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96 lines
2.8 KiB
C#

using System;
using System.Collections;
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.Animations;
namespace Unity.BossRoom.Gameplay.GameplayObjects
{
/// <summary>
/// Component to simply play a descending animation when this NetworkObject's parent NetworkObject changes.
/// </summary>
public class ServerDisplacerOnParentChange : NetworkBehaviour
{
[SerializeField]
NetworkTransform m_NetworkTransform;
[SerializeField]
PositionConstraint m_PositionConstraint;
const float k_DropAnimationLength = 0.1f;
void Awake()
{
m_PositionConstraint.enabled = false;
enabled = false;
}
public override void OnNetworkSpawn()
{
m_PositionConstraint.enabled = IsServer;
enabled = IsServer;
}
public override void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
{
if (!IsServer)
{
return;
}
RemoveParentConstraintSources();
if (parentNetworkObject == null)
{
StopAllCoroutines();
m_NetworkTransform.InLocalSpace = false;
// when Netcode detects that a NetworkObject's parent has been destroyed, it assigns no parent for that
// object
// when this happens, NetworkTransform and PositionConstraint are disabled; here they are re-enabled
m_NetworkTransform.enabled = true;
m_PositionConstraint.enabled = true;
// this NetworkObject has been dropped, move it slowly back to the ground
StartCoroutine(SmoothPositionLerpY(k_DropAnimationLength, 0));
}
else
{
m_NetworkTransform.InLocalSpace = true;
}
}
void RemoveParentConstraintSources()
{
if (m_PositionConstraint)
{
for (int i = m_PositionConstraint.sourceCount - 1; i >= 0; i--)
{
m_PositionConstraint.RemoveSource(i);
}
}
}
IEnumerator SmoothPositionLerpY(float length, float targetHeight)
{
var start = transform.position.y;
var progress = 0f;
var duration = 0f;
while (progress < 1f)
{
duration += Time.deltaTime;
progress = Mathf.Clamp(duration / length, 0f, 1f);
var progressY = Mathf.Lerp(start, targetHeight, progress);
transform.position = new Vector3(transform.position.x, progressY, transform.position.z);
yield return null;
}
}
}
}