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112 行
4.8 KiB
112 行
4.8 KiB
using Unity.Netcode;
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using UnityEngine;
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namespace Unity.Multiplayer.Samples.BossRoom.Server
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{
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/// <summary>
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/// Action that represents an always-hit raybeam-style ranged attack. A particle is shown from caster to target, and then the
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/// target takes damage. (It is not possible to escape the hit; the target ALWAYS takes damage.) This is intended for fairly
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/// swift particles; the time before it's applied is based on a simple distance-check at the attack's start.
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/// (If no target is provided (because the user clicked on an empty spot on the map) or if the caster doesn't have line of
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/// sight to the target (because it's behind a wall), we still perform an action, it just hits nothing.
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/// </summary>
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public class FXProjectileTargetedAction : Action
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{
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private bool m_ImpactedTarget;
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private float m_TimeUntilImpact;
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private IDamageable m_Target;
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public FXProjectileTargetedAction(ServerCharacter parent, ref ActionRequestData data) : base(parent, ref data) { }
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public override bool Start()
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{
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m_Target = GetTarget();
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// figure out where the player wants us to aim at...
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Vector3 targetPos = m_Target != null ? m_Target.transform.position : m_Data.Position;
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// then make sure we can actually see that point!
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if (!ActionUtils.HasLineOfSight(m_Parent.physicsWrapper.Transform.position, targetPos, out Vector3 collidePos))
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{
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// we do not have line of sight to the target point. So our target instead becomes the obstruction point
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m_Target = null;
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targetPos = collidePos;
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// and update our action data so that when we send it to the clients, it will be up-to-date
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Data.TargetIds = new ulong[0];
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Data.Position = targetPos;
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}
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// turn to face our target!
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m_Parent.physicsWrapper.Transform.LookAt(targetPos);
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// figure out how long the pretend-projectile will be flying to the target
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float distanceToTargetPos = Vector3.Distance(targetPos, m_Parent.physicsWrapper.Transform.position);
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m_TimeUntilImpact = Description.ExecTimeSeconds + (distanceToTargetPos / Description.Projectiles[0].Speed_m_s);
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m_Parent.serverAnimationHandler.NetworkAnimator.SetTrigger(Description.Anim);
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// tell clients to visualize this action
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m_Parent.NetState.RecvDoActionClientRPC(Data);
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return true;
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}
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public override bool Update()
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{
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if (!m_ImpactedTarget && m_TimeUntilImpact <= TimeRunning)
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{
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m_ImpactedTarget = true;
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if (m_Target != null)
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{
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m_Target.ReceiveHP(m_Parent, -Description.Projectiles[0].Damage);
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}
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}
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return true;
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}
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public override void Cancel()
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{
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if (!m_ImpactedTarget)
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{
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m_Parent.NetState.RecvCancelActionsByTypeClientRpc(Description.ActionTypeEnum);
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}
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}
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/// <summary>
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/// Returns our intended target, or null if not found/no target.
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/// </summary>
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private IDamageable GetTarget()
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{
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if (Data.TargetIds == null || Data.TargetIds.Length == 0)
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{
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return null;
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}
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NetworkObject obj;
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if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out obj) && obj != null)
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{
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// make sure this isn't a friend (or if it is, make sure this is a friendly-fire action)
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var serverChar = obj.GetComponent<ServerCharacter>();
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if (serverChar && serverChar.IsNpc == (Description.IsFriendly ^ m_Parent.IsNpc))
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{
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// not a valid target
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return null;
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}
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if (PhysicsWrapper.TryGetPhysicsWrapper(Data.TargetIds[0], out var physicsWrapper))
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{
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return physicsWrapper.DamageCollider.GetComponent<IDamageable>();
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}
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else
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{
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return obj.GetComponent<IDamageable>();
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}
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}
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else
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{
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// target could have legitimately disappeared in the time it took to queue this action... but that's pretty unlikely, so we'll log about it to ease debugging
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Debug.Log($"FXProjectileTargetedAction was targeted at ID {Data.TargetIds[0]}, but that target can't be found in spawned object list! (May have just been deleted?)");
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return null;
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}
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}
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}
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}
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