.zero) { flags |= PackFlags.HasPosition; }
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if (Direction != Vector3.zero) { flags |= PackFlags.HasDirection; }
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if (TargetIds != null) { flags |= PackFlags.HasTargetIds; }
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if (Amount != 0) { flags |= PackFlags.HasAmount; }
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if (ShouldQueue) { flags |= PackFlags.ShouldQueue; }
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if (ShouldClose) { flags |= PackFlags.ShouldClose; }
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if (CancelMovement) { flags |= PackFlags.CancelMovement; }
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return flags;
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}
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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PackFlags flags = PackFlags.None;
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if (!serializer.IsReader)
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{
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flags = GetPackFlags();
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}
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serializer.SerializeValue(ref ActionID);
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serializer.SerializeValue(ref flags);
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if (serializer.IsReader)
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{
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ShouldQueue = (flags & PackFlags.ShouldQueue) != 0;
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CancelMovement = (flags & PackFlags.CancelMovement) != 0;
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ShouldClose = (flags & PackFlags.ShouldClose) != 0;
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}
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if ((flags & PackFlags.HasPosition) != 0)
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{
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serializer.SerializeValue(ref Position);
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}
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if ((flags & PackFlags.HasDirection) != 0)
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{
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serializer.SerializeValue(ref Direction);
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}
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if ((flags & PackFlags.HasTargetIds) != 0)
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{
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serializer.SerializeValue(ref TargetIds);
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}
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if ((flags & PackFlags.HasAmount) != 0)
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{
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serializer.SerializeValue(ref Amount);
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}
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}
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}
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}
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