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108 lines
3.9 KiB
C#
108 lines
3.9 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 Unity.BossRoom.Infrastructure;
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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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/// Action responsible for creating a projectile object.
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/// </summary>
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[CreateAssetMenu(menuName = "BossRoom/Actions/Launch Projectile Action")]
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public class LaunchProjectileAction : Action
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{
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private bool m_Launched = false;
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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, and then broadcast the animation, which we do immediately.
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serverCharacter.physicsWrapper.Transform.forward = Data.Direction;
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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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m_Launched = false;
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base.Reset();
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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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LaunchProjectile(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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protected virtual 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 && projectileInfo.ProjectilePrefab.GetComponent<PhysicsProjectile>())
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return projectileInfo;
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}
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throw new System.Exception($"Action {name} has no usable Projectiles!");
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}
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/// <summary>
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/// Instantiates and configures the arrow. 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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protected void LaunchProjectile(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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NetworkObject no = NetworkObjectPool.Singleton.GetNetworkObject(projectileInfo.ProjectilePrefab, projectileInfo.ProjectilePrefab.transform.position, projectileInfo.ProjectilePrefab.transform.rotation);
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// point the projectile the same way we're facing
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no.transform.forward = parent.physicsWrapper.Transform.forward;
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//this way, you just need to "place" the arrow by moving it in the prefab, and that will control
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//where it appears next to the player.
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no.transform.position = parent.physicsWrapper.Transform.localToWorldMatrix.MultiplyPoint(no.transform.position);
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no.GetComponent<PhysicsProjectile>().Initialize(parent.NetworkObjectId, projectileInfo);
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no.Spawn(true);
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}
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}
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public override void End(ServerCharacter serverCharacter)
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{
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//make sure this happens.
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LaunchProjectile(serverCharacter);
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}
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public override void Cancel(ServerCharacter serverCharacter)
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{
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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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}
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public override bool OnUpdateClient(ClientCharacter clientCharacter)
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{
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return ActionConclusion.Continue;
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}
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}
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}
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