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145 lines
5.5 KiB
C#
145 lines
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.BossRoom.VisualEffects;
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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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public partial class MeleeAction
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{
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//have we actually played an impact? This won't necessarily happen for all swings. Sometimes you're just swinging at space.
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private bool m_ImpactPlayed;
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/// <summary>
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/// When we detect if our original target is still around, we use a bit of padding on the range check.
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/// </summary>
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private const float k_RangePadding = 3f;
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/// <summary>
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/// List of active special graphics playing on the target.
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/// </summary>
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private List<SpecialFXGraphic> m_SpawnedGraphics = null;
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public override bool OnStartClient(ClientCharacter clientCharacter)
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{
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base.OnStartClient(clientCharacter);
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// we can optionally have special particles that should play on the target. If so, add them now.
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// (don't wait until impact, because the particles need to start sooner!)
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if (Data.TargetIds != null
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&& Data.TargetIds.Length > 0
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&& NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out var targetNetworkObj)
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&& targetNetworkObj != null)
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{
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float padRange = Config.Range + k_RangePadding;
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Vector3 targetPosition;
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if (PhysicsWrapper.TryGetPhysicsWrapper(Data.TargetIds[0], out var physicsWrapper))
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{
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targetPosition = physicsWrapper.Transform.position;
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}
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else
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{
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targetPosition = targetNetworkObj.transform.position;
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}
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if ((clientCharacter.transform.position - targetPosition).sqrMagnitude < (padRange * padRange))
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{
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// target is in range! Play the graphics
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m_SpawnedGraphics = InstantiateSpecialFXGraphics(physicsWrapper ? physicsWrapper.Transform : targetNetworkObj.transform, true);
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}
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}
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return true;
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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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public override void OnAnimEventClient(ClientCharacter clientCharacter, string id)
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{
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if (id == "impact" && !m_ImpactPlayed)
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{
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PlayHitReact(clientCharacter);
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}
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}
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public override void EndClient(ClientCharacter clientCharacter)
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{
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//if this didn't already happen, make sure it gets a chance to run. This could have failed to run because
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//our animationclip didn't have the "impact" event properly configured (as one possibility).
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PlayHitReact(clientCharacter);
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base.EndClient(clientCharacter);
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}
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public override void CancelClient(ClientCharacter clientCharacter)
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{
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// if we had any special target graphics, tell them we're done
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if (m_SpawnedGraphics != null)
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{
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foreach (var spawnedGraphic in m_SpawnedGraphics)
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{
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if (spawnedGraphic)
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{
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spawnedGraphic.Shutdown();
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}
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}
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}
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}
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void PlayHitReact(ClientCharacter parent)
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{
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if (m_ImpactPlayed) { return; }
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m_ImpactPlayed = true;
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if (NetworkManager.Singleton.IsServer)
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{
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return;
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}
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//Is my original target still in range? Then definitely get him!
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if (Data.TargetIds != null &&
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Data.TargetIds.Length > 0 &&
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NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out var targetNetworkObj)
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&& targetNetworkObj != null)
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{
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float padRange = Config.Range + k_RangePadding;
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Vector3 targetPosition;
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if (PhysicsWrapper.TryGetPhysicsWrapper(Data.TargetIds[0], out var movementContainer))
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{
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targetPosition = movementContainer.Transform.position;
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}
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else
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{
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targetPosition = targetNetworkObj.transform.position;
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}
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if ((parent.transform.position - targetPosition).sqrMagnitude < (padRange * padRange))
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{
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if (targetNetworkObj.NetworkObjectId != parent.NetworkObjectId)
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{
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string hitAnim = Config.ReactAnim;
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if (string.IsNullOrEmpty(hitAnim)) { hitAnim = k_DefaultHitReact; }
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if (targetNetworkObj.TryGetComponent<ServerCharacter>(out var serverCharacter)
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&& serverCharacter.clientCharacter != null
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&& serverCharacter.clientCharacter.OurAnimator)
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{
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serverCharacter.clientCharacter.OurAnimator.SetTrigger(hitAnim);
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}
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}
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}
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}
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//in the future we may do another physics check to handle the case where a target "ran under our weapon".
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//But for now, if the original target is no longer present, then we just don't play our hit react on anything.
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}
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}
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}
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