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4745d7fef0
| Author | SHA1 | Date | |
|---|---|---|---|
| 4745d7fef0 | |||
| a38acd711f | |||
| 4e771f3076 | |||
| 68ecddd9ca | |||
| c7154c1895 |
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404
Assets/Prefabs/Boundary.prefab
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404
Assets/Prefabs/Boundary.prefab
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@ -1328,7 +1325,7 @@ MonoBehaviour:
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@ -2694,7 +2680,7 @@ Camera:
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@ -10,6 +10,9 @@ using UnityEngine;
|
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[CreateAssetMenu(fileName = "BaseShip", menuName = "ScriptableObjects/BaseShip")]
|
||||
public class BaseShipProperties : ScriptableObject
|
||||
{
|
||||
[Header("Life")]
|
||||
[Tooltip("The lifekind. Perchance.")]
|
||||
public float MaximumHealth = 1000;
|
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[Header("Basic Movement")]
|
||||
[Tooltip("The acceleration applied on thrust input.")]
|
||||
public float ThrustAcceleration = 2000;
|
||||
|
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@ -19,6 +19,12 @@ public class ShipProperties : ScriptableObject
|
||||
[Tooltip("The main color of the ship.")]
|
||||
public Color ShipHullColor = Color.magenta;
|
||||
|
||||
[Tooltip("The lifekind. Perchance.")]
|
||||
[Range(0.0f, 10.0f)]
|
||||
public float healthModifier = 1;
|
||||
[HideInInspector]
|
||||
public float MaximumHealth => BaseProps.MaximumHealth * healthModifier;
|
||||
|
||||
[Tooltip("The acceleration applied on thrust input.")]
|
||||
[Range(0.0f, 10.0f)]
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public float thrustAccelerationModifier = 1;
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@ -12,6 +12,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: d4e63b7217e6a2f499d6da3911f6da33, type: 3}
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m_Name: BaseShip
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m_EditorClassIdentifier:
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MaximumHealth: 1000
|
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ThrustAcceleration: 2000
|
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SteerVelocity: 360
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NormalMaxVelocity: 15
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@ -31,7 +32,7 @@ MonoBehaviour:
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TacklingGraceTime: 0.6
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TackledGraceTime: 0.6
|
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TackledCriticalStunTime: 0.6
|
||||
TackledBodyStunTime: 0.3
|
||||
CriticalTacklePowerFactor: 60
|
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NormalTacklePowerFactor: 40
|
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TackledBodyStunTime: 0.4
|
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CriticalTacklePowerFactor: 400
|
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NormalTacklePowerFactor: 200
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Audio: {fileID: 11400000, guid: 96db7e9f041aed7459cb776fddee1741, type: 2}
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@ -99,7 +99,7 @@ public class CameraOperator : MonoBehaviour
|
||||
/// Zooms to keep players in frame.
|
||||
/// Follows the players mid-point.
|
||||
/// </summary>
|
||||
private void FixedUpdate()
|
||||
private void LateUpdate()
|
||||
{
|
||||
|
||||
Vector3 center = CalculatePlayersCenter();
|
||||
|
||||
@ -1,15 +1,24 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Used on vulnerable trigger zones for ships.
|
||||
/// </summary>
|
||||
public class TackleDetection : MonoBehaviour
|
||||
public class HitDetection : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TackleKind tackleKind;
|
||||
public Action<TackleKind, Collider> TackledResponse;
|
||||
public Action TacklingResponse;
|
||||
[SerializeField] private HitKind hitKind = HitKind.IncomingNormal;
|
||||
public Action<HitKind, ProjectileDamage> HitResponse;
|
||||
//ID of Owner GameObject of this hit detecting zone
|
||||
[HideInInspector]
|
||||
public int OwnerId = 0;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
OwnerId = transform.parent.gameObject.GetInstanceID();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invokes the fitting tackle response on trigger entered.
|
||||
@ -40,8 +49,20 @@ public class TackleDetection : MonoBehaviour
|
||||
TacklingResponse.Invoke();
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
public void RegisterHit(ProjectileDamage damage)
|
||||
{
|
||||
HitResponse(hitKind, damage);
|
||||
}
|
||||
}
|
||||
|
||||
public enum TackleKind { IncomingCritical, IncomingNormal, OutgoingCritical, OutgoingNormal }
|
||||
public enum TackleKind { IncomingCritical, IncomingNormal, OutgoingCritical, OutgoingNormal }
|
||||
public enum HitKind { IncomingCritical, IncomingNormal }
|
||||
|
||||
public struct ProjectileDamage
|
||||
{
|
||||
public float DamageValue;
|
||||
public float ImpactMagnitude;
|
||||
public Vector3 ImpactPoint;
|
||||
public Vector3 ImpactDirection;
|
||||
}
|
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@ -18,6 +18,10 @@ using FishNet.Transporting;
|
||||
public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
{
|
||||
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
public event Action<float> BoostUpdated;
|
||||
public event Action<float> LifeUpdated;
|
||||
|
||||
public int InstanceID { get; private set; }
|
||||
public ShipProperties props;
|
||||
public ShipState state;
|
||||
@ -36,7 +40,7 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
private AffectingForcesManager forceManager;
|
||||
// Saves the current input value for thrust
|
||||
private bool canBoost = true;
|
||||
private TackleDetection[] tackleDetectors;
|
||||
private HitDetection[] tackleDetectors;
|
||||
private bool isCriticalTackle = false;
|
||||
private bool isTackled = false;
|
||||
private float tackledTime = 0f;
|
||||
@ -61,6 +65,7 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
public GameObject smoothedRepresentation;
|
||||
private Rigidbody body;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (forceManager == null)
|
||||
@ -86,13 +91,13 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
void Start()
|
||||
{
|
||||
InstanceID = gameObject.GetInstanceID();
|
||||
state.boostCapacity = props.MaxBoostCapacity;
|
||||
state.BoostCapacity = props.MaxBoostCapacity;
|
||||
// boostUI.SetMinBoostRatio(props.minBoostCapacity / props.maxBoostCapacity);
|
||||
// GameManager.GM.RegisterPlayer(this);
|
||||
cameraOperator.AddCharacter(smoothedRepresentation);
|
||||
|
||||
tackleDetectors = GetComponentsInChildren<TackleDetection>();
|
||||
foreach (TackleDetection td in tackleDetectors)
|
||||
tackleDetectors = GetComponentsInChildren<HitDetection>();
|
||||
foreach (HitDetection td in tackleDetectors)
|
||||
{
|
||||
td.TackledResponse += TackledResponse;
|
||||
td.TacklingResponse += TacklingResponse;
|
||||
@ -114,11 +119,13 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
void OnDestroy()
|
||||
{
|
||||
ObjectCaches<PredictionRigidbody>.StoreAndDefault(ref PredictionRigidbody);
|
||||
foreach (TackleDetection td in tackleDetectors)
|
||||
foreach (HitDetection td in tackleDetectors)
|
||||
{
|
||||
td.TackledResponse = null;
|
||||
td.TacklingResponse = null;
|
||||
}
|
||||
LifeUpdated = null;
|
||||
BoostUpdated = null;
|
||||
}
|
||||
|
||||
private void TimeManager_OnTick()
|
||||
@ -145,8 +152,8 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
|
||||
// // Get and apply the current Gravity
|
||||
Transform gravitySource = forceManager.GetGravitySourceForInstance(InstanceID);
|
||||
state.currentGravity = forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform);
|
||||
PredictionRigidbody.AddForce(state.currentGravity, ForceMode.Acceleration);
|
||||
state.CurrentGravity = forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform);
|
||||
PredictionRigidbody.AddForce(state.CurrentGravity, ForceMode.Acceleration);
|
||||
|
||||
float stunFactor = isCriticalTackle ? props.StunLooseControlFactor : 1f;
|
||||
|
||||
@ -156,7 +163,7 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
|
||||
Vector3 currentVelocity = body.velocity;
|
||||
|
||||
Vector3 boostedAcceleration = BoostAcceleration(acceleration, state.currentGravity);
|
||||
Vector3 boostedAcceleration = BoostAcceleration(acceleration, state.CurrentGravity);
|
||||
|
||||
if (!isCriticalTackle)
|
||||
{
|
||||
@ -264,8 +271,8 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
|
||||
// Get and apply the current Gravity
|
||||
Transform gravitySource = forceManager.GetGravitySourceForInstance(InstanceID);
|
||||
state.currentGravity = forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform);
|
||||
body.AddForce(state.currentGravity, ForceMode.Acceleration);
|
||||
state.CurrentGravity = forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform);
|
||||
body.AddForce(state.CurrentGravity, ForceMode.Acceleration);
|
||||
|
||||
float stunFactor = isCriticalTackle ? props.StunLooseControlFactor : 1f;
|
||||
|
||||
@ -275,7 +282,7 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
|
||||
Vector3 currentVelocity = body.velocity;
|
||||
|
||||
Vector3 boostedAcceleration = BoostAcceleration(acceleration, state.currentGravity);
|
||||
Vector3 boostedAcceleration = BoostAcceleration(acceleration, state.CurrentGravity);
|
||||
|
||||
if (!isCriticalTackle)
|
||||
{
|
||||
@ -407,29 +414,29 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
/// <param name="deltaTime">Time delta of the current frame</param>
|
||||
void BoostStateUpdate(float deltaTime)
|
||||
{
|
||||
BoostUI.UpdateFill(Math.Min(state.boostCapacity / props.MaxBoostCapacity, 1));
|
||||
BoostUI.UpdateFill(Math.Min(state.BoostCapacity / props.MaxBoostCapacity, 1));
|
||||
if (IsBoosting(input.boostInput))
|
||||
{
|
||||
state.boostCapacity -= deltaTime;
|
||||
state.BoostCapacity -= deltaTime;
|
||||
}
|
||||
if (canBoost && zone == Zone.OutsideZone)
|
||||
{
|
||||
state.boostCapacity -= deltaTime * props.OutsideBoostRate;
|
||||
state.BoostCapacity -= deltaTime * props.OutsideBoostRate;
|
||||
}
|
||||
if (state.boostCapacity <= 0)
|
||||
if (state.BoostCapacity <= 0)
|
||||
{
|
||||
canBoost = false;
|
||||
}
|
||||
|
||||
if ((input.boostInput <= 0 || !canBoost)
|
||||
&& zone == Zone.NimbleZone
|
||||
&& state.boostCapacity <= props.MaxBoostCapacity)
|
||||
&& state.BoostCapacity <= props.MaxBoostCapacity)
|
||||
{
|
||||
state.boostCapacity += deltaTime;
|
||||
state.BoostCapacity += deltaTime;
|
||||
}
|
||||
// When your boost capacity is still critical, you can't start boosting immediately again.
|
||||
// TODO: This is not tested well enough with players.
|
||||
if (canBoost == false && state.boostCapacity >= props.MinBoostCapacity)
|
||||
if (canBoost == false && state.BoostCapacity >= props.MinBoostCapacity)
|
||||
{
|
||||
canBoost = true;
|
||||
}
|
||||
@ -567,7 +574,7 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
smokeTrailEffect.Play();
|
||||
if (jetFlameEffect.isPlaying)
|
||||
jetFlameEffect.transform.localScale = new Vector3(1.3f, 2, 1);
|
||||
BoosterSound.PlayAudio(false, true);
|
||||
BoosterSound.PlayAudio(false, 0.1f, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -577,12 +584,12 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
}
|
||||
if (isTackled && !isCriticalTackle)
|
||||
{
|
||||
BeingTackledSound.PlayAudio(false, true);
|
||||
BeingTackledSound.PlayAudio(false, 0, true);
|
||||
cameraOperator.ShakeCam(0.2f);
|
||||
}
|
||||
if (isCriticalTackle)
|
||||
{
|
||||
BeingCriticallyTackledSound.PlayAudio(false, true);
|
||||
BeingCriticallyTackledSound.PlayAudio(false, 0, true);
|
||||
cameraOperator.ShakeCam(0.4f);
|
||||
}
|
||||
if (!isTackled)
|
||||
@ -612,18 +619,18 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!gravityEffect.isPlaying && state.currentGravity != Vector3.zero)
|
||||
if (!gravityEffect.isPlaying && state.CurrentGravity != Vector3.zero)
|
||||
{
|
||||
gravityEffect.Play();
|
||||
}
|
||||
else if (state.currentGravity == Vector3.zero)
|
||||
else if (state.CurrentGravity == Vector3.zero)
|
||||
{
|
||||
gravityEffect.Stop();
|
||||
}
|
||||
if (gravityEffect.isPlaying)
|
||||
{
|
||||
float gravityAngle =
|
||||
Vector3.SignedAngle(transform.parent.up, state.currentGravity, transform.forward);
|
||||
Vector3.SignedAngle(transform.parent.up, state.CurrentGravity, transform.forward);
|
||||
gravityEffect.gameObject.transform.localEulerAngles =
|
||||
new Vector3(0, 0, gravityAngle - transform.localEulerAngles.z);
|
||||
|
||||
|
||||
@ -11,12 +11,15 @@ using System.Reflection;
|
||||
using System.Collections.Generic;
|
||||
using static ShipSound;
|
||||
|
||||
public class Ship : MonoBehaviour, IHUDOwner
|
||||
public class Ship : MonoBehaviour, IHUDOwner, IDamageable
|
||||
{
|
||||
|
||||
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
public event Action<float> BoostUpdated;
|
||||
public event Action<float> LifeUpdated;
|
||||
|
||||
public int InstanceID { get; private set; }
|
||||
public BoostCapacityUI BoostUI { get; set; }
|
||||
public ShipProperties Props;
|
||||
public ShipState State;
|
||||
public ShipInput Input;
|
||||
@ -26,23 +29,28 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
public ParticleSystem GravityEffect;
|
||||
public ParticleSystem JetFlameEffect;
|
||||
public ParticleSystem SmokeTrailEffect;
|
||||
public DamageNumberParticles DamageParticleEffect;
|
||||
|
||||
public MeshRenderer BodyMeshRenderer;
|
||||
|
||||
private F3DFXController _fireController;
|
||||
private AffectingForcesManager _forceManager;
|
||||
private Rigidbody _body;
|
||||
public Rigidbody _body;
|
||||
// Saves the current input value for thrust
|
||||
private bool _canBoost = true;
|
||||
private TackleDetection[] _tackleDetectors;
|
||||
private HitDetection[] _tackleDetectors;
|
||||
private bool _isCriticalTackle = false;
|
||||
private bool _isTackled = false;
|
||||
private float _tackledTime = 0f;
|
||||
private Tween _tackleIgnoreTween = new();
|
||||
private float _lastTackleTime = 0f;
|
||||
private readonly float _minHitDelay = 0.06f;
|
||||
private float _lastHitTime = 0f;
|
||||
// Upcoming zone change
|
||||
private Zone newZone = Zone.NimbleZone;
|
||||
private WeaponEffect equippedWeapon = WeaponEffect.None;
|
||||
private Dictionary<ShipSound, ManageableAudio> sounds = new();
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (_forceManager == null)
|
||||
@ -57,7 +65,8 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
void Start()
|
||||
{
|
||||
InstanceID = gameObject.GetInstanceID();
|
||||
State.boostCapacity = Props.MaxBoostCapacity;
|
||||
State.BoostCapacity = Props.MaxBoostCapacity;
|
||||
State.RemainingHealth = Props.MaximumHealth;
|
||||
|
||||
// Get manageable audio instances for the ships sounds
|
||||
foreach (ShipSoundToName stn in Props.Audio.shipSounds)
|
||||
@ -71,21 +80,28 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
CameraOperator.AddCharacter(gameObject);
|
||||
|
||||
// Connect the tackling/tackled logic to the ships detection components
|
||||
_tackleDetectors = GetComponentsInChildren<TackleDetection>();
|
||||
foreach (TackleDetection td in _tackleDetectors)
|
||||
_tackleDetectors = GetComponentsInChildren<HitDetection>();
|
||||
foreach (HitDetection td in _tackleDetectors)
|
||||
{
|
||||
td.TackledResponse += TackledResponse;
|
||||
td.TacklingResponse += TacklingResponse;
|
||||
td.HitResponse += HitResponse;
|
||||
}
|
||||
|
||||
LifeUpdated?.Invoke(1);
|
||||
BoostUpdated?.Invoke(1);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
foreach (TackleDetection td in _tackleDetectors)
|
||||
foreach (HitDetection td in _tackleDetectors)
|
||||
{
|
||||
td.TackledResponse = null;
|
||||
td.TacklingResponse = null;
|
||||
td.TackledResponse -= TackledResponse;
|
||||
td.TacklingResponse -= TacklingResponse;
|
||||
td.HitResponse -= HitResponse;
|
||||
}
|
||||
BoostUpdated = null;
|
||||
LifeUpdated = null;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -97,6 +113,7 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
{
|
||||
_body.constraints = RigidbodyConstraints.FreezeAll;
|
||||
UpdateSounds();
|
||||
UpdateFireWeapon(equippedWeapon);
|
||||
State.Zone = newZone;
|
||||
return;
|
||||
}
|
||||
@ -109,18 +126,35 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
UpdateMovement();
|
||||
BoostStateUpdate(Time.deltaTime);
|
||||
UpdateTackleResponse(_isCriticalTackle);
|
||||
UpdateFireWeapon(equippedWeapon);
|
||||
}
|
||||
|
||||
void UpdateFireWeapon(WeaponEffect weapon)
|
||||
{
|
||||
// Stop firing
|
||||
if (State.IsFiring && Input.shootInput < 1 ||
|
||||
State.IsFiring && MatchManager.G.matchState != MatchState.Match)
|
||||
{
|
||||
State.IsFiring = false;
|
||||
_fireController.Stop();
|
||||
}
|
||||
|
||||
if (weapon == WeaponEffect.None)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_fireController.SelectedWeaponEffect != weapon)
|
||||
{
|
||||
_fireController.SelectedWeaponEffect = weapon;
|
||||
}
|
||||
|
||||
if (!State.IsFiring && Input.shootInput == 1)
|
||||
{
|
||||
State.IsFiring = true;
|
||||
_fireController.Fire();
|
||||
}
|
||||
|
||||
// Stop firing
|
||||
if (State.IsFiring && Input.shootInput < 1)
|
||||
{
|
||||
State.IsFiring = false;
|
||||
_fireController.Stop();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -129,24 +163,43 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
void UpdateMovement()
|
||||
{
|
||||
|
||||
//Debug.Log("inupdatemove " + currentThrustInput);
|
||||
// Player rotation is always possible and same speed
|
||||
transform.Rotate(0, 0, -Props.SteerVelocity * Input.steerInput * Time.deltaTime);
|
||||
|
||||
float current_angle = transform.localEulerAngles.z;
|
||||
Vector2 radial = -Input.radialInput;
|
||||
float goal_angle = Vector2.SignedAngle(Vector2.up, radial) + 180;
|
||||
float inputThrust = 0;
|
||||
if (radial.magnitude > 0.05)
|
||||
{
|
||||
float angle_difference = ((goal_angle - current_angle + 180) % 360) - 180;
|
||||
angle_difference = angle_difference < -180 ? angle_difference + 360 : angle_difference;
|
||||
|
||||
float sign = math.sign(angle_difference);
|
||||
float rotation = Mathf.Min(math.abs(angle_difference), Props.SteerVelocity * radial.magnitude * Time.deltaTime);
|
||||
|
||||
transform.Rotate(0, 0, sign * rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.Rotate(0, 0, Input.steerInput * -Props.SteerVelocity * Time.deltaTime);
|
||||
}
|
||||
inputThrust = Input.thrustInput > inputThrust ? Input.thrustInput : inputThrust;
|
||||
|
||||
|
||||
// Get and apply the current Gravity
|
||||
Transform gravitySource = _forceManager.GetGravitySourceForInstance(InstanceID);
|
||||
State.currentGravity = _forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform) * Props.GravitStrength;
|
||||
_body.AddForce(State.currentGravity, ForceMode.Acceleration);
|
||||
State.CurrentGravity = _forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform) * Props.GravitStrength;
|
||||
_body.AddForce(State.CurrentGravity, ForceMode.Acceleration);
|
||||
|
||||
float stunFactor = _isCriticalTackle ? Props.StunLooseControlFactor : 1f;
|
||||
|
||||
float thrust = IsBoosting() ? 1f : Input.thrustInput;
|
||||
float thrust = IsBoosting() ? 1f : inputThrust;
|
||||
Vector3 acceleration = Props.ThrustAcceleration * thrust * Time.deltaTime
|
||||
* transform.up * stunFactor;
|
||||
|
||||
Vector3 currentVelocity = _body.velocity;
|
||||
|
||||
Vector3 boostedAcceleration = BoostAcceleration(acceleration, State.currentGravity);
|
||||
Vector3 boostedAcceleration = BoostAcceleration(acceleration, State.CurrentGravity);
|
||||
|
||||
if (!_isCriticalTackle)
|
||||
{
|
||||
@ -280,29 +333,29 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
/// <param name="deltaTime">Time delta of the current frame</param>
|
||||
void BoostStateUpdate(float deltaTime)
|
||||
{
|
||||
BoostUI.UpdateFill(Math.Min(State.boostCapacity / Props.MaxBoostCapacity, 1));
|
||||
BoostUpdated?.Invoke(State.BoostCapacity / Props.MaxBoostCapacity);
|
||||
if (IsBoosting())
|
||||
{
|
||||
State.boostCapacity -= deltaTime;
|
||||
State.BoostCapacity -= deltaTime;
|
||||
}
|
||||
if (_canBoost && State.Zone == Zone.OutsideZone)
|
||||
{
|
||||
State.boostCapacity -= deltaTime * Props.OutsideBoostRate;
|
||||
State.BoostCapacity -= deltaTime * Props.OutsideBoostRate;
|
||||
}
|
||||
if (State.boostCapacity <= 0)
|
||||
if (State.BoostCapacity <= 0)
|
||||
{
|
||||
_canBoost = false;
|
||||
}
|
||||
|
||||
if ((Input.boostInput <= 0 || !_canBoost)
|
||||
&& State.Zone == Zone.NimbleZone
|
||||
&& State.boostCapacity <= Props.MaxBoostCapacity)
|
||||
&& State.BoostCapacity <= Props.MaxBoostCapacity)
|
||||
{
|
||||
State.boostCapacity += deltaTime;
|
||||
State.BoostCapacity += deltaTime;
|
||||
}
|
||||
// When your boost capacity is still critical, you can't start boosting immediately again.
|
||||
// TODO: This is not tested well enough with players.
|
||||
if (_canBoost == false && State.boostCapacity >= Props.MinBoostCapacity)
|
||||
if (_canBoost == false && State.BoostCapacity >= Props.MinBoostCapacity)
|
||||
{
|
||||
_canBoost = true;
|
||||
}
|
||||
@ -333,31 +386,25 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disable tackle responeses for a given time
|
||||
/// </summary>
|
||||
async void TemporarilyIgnoreTackles(float duration)
|
||||
{
|
||||
if (_tackleIgnoreTween.isAlive)
|
||||
return;
|
||||
_tackleIgnoreTween = Tween.Delay(duration);
|
||||
await _tackleIgnoreTween;
|
||||
}
|
||||
|
||||
private bool IgnoreTackle()
|
||||
{
|
||||
return _tackleIgnoreTween.isAlive;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Response logic if the ship is tackling an opponend.
|
||||
/// </summary>
|
||||
void TacklingResponse()
|
||||
{
|
||||
if (IgnoreTackle())
|
||||
if (IgnoreTackles())
|
||||
return;
|
||||
Log.Debug($"{Props.ShipName} is tackling.");
|
||||
TemporarilyIgnoreTackles(Props.TacklingGraceTime);
|
||||
}
|
||||
|
||||
bool IgnoreTackles()
|
||||
{
|
||||
if (Time.time < _lastTackleTime + Props.TackledGraceTime)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
_lastTackleTime = Time.time;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -368,41 +415,61 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
/// <param name="collider">Object which has collided with the collision region.</param>
|
||||
void TackledResponse(TackleKind tackleKind, Collider collider)
|
||||
{
|
||||
if (IgnoreTackle())
|
||||
if (IgnoreTackles())
|
||||
return;
|
||||
TemporarilyIgnoreTackles(Props.TackledGraceTime);
|
||||
|
||||
float damage = 0;
|
||||
float tacklePowerFactor = Props.CriticalTacklePowerFactor;
|
||||
if (tackleKind == TackleKind.IncomingCritical)
|
||||
{
|
||||
_isCriticalTackle = true;
|
||||
damage = 450;
|
||||
Log.Debug($"{Props.ShipName} has been tackled critically.");
|
||||
}
|
||||
else if (tackleKind == TackleKind.IncomingNormal)
|
||||
{
|
||||
_isCriticalTackle = false;
|
||||
damage = 100;
|
||||
tacklePowerFactor = Props.NormalTacklePowerFactor;
|
||||
Log.Debug($"{Props.ShipName} has been tackled.");
|
||||
}
|
||||
Vector3 colliderVelocity = collider.attachedRigidbody.velocity;
|
||||
//Log.Debug("velocity " + colliderVelocity);
|
||||
Vector3 colliderVelocity = collider.attachedRigidbody.velocity - _body.velocity;
|
||||
|
||||
|
||||
//Log.Debug("angle " + angle);
|
||||
|
||||
//Log.Debug("outvector " + outVector);
|
||||
Vector3 force = colliderVelocity * tacklePowerFactor;
|
||||
Vector3 resultForce = force / Math.Max(force.magnitude / 4000, 1);
|
||||
|
||||
resultForce = resultForce / Math.Max(0.001f, Math.Min(resultForce.magnitude / 500, 1));
|
||||
Log.Debug(resultForce.magnitude);
|
||||
|
||||
|
||||
_body.AddForce(resultForce,
|
||||
ForceMode.Acceleration);
|
||||
|
||||
InflictDamage(damage);
|
||||
DamageParticleEffect.SpawnDamageNumber((int)damage, colliderVelocity / 2);
|
||||
UpdateTackleResponse(true);
|
||||
}
|
||||
|
||||
public void HitResponse(HitKind hitKind, ProjectileDamage damage)
|
||||
{
|
||||
if (Time.time < _lastHitTime + _minHitDelay)
|
||||
{
|
||||
return;
|
||||
}
|
||||
_lastHitTime = Time.time;
|
||||
InflictDamage(damage.DamageValue);
|
||||
Log.Info("particle spawned");
|
||||
DamageParticleEffect.SpawnDamageNumber((int)damage.DamageValue, damage.ImpactDirection);
|
||||
_body.AddForce(damage.ImpactDirection * damage.ImpactMagnitude, ForceMode.Impulse);
|
||||
if ((this as IDamageable).IsKilled())
|
||||
{
|
||||
MatchManager.G.UpdateMatchCondition(new MatchConditionUpdate
|
||||
{
|
||||
Condition = WinCondition.Lives,
|
||||
Ship = this,
|
||||
Count = -1
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateSounds()
|
||||
{
|
||||
if (MatchManager.G.matchState != MatchState.Match || State.IsFrozen)
|
||||
@ -440,7 +507,7 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
SmokeTrailEffect.Play();
|
||||
if (JetFlameEffect.isPlaying)
|
||||
JetFlameEffect.transform.localScale = new Vector3(1.3f, 2, 1);
|
||||
sounds[Booster].PlayAudio(false, true);
|
||||
sounds[Booster].PlayAudio(false, 0.1f, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -450,12 +517,12 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
}
|
||||
if (_isTackled && !_isCriticalTackle)
|
||||
{
|
||||
sounds[Tackling].PlayAudio(false, true);
|
||||
sounds[Tackling].PlayAudio(false, 0, true);
|
||||
CameraOperator.ShakeCam(0.2f);
|
||||
}
|
||||
if (_isCriticalTackle)
|
||||
{
|
||||
sounds[TacklingCritical].PlayAudio(false, true);
|
||||
sounds[TacklingCritical].PlayAudio(false, 0, true);
|
||||
CameraOperator.ShakeCam(0.4f);
|
||||
}
|
||||
if (!_isTackled)
|
||||
@ -485,22 +552,58 @@ public class Ship : MonoBehaviour, IHUDOwner
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!GravityEffect.isPlaying && State.currentGravity != Vector3.zero)
|
||||
if (!GravityEffect.isPlaying && State.CurrentGravity != Vector3.zero)
|
||||
{
|
||||
GravityEffect.Play();
|
||||
}
|
||||
else if (State.currentGravity == Vector3.zero)
|
||||
else if (State.CurrentGravity == Vector3.zero)
|
||||
{
|
||||
GravityEffect.Stop();
|
||||
}
|
||||
if (GravityEffect.isPlaying)
|
||||
{
|
||||
float gravityAngle =
|
||||
Vector3.SignedAngle(transform.parent.up, State.currentGravity, transform.forward);
|
||||
Vector3.SignedAngle(transform.parent.up, State.CurrentGravity, transform.forward);
|
||||
GravityEffect.gameObject.transform.localEulerAngles =
|
||||
new Vector3(0, 0, gravityAngle - transform.localEulerAngles.z);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void EquipWeapon(WeaponEffect weapon)
|
||||
{
|
||||
if (equippedWeapon != WeaponEffect.None)
|
||||
{
|
||||
_fireController.Stop();
|
||||
}
|
||||
equippedWeapon = weapon;
|
||||
}
|
||||
|
||||
public float CurrentHealth()
|
||||
{
|
||||
return State.RemainingHealth;
|
||||
}
|
||||
|
||||
public float MaximumHealth()
|
||||
{
|
||||
return Props.MaximumHealth;
|
||||
}
|
||||
|
||||
public void SetHealth(float totalValue)
|
||||
{
|
||||
State.RemainingHealth = totalValue;
|
||||
LifeUpdated?.Invoke(CurrentHealth() / MaximumHealth());
|
||||
}
|
||||
|
||||
public void InflictDamage(float damageValue)
|
||||
{
|
||||
SetHealth(CurrentHealth() - damageValue);
|
||||
}
|
||||
|
||||
public void ReplenishHealth(float healValue)
|
||||
{
|
||||
SetHealth(CurrentHealth() + healValue);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@ -1,4 +1,3 @@
|
||||
using FishNet.Object.Prediction;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ShipHandling
|
||||
@ -13,5 +12,6 @@ namespace ShipHandling
|
||||
public float shootInput = 0;
|
||||
// Saves the current input for steering
|
||||
public float steerInput = 0;
|
||||
public Vector2 radialInput = new Vector2();
|
||||
}
|
||||
}
|
||||
|
||||
@ -9,12 +9,12 @@ namespace ShipHandling
|
||||
/// </summary>
|
||||
public class ShipState
|
||||
{
|
||||
public float boostCapacity;
|
||||
public Vector3 currentGravity = new Vector3();
|
||||
public float BoostCapacity;
|
||||
public Vector3 CurrentGravity = new Vector3();
|
||||
public float RemainingHealth = 1;
|
||||
public bool IsFrozen = false;
|
||||
public bool IsFiring = false;
|
||||
public Zone Zone;
|
||||
public bool reset = false;
|
||||
}
|
||||
|
||||
public struct ReplicateData : IReplicateData
|
||||
|
||||
71
Assets/Scripts/DamageNumberParticles.cs
Normal file
71
Assets/Scripts/DamageNumberParticles.cs
Normal file
@ -0,0 +1,71 @@
|
||||
using PrimeTween;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class DamageNumberParticles : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI TextMesh;
|
||||
public Camera TextCamera;
|
||||
private CanvasRenderer _textRenderer;
|
||||
private ParticleSystem _damageParticles;
|
||||
private RenderTexture _renderTexture;
|
||||
private MaterialPropertyBlock _particleMaterialProps;
|
||||
private ParticleSystemRenderer _particleRenderer;
|
||||
private int _lastDamageNumber = -1;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_damageParticles = gameObject.GetComponent<ParticleSystem>();
|
||||
_particleRenderer = gameObject.GetComponent<ParticleSystemRenderer>();
|
||||
_textRenderer = TextMesh.canvasRenderer;
|
||||
_particleMaterialProps = new();
|
||||
_particleRenderer.GetPropertyBlock(_particleMaterialProps, 0);
|
||||
_renderTexture = new RenderTexture(256, 256, 24);
|
||||
TextCamera.targetTexture = _renderTexture;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
WaitForScene();
|
||||
}
|
||||
|
||||
async void WaitForScene()
|
||||
{
|
||||
await Tween.Delay(1f);
|
||||
SetDamageNumber(100);
|
||||
}
|
||||
|
||||
public void SpawnDamageNumber(int damageValue, Vector3 direction)
|
||||
{
|
||||
SetDamageNumber(damageValue);
|
||||
var particleVelocity = _damageParticles.velocityOverLifetime;
|
||||
particleVelocity.x = direction.x;
|
||||
particleVelocity.y = direction.y;
|
||||
particleVelocity.z = direction.z;
|
||||
_damageParticles.Emit(1);
|
||||
}
|
||||
|
||||
void SetDamageNumber(int number)
|
||||
{
|
||||
if (_lastDamageNumber == number) return;
|
||||
TextMesh.text = number.ToString();
|
||||
|
||||
TextCamera.enabled = true;
|
||||
TextCamera.Render();
|
||||
|
||||
Texture2D texture2D = new(_renderTexture.width, _renderTexture.height);
|
||||
RenderTexture.active = _renderTexture;
|
||||
texture2D.ReadPixels(new Rect(0, 0, _renderTexture.width, _renderTexture.height), 0, 0);
|
||||
texture2D.Apply();
|
||||
|
||||
_particleMaterialProps.SetTexture("_MainTex", texture2D);
|
||||
_particleRenderer.SetPropertyBlock(_particleMaterialProps);
|
||||
|
||||
TextCamera.enabled = false;
|
||||
_lastDamageNumber = number;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
11
Assets/Scripts/DamageNumberParticles.cs.meta
Normal file
11
Assets/Scripts/DamageNumberParticles.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7f5b9ad63738dc8438abe06fa4b82dc1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
62
Assets/Scripts/ForceField.cs
Normal file
62
Assets/Scripts/ForceField.cs
Normal file
@ -0,0 +1,62 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using UnityEngine;
|
||||
|
||||
public class ForceField : MonoBehaviour
|
||||
{
|
||||
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
[Tooltip("Multiplied by the current gravity strength factor for the ship.")]
|
||||
[Range(0, 10)]
|
||||
public float StrengthFactor = 2;
|
||||
|
||||
private List<Ship> ships = new();
|
||||
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
foreach (Ship ship in ships)
|
||||
{
|
||||
// Direction towards center
|
||||
var direction = transform.up;
|
||||
ship._body.AddForce(direction * ship.Props.GravitStrength * StrengthFactor
|
||||
, ForceMode.Acceleration);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Adds a ship to the force field when in range
|
||||
/// </summary>
|
||||
/// <param name="collider"></param>
|
||||
private void OnTriggerEnter(Collider collider)
|
||||
{
|
||||
if (collider.tag == "Ship")
|
||||
{
|
||||
if (!collider.TryGetComponent(out Ship shipComponent))
|
||||
{
|
||||
Log.Error($"Collider: {collider} was tagged as Ship, but has no Ship component.");
|
||||
return;
|
||||
}
|
||||
ships.Add(shipComponent);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the player when he leaves the force field
|
||||
/// </summary>
|
||||
/// <param name="collider"></param>
|
||||
private void OnTriggerExit(Collider collider)
|
||||
{
|
||||
if (collider.tag == "Ship")
|
||||
{
|
||||
if (!collider.TryGetComponent(out Ship shipComponent))
|
||||
{
|
||||
Log.Error($"Collider: {collider} was tagged as Ship, but has no Ship component.");
|
||||
return;
|
||||
}
|
||||
ships.Remove(shipComponent);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/ForceField.cs.meta
Normal file
11
Assets/Scripts/ForceField.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 344137e81b4982b429d7219014ad15dd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -6,7 +6,6 @@ using static GravityFunctionality.GravityHelpers;
|
||||
|
||||
namespace GravityFunctionality
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
public class GravityChanger : MonoBehaviour
|
||||
{
|
||||
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
22
Assets/Scripts/IDamageable.cs
Normal file
22
Assets/Scripts/IDamageable.cs
Normal file
@ -0,0 +1,22 @@
|
||||
using System;
|
||||
|
||||
public interface IDamageable
|
||||
{
|
||||
public float CurrentHealth();
|
||||
public float MaximumHealth();
|
||||
public void InflictDamage(float damageValue);
|
||||
public void ReplenishHealth(float healValue);
|
||||
public void SetHealth(float totalValue);
|
||||
public bool IsKilled()
|
||||
{
|
||||
if (CurrentHealth() <= 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
public void ResetHealth()
|
||||
{
|
||||
SetHealth(MaximumHealth());
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/IDamageable.cs.meta
Normal file
11
Assets/Scripts/IDamageable.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9cbbe26f5375961499fe3a2efe12c559
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,4 +1,7 @@
|
||||
using System;
|
||||
|
||||
public interface IHUDOwner
|
||||
{
|
||||
public BoostCapacityUI BoostUI { get; set; }
|
||||
public event Action<float> BoostUpdated;
|
||||
public event Action<float> LifeUpdated;
|
||||
}
|
||||
25
Assets/Scripts/Indicator3D.cs
Normal file
25
Assets/Scripts/Indicator3D.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using PrimeTween;
|
||||
using UnityEngine;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class Indicator3D : MonoBehaviour
|
||||
{
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
WaitTillSpawnThenAnimate();
|
||||
}
|
||||
private async void WaitTillSpawnThenAnimate()
|
||||
{
|
||||
await Tween.Delay(0.1f);
|
||||
Sequence.Create(cycles: -1, CycleMode.Rewind, Ease.Default)
|
||||
|
||||
.Group(Tween.LocalPosition(gameObject.transform,
|
||||
gameObject.transform.localPosition - Vector3.forward * 0.001f, 4))
|
||||
|
||||
.Group(Tween.LocalRotation(gameObject.transform,
|
||||
gameObject.transform.localRotation * Quaternion.AngleAxis(180, Vector3.forward), 4));
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Indicator3D.cs.meta
Normal file
11
Assets/Scripts/Indicator3D.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ed8517591bfdc6b4398d396bc386d5a2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.InputSystem.Users;
|
||||
using static InputActionMaps;
|
||||
@ -56,6 +57,10 @@ namespace ShipHandling
|
||||
{
|
||||
input.shootInput = context.ReadValue<float>();
|
||||
}
|
||||
public void OnRadial(InputAction.CallbackContext context)
|
||||
{
|
||||
input.radialInput = context.ReadValue<Vector2>();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
|
||||
24
Assets/Scripts/LifeMeter.cs
Normal file
24
Assets/Scripts/LifeMeter.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class LifeMeter : MonoBehaviour
|
||||
{
|
||||
[HideInInspector]
|
||||
public int PlayerNumber = -1;
|
||||
private TextMeshProUGUI _lifeText;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_lifeText = gameObject.GetComponent<TextMeshProUGUI>();
|
||||
}
|
||||
|
||||
public void UpdateHealth(int value)
|
||||
{
|
||||
UpdateText(value);
|
||||
}
|
||||
private void UpdateText(int value)
|
||||
{
|
||||
_lifeText.text = value.ToString();
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/LifeMeter.cs.meta
Normal file
11
Assets/Scripts/LifeMeter.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca4b5af4504b25345b1081a075056a23
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -56,7 +56,7 @@ public class ManageableAudio : MonoBehaviour
|
||||
/// </summary>
|
||||
/// <param name="playLooping">Should the sound loop</param>
|
||||
/// <param name="isOneShot">Play sound only once until reset</param>
|
||||
public void PlayAudio(bool playLooping, bool isOneShot = false)
|
||||
public void PlayAudio(bool playLooping, float randomPitchRange = 0f, bool isOneShot = false)
|
||||
{
|
||||
if (AudioSource == null
|
||||
|| IsUpdating
|
||||
@ -71,6 +71,11 @@ public class ManageableAudio : MonoBehaviour
|
||||
}
|
||||
AudioSource.enabled = true;
|
||||
AudioSource.loop = playLooping;
|
||||
if (randomPitchRange != 0)
|
||||
{
|
||||
AudioSource.pitch =
|
||||
UnityEngine.Random.Range(initialPitch - randomPitchRange, initialPitch + randomPitchRange);
|
||||
}
|
||||
|
||||
AudioSource.Play();
|
||||
}
|
||||
|
||||
@ -20,7 +20,7 @@ public class AffectingForcesManager : MonoBehaviour
|
||||
return zoneInhabitants[id];
|
||||
}
|
||||
|
||||
public void IntroduceImpulseForce(int instanceID, Vector3 force)
|
||||
public void IntroduceForce(int instanceID, Vector3 force)
|
||||
{
|
||||
if (!impulseForces.ContainsKey(instanceID))
|
||||
{
|
||||
@ -43,7 +43,7 @@ public class AffectingForcesManager : MonoBehaviour
|
||||
currentGravitySource[instanceID] = gravitySource;
|
||||
}
|
||||
|
||||
public Vector3 GetImpulseForInstance(int instanceID)
|
||||
public Vector3 GetForceForInstance(int instanceID)
|
||||
{
|
||||
if (impulseForces.ContainsKey(instanceID))
|
||||
{
|
||||
|
||||
@ -179,6 +179,11 @@ public class ControlSchemeDetection : IPlayerActions
|
||||
readControlScheme(context);
|
||||
}
|
||||
|
||||
public void OnRadial(InputAction.CallbackContext context)
|
||||
{
|
||||
readControlScheme(context);
|
||||
}
|
||||
|
||||
public void OnSteer(InputAction.CallbackContext context)
|
||||
{
|
||||
readControlScheme(context);
|
||||
@ -205,4 +210,5 @@ public class ControlSchemeDetection : IPlayerActions
|
||||
ControlSchemeDetected.Invoke(this, new UniqueControl(controlScheme,
|
||||
context.control.device.deviceId));
|
||||
}
|
||||
|
||||
}
|
||||
@ -185,7 +185,6 @@ namespace Managers
|
||||
MatchCamera.GetComponent<CameraOperator>().RemoveCharacter(mps.Key.spawnedCharacter);
|
||||
mps.Key.spawnedCharacter.TryGetComponent(out Ship ship);
|
||||
ship.State.IsFrozen = true;
|
||||
ship.BoostUI.SetIsOut(mps.Key);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -444,11 +443,13 @@ namespace Managers
|
||||
shipGO.TryGetComponent(out Ship ship);
|
||||
shipGO.TryGetComponent(out Rigidbody body);
|
||||
|
||||
ship.BoostUI.SetIsIn(mp);
|
||||
MatchCamera.GetComponent<CameraOperator>().AddCharacter(shipGO);
|
||||
ship.State.IsFrozen = false;
|
||||
|
||||
ship.State.boostCapacity = ship.Props.MaxBoostCapacity;
|
||||
ship.State.BoostCapacity = ship.Props.MaxBoostCapacity;
|
||||
ship.SetHealth(ship.Props.MaximumHealth);
|
||||
|
||||
ship.EquipWeapon(FORGE3D.WeaponEffect.None);
|
||||
|
||||
body.velocity = Vector3.zero;
|
||||
|
||||
|
||||
@ -29,13 +29,13 @@ namespace Managers
|
||||
public void AddFreeFlightScore(int score)
|
||||
{
|
||||
FreeFlightScore += score;
|
||||
UIManager.G.hUD.UpdateScore(FreeFlightScore);
|
||||
UIManager.G.HUD.UpdateScore(FreeFlightScore);
|
||||
}
|
||||
|
||||
public void ResetScore()
|
||||
{
|
||||
FreeFlightScore = 0;
|
||||
UIManager.G.hUD.UpdateScore(FreeFlightScore);
|
||||
UIManager.G.HUD.UpdateScore(FreeFlightScore);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using GameKit.Dependencies.Utilities;
|
||||
using log4net;
|
||||
using UnityEngine;
|
||||
|
||||
@ -12,12 +13,14 @@ namespace Managers
|
||||
{
|
||||
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
[SerializeField] public bool IsUIActiveScene { get; set; }
|
||||
public HUD hUD { get; private set; }
|
||||
public HUD HUD { get; private set; }
|
||||
public Announcments Announcments { get; private set; }
|
||||
public PauseMenu PauseMenu { get; private set; }
|
||||
public MatchEndMenu MatchEndMenu { get; private set; }
|
||||
public OffScreenIndicatorManager OffScreenManager;
|
||||
public ManageableAudio MatchMusic;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Globally accessible member to use manager with.
|
||||
/// </summary>
|
||||
@ -42,7 +45,7 @@ namespace Managers
|
||||
|
||||
public bool StartManagingHUD()
|
||||
{
|
||||
if (hUD == null)
|
||||
if (HUD == null)
|
||||
{
|
||||
GameObject go = GameObject.Find("HUD");
|
||||
if (go == null)
|
||||
@ -50,7 +53,7 @@ namespace Managers
|
||||
Log.Error("Could not find HUD GameObject in loaded scenes!");
|
||||
return false;
|
||||
}
|
||||
hUD = go.GetComponent<HUD>();
|
||||
HUD = go.GetComponent<HUD>();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@ -105,9 +108,34 @@ namespace Managers
|
||||
foreach (Player p in players)
|
||||
{
|
||||
IHUDOwner s = p.spawnedCharacter.GetComponent<IHUDOwner>();
|
||||
s.BoostUI = hUD.boostCapacities[p.playerNumber - 1].GetComponent<BoostCapacityUI>();
|
||||
s.BoostUI.SetPlayerName(p);
|
||||
s.BoostUI.gameObject.SetActive(true);
|
||||
// var BoostUI = HUD.boostCapacities[p.playerNumber - 1].GetComponent<BoostCapacityUI>();
|
||||
// BoostUI.SetPlayerName(p);
|
||||
// BoostUI.gameObject.SetActive(true);
|
||||
// s.BoostUpdated += BoostUI.UpdateFill;
|
||||
|
||||
GameObject lm = Instantiate(HUD.LifeMeter);
|
||||
Vector3 pos = lm.transform.localPosition;
|
||||
Vector3 angles = lm.transform.localEulerAngles;
|
||||
Vector3 scale = lm.transform.localScale;
|
||||
lm.transform.SetParent(p.spawnedCharacter.transform);
|
||||
lm.transform.localPosition = pos;
|
||||
lm.transform.localEulerAngles = angles;
|
||||
lm.transform.localScale = scale;
|
||||
var LifeMeter = lm.GetComponent<SegmentIndicator>();
|
||||
s.LifeUpdated += LifeMeter.SetFill;
|
||||
|
||||
GameObject bm = Instantiate(HUD.BoostMeter);
|
||||
pos = bm.transform.localPosition;
|
||||
angles = bm.transform.localEulerAngles;
|
||||
scale = bm.transform.localScale;
|
||||
bm.transform.SetParent(p.spawnedCharacter.transform);
|
||||
bm.transform.localPosition = pos;
|
||||
bm.transform.localEulerAngles = angles;
|
||||
bm.transform.localScale = scale;
|
||||
var BoostMeter = bm.GetComponent<SegmentIndicator>();
|
||||
s.BoostUpdated += BoostMeter.SetFill;
|
||||
|
||||
OffScreenManager.AddTarget(p.spawnedCharacter, p.character.ShipHullColor);
|
||||
}
|
||||
// TODO: This belongs somewhere?
|
||||
MatchMusic = AudioManager.G.GetGlobalSoundRandom("match_music", true);
|
||||
@ -118,7 +146,7 @@ namespace Managers
|
||||
{
|
||||
foreach (int playerNumber in unassignedPlayers.Keys)
|
||||
{
|
||||
hUD.StartJoinPrompt(unassignedPlayers[playerNumber]);
|
||||
HUD.StartJoinPrompt(unassignedPlayers[playerNumber]);
|
||||
}
|
||||
}
|
||||
|
||||
@ -133,34 +161,34 @@ namespace Managers
|
||||
|
||||
public void ShowPauseMenu(Transform transform)
|
||||
{
|
||||
hUD?.Hide();
|
||||
HUD?.Hide();
|
||||
PauseMenu?.Show(transform);
|
||||
}
|
||||
|
||||
public void HidePauseMenu()
|
||||
{
|
||||
PauseMenu?.Hide();
|
||||
hUD?.Show();
|
||||
HUD?.Show();
|
||||
}
|
||||
public void ShowMatchEndMenu(Transform transform)
|
||||
{
|
||||
hUD?.Hide();
|
||||
HUD?.Hide();
|
||||
MatchEndMenu?.Show(transform);
|
||||
}
|
||||
|
||||
public void HideMatchEndMenu()
|
||||
{
|
||||
MatchEndMenu?.Hide();
|
||||
hUD?.Show();
|
||||
HUD?.Show();
|
||||
}
|
||||
public void ShowHUD()
|
||||
{
|
||||
hUD?.Show();
|
||||
HUD?.Show();
|
||||
}
|
||||
|
||||
public void HideHUD()
|
||||
{
|
||||
hUD?.Hide();
|
||||
HUD?.Hide();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -8,9 +8,11 @@ using UnityEngine;
|
||||
/// </summary>
|
||||
public class HUD : MonoBehaviour
|
||||
{
|
||||
public BoostCapacityUI[] boostCapacities;
|
||||
// public BoostCapacityUI[] boostCapacities;
|
||||
public JoinPrompt[] joinPrompts;
|
||||
public TextMeshProUGUI score;
|
||||
public GameObject LifeMeter;
|
||||
public GameObject BoostMeter;
|
||||
|
||||
private Canvas canvas;
|
||||
|
||||
|
||||
@ -64,7 +64,7 @@ public class MatchEndMenu : MonoBehaviour
|
||||
public void OnRematch()
|
||||
{
|
||||
MatchManager.G.StartRematch();
|
||||
UIManager.G.hUD?.Show();
|
||||
UIManager.G.HUD?.Show();
|
||||
Hide();
|
||||
}
|
||||
|
||||
|
||||
120
Assets/Scripts/UI/OffScreenIndicatorManager.cs
Normal file
120
Assets/Scripts/UI/OffScreenIndicatorManager.cs
Normal file
@ -0,0 +1,120 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Managers;
|
||||
using UnityEngine;
|
||||
|
||||
public class OffScreenIndicatorManager : MonoBehaviour
|
||||
{
|
||||
public GameObject[] Targets;
|
||||
public GameObject IndicatorPrefab;
|
||||
public Color DefaultColor = Color.yellow;
|
||||
|
||||
private MeshRenderer _meshRenderer;
|
||||
|
||||
private Camera _camera;
|
||||
private Dictionary<GameObject, GameObject> _targetIndicators = new();
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
_camera = Camera.main;
|
||||
|
||||
foreach (var target in Targets)
|
||||
AddTarget(target);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (_camera == null)
|
||||
{
|
||||
if (Camera.main != null)
|
||||
_camera = Camera.main;
|
||||
return;
|
||||
}
|
||||
bool targetRemoved = false;
|
||||
foreach (KeyValuePair<GameObject, GameObject> entry in _targetIndicators)
|
||||
{
|
||||
var target = entry.Key;
|
||||
var indicator = entry.Value;
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
UpdateTarget(target, indicator);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetRemoved = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!targetRemoved)
|
||||
return;
|
||||
|
||||
GameObject[] targets = _targetIndicators.Keys.ToArray();
|
||||
for (int i = 0; i < targets.Count(); ++i)
|
||||
{
|
||||
if (targets[i] == null)
|
||||
{
|
||||
Destroy(_targetIndicators[targets[i]]);
|
||||
_targetIndicators.Remove(targets[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void AddTarget(GameObject target)
|
||||
{
|
||||
AddTarget(target, DefaultColor);
|
||||
}
|
||||
|
||||
public void AddTarget(GameObject target, Color color)
|
||||
{
|
||||
var indicator = Instantiate(IndicatorPrefab);
|
||||
_meshRenderer = indicator.GetComponentInChildren<MeshRenderer>();
|
||||
indicator.SetActive(false);
|
||||
indicator.transform.SetParent(_camera.transform);
|
||||
_targetIndicators.Add(target, indicator);
|
||||
|
||||
MaterialPropertyBlock materialPropertyBlock = new();
|
||||
materialPropertyBlock.SetColor("_BaseColor", color);
|
||||
_meshRenderer.SetPropertyBlock(materialPropertyBlock);
|
||||
}
|
||||
|
||||
private void UpdateTarget(GameObject target, GameObject indicator)
|
||||
{
|
||||
if (MatchManager.G.matchState != MatchState.Match || target == null
|
||||
|| !target.activeInHierarchy)
|
||||
{
|
||||
indicator.SetActive(false);
|
||||
return;
|
||||
}
|
||||
var screenPos = _camera.WorldToViewportPoint(target.transform.position);
|
||||
bool isOffScreen = screenPos.x <= 0 || screenPos.x >= 1 ||
|
||||
screenPos.y <= 0 || screenPos.y >= 1;
|
||||
if (!isOffScreen)
|
||||
{
|
||||
indicator.SetActive(false);
|
||||
return;
|
||||
}
|
||||
indicator.SetActive(true);
|
||||
|
||||
float margin_x = 0.05f;
|
||||
float margin_y = 0.05f;
|
||||
|
||||
screenPos.x = Mathf.Clamp(screenPos.x, margin_x, 1 - margin_x);
|
||||
screenPos.y = Mathf.Clamp(screenPos.y, margin_y, 1 - margin_y);
|
||||
screenPos.z = Mathf.Clamp(screenPos.z, 0, 1);
|
||||
|
||||
var worldPosition = _camera.ViewportToWorldPoint(screenPos);
|
||||
|
||||
var cameraDirection = _camera.transform.position - worldPosition;
|
||||
|
||||
indicator.transform.position = worldPosition;
|
||||
|
||||
var virtualIndicatorPosition = worldPosition + _camera.transform.localPosition.z * cameraDirection;
|
||||
|
||||
Vector3 direction = target.transform.position - virtualIndicatorPosition;
|
||||
indicator.transform.rotation = Quaternion.FromToRotation(new Vector3(0, 0, 1), direction);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/UI/OffScreenIndicatorManager.cs.meta
Normal file
11
Assets/Scripts/UI/OffScreenIndicatorManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
||||
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|
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50
Assets/Scripts/UI/SegmentIndicator.cs
Normal file
50
Assets/Scripts/UI/SegmentIndicator.cs
Normal file
@ -0,0 +1,50 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class SegmentIndicator : MonoBehaviour
|
||||
{
|
||||
|
||||
public List<Image> SegmentImages;
|
||||
public Color color;
|
||||
private float _currentFill = 1;
|
||||
|
||||
void Start()
|
||||
{
|
||||
foreach (Image i in SegmentImages)
|
||||
{
|
||||
i.color = color;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetFill(float value)
|
||||
{
|
||||
_currentFill = value;
|
||||
|
||||
float totalResultFill = value * SegmentImages.Count;
|
||||
|
||||
int targetSegment = (int)Math.Truncate(totalResultFill);
|
||||
|
||||
float targetSegmentFill = totalResultFill - targetSegment;
|
||||
|
||||
for (int i = 0; i < SegmentImages.Count; i++)
|
||||
{
|
||||
if (i < targetSegment)
|
||||
{
|
||||
SegmentImages[i].fillAmount = 1;
|
||||
continue;
|
||||
}
|
||||
if (i > targetSegment)
|
||||
{
|
||||
SegmentImages[i].fillAmount = 0;
|
||||
continue;
|
||||
}
|
||||
SegmentImages[i].fillAmount = targetSegmentFill;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/UI/SegmentIndicator.cs.meta
Normal file
11
Assets/Scripts/UI/SegmentIndicator.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -12,7 +12,7 @@ https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.re
|
||||
// You can spawn and edit a ripple on the surface manually over the inspector
|
||||
// or use the properties accessible via script, to spawn and animate up to 5 waves simultaneously.
|
||||
|
||||
Shader "CustomShaders/GlossyPBRRipples" {
|
||||
Shader "CustomShaders/URPLitRipples" {
|
||||
Properties {
|
||||
|
||||
// In the regular URP shaders provided by unity, a custom shader GUI manages
|
||||
|
||||
72
Assets/Spaceship9_Hull.controller
Normal file
72
Assets/Spaceship9_Hull.controller
Normal file
@ -0,0 +1,72 @@
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%YAML 1.1
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assetBundleVariant:
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@ -2750,8 +2750,7 @@ Material:
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m_ValidKeywords:
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- BEVEL_ON
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@ -2782,7 +2781,7 @@ Material:
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m_Offset: {x: 0, y: 0}
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@ -2799,10 +2798,10 @@ Material:
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@ -2819,7 +2818,7 @@ Material:
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@ -2832,15 +2831,15 @@ Material:
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BIN
Assets/UI/Health&Boost Concept.aseprite
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BIN
Assets/UI/Health&Boost Concept.aseprite
Normal file
Binary file not shown.
7
Assets/UI/Health&Boost Concept.aseprite.meta
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7
Assets/UI/Health&Boost Concept.aseprite.meta
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assetBundleVariant:
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@ -2,7 +2,7 @@
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"com.kyrylokuzyk.primetween": "file:../Assets/Plugins/PrimeTween/internal/com.kyrylokuzyk.primetween.tgz",
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"com.singularitygroup.hotreload": "git+https://gitlab.hotreload.net/root/hot-reload-releases.git",
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"com.singularitygroup.hotreload": "git+https://gitlab.hotreload.net/root/hot-reload-releases.git#1.12.10",
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"com.unity.cloud.gltfast": "6.0.1",
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@ -50,4 +50,4 @@
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"com.unity.modules.wind": "1.0.0",
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"com.unity.modules.xr": "1.0.0"
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}
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}
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}
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@ -14,14 +14,14 @@
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},
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"com.singularitygroup.hotreload": {
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"version": "git+https://gitlab.hotreload.net/root/hot-reload-releases.git",
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"version": "git+https://gitlab.hotreload.net/root/hot-reload-releases.git#1.12.10",
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"depth": 0,
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"source": "git",
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"dependencies": {
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"com.unity.ugui": "1.0.0",
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"com.unity.modules.unitywebrequest": "1.0.0"
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},
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"hash": "15115347b80179b483f7f4022c18fe48604dee8d"
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},
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"com.unity.2d.sprite": {
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@ -140,7 +140,9 @@ PlayerSettings:
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@ -20,7 +20,7 @@ TagManager:
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- Collider
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- Detector
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-
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- SeperatlyRendered
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-
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-
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-
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Loading…
Reference in New Issue
Block a user