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93 行
3.6 KiB
93 行
3.6 KiB
using Unity.Netcode;
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using UnityEngine;
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using BossRoom.Scripts.Shared.Net.NetworkObjectPool;
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namespace Unity.Multiplayer.Samples.BossRoom.Server
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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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public class LaunchProjectileAction : Action
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{
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private bool m_Launched = false;
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public LaunchProjectileAction(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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//snap to face the direction we're firing, and then broadcast the animation, which we do immediately.
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m_Parent.physicsWrapper.Transform.forward = Data.Direction;
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m_Parent.serverAnimationHandler.NetworkAnimator.SetTrigger(Description.Anim);
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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 (TimeRunning >= Description.ExecTimeSeconds && !m_Launched)
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{
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LaunchProjectile();
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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 ActionDescription.ProjectileInfo GetProjectileInfo()
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{
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foreach (var projectileInfo in Description.Projectiles)
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{
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if (projectileInfo.ProjectilePrefab && projectileInfo.ProjectilePrefab.GetComponent<NetworkProjectileState>())
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return projectileInfo;
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}
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throw new System.Exception($"Action {Description.ActionTypeEnum} 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()
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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 = m_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 = m_Parent.physicsWrapper.Transform.localToWorldMatrix.MultiplyPoint(no.transform.position);
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no.GetComponent<ServerProjectileLogic>().Initialize(m_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()
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{
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//make sure this happens.
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LaunchProjectile();
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}
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public override void Cancel()
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{
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if (!string.IsNullOrEmpty(Description.Anim2))
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{
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m_Parent.serverAnimationHandler.NetworkAnimator.SetTrigger(Description.Anim2);
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}
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}
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}
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}
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