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551 行
20 KiB

using UnityEngine;
using Unity.Entities;
using Unity.Mathematics;
[DisableAutoCreation]
public class PreviewGameMode : BaseComponentSystem
{
public int respawnDelay = 2;
public PreviewGameMode(GameWorld world, PlayerState Player) : base(world)
{
m_Player = Player;
// Fallback spawnpos!
m_SpawnPos = new Vector3(0.0f, 2.0f, 0.0f);
m_SpawnRot = new Quaternion();
}
protected override void OnUpdate()
{
var playerEntity = m_Player.gameObject.GetComponent<GameObjectEntity>().Entity;
var charControl = m_world.GetEntityManager().GetComponentObject<PlayerCharacterControl>(playerEntity);
if (charControl.requestedCharacterType != -1 && charControl.characterType != charControl.requestedCharacterType)
{
charControl.characterType = charControl.requestedCharacterType;
charControl.requestedCharacterType = -1;
GameDebug.Log(string.Format("PreviewGameMode. Respawning as char requested. New chartype:{0}", charControl.characterType));
Spawn(true);
return;
}
if (m_Player.controlledEntity == Entity.Null)
{
GameDebug.Log(string.Format("PreviewGameMode. Spawning as we have to char. Chartype:{0}", charControl.characterType));
Spawn(false);
return;
}
if (m_world.GetEntityManager().HasComponent<CharacterPredictedState>(m_Player.controlledEntity))
{
var character = m_world.GetEntityManager().GetComponentObject<Character>(m_Player.controlledEntity);
if (!m_respawnPending && character.healthState.health == 0)
{
m_respawnPending = true;
m_respawnTime = Time.time + respawnDelay;
}
if(m_respawnPending && Time.time > m_respawnTime)
{
Spawn(false);
m_respawnPending = false;
}
}
}
void Spawn(bool keepCharPosition)
{
var playerEntity = m_Player.gameObject.GetComponent<GameObjectEntity>().Entity;
var charControl = EntityManager.GetComponentObject<PlayerCharacterControl>(playerEntity);
var controlledTrans = m_Player.controlledEntity != Entity.Null
? EntityManager.GetComponentObject<Transform>(m_Player.controlledEntity)
: null;
if (keepCharPosition && controlledTrans != null)
{
m_SpawnPos = controlledTrans.position;
m_SpawnRot = controlledTrans.rotation;
}
else
FindSpawnTransform();
// Despawn old controlled
if (m_Player.controlledEntity != Entity.Null)
{
if (EntityManager.HasComponent<CharacterPredictedState>(m_Player.controlledEntity))
{
CharacterDespawnRequest.Create(PostUpdateCommands, m_Player.controlledEntity);
}
m_Player.controlledEntity = Entity.Null;
}
if (charControl.characterType == 1000)
{
SpectatorCamSpawnRequest.Create(PostUpdateCommands, m_SpawnPos, m_SpawnRot, playerEntity);
}
else
CharacterSpawnRequest.Create(PostUpdateCommands, charControl.characterType, m_SpawnPos, m_SpawnRot, playerEntity);
}
void FindSpawnTransform()
{
// Find random spawnpoint that matches teamIndex
var spawnpoints = Object.FindObjectsOfType<SpawnPoint>();
var offset = UnityEngine.Random.Range(0, spawnpoints.Length);
for (var i = 0; i < spawnpoints.Length; ++i)
{
var sp = spawnpoints[(i + offset) % spawnpoints.Length];
if (sp.teamIndex != m_Player.teamIndex) continue;
m_SpawnPos = sp.transform.position;
m_SpawnRot = sp.transform.rotation;
return;
}
}
PlayerState m_Player;
Vector3 m_SpawnPos;
Quaternion m_SpawnRot;
bool m_respawnPending;
float m_respawnTime;
}
public class PreviewGameLoop : Game.IGameLoop
{
public bool Init(string[] args)
{
m_StateMachine = new StateMachine<PreviewState>();
m_StateMachine.Add(PreviewState.Loading, null, UpdateLoadingState, null);
m_StateMachine.Add(PreviewState.Active, EnterActiveState, UpdateStateActive, LeaveActiveState);
Console.AddCommand("nextchar", CmdNextHero, "Select next character", GetHashCode());
Console.AddCommand("nextteam", CmdNextTeam, "Select next character", GetHashCode());
Console.AddCommand("spectator", CmdSpectatorCam, "Select spectator cam", GetHashCode());
Console.AddCommand("respawn", CmdRespawn, "Force a respawn. Optional argument defines now many seconds untill respawn", this.GetHashCode());
Console.SetOpen(false);
m_GameWorld = new GameWorld("World[PreviewGameLoop]");
#if UNITY_EDITOR
// As previewmode will keep current scene open in editor we need make sure GameObjectEntities are registered
// in our world. This is done rather hackily by calling OnEnable
foreach (var gameObjectEntity in GameObject.FindObjectsOfType<GameObjectEntity>())
gameObjectEntity.OnEnable();
#endif
if (args.Length > 0)
{
Game.game.levelManager.LoadLevel(args[0]);
m_StateMachine.SwitchTo(PreviewState.Loading);
}
else
{
m_StateMachine.SwitchTo(PreviewState.Active);
}
GameDebug.Log("Preview initialized");
return true;
}
public void Shutdown()
{
GameDebug.Log("PreviewGameState shutdown");
Console.RemoveCommandsWithTag(this.GetHashCode());
m_StateMachine.Shutdown();
m_PlayerModuleServer.Shutdown();
Game.game.levelManager.UnloadLevel();
m_GameWorld.Shutdown();
}
void UpdateLoadingState()
{
if (Game.game.levelManager.IsCurrentLevelLoaded())
m_StateMachine.SwitchTo(PreviewState.Active);
}
public void Update()
{
m_StateMachine.Update();
}
void EnterActiveState()
{
m_GameWorld.RegisterSceneEntities();
m_resourceSystem = new BundledResourceManager("BundledResources/Client");
m_CharacterModule = new CharacterModulePreview(m_GameWorld, m_resourceSystem);
m_ProjectileModule = new ProjectileModuleClient(m_GameWorld, m_resourceSystem);
m_HitCollisionModule = new HitCollisionModule(m_GameWorld,1, 2);
m_PlayerModuleClient = new PlayerModuleClient(m_GameWorld);
m_PlayerModuleServer = new PlayerModuleServer(m_GameWorld, m_resourceSystem);
m_DebugPrimitiveModule = new DebugPrimitiveModule(m_GameWorld, 1.0f, 0);
m_SpectatorCamModuleServer = new SpectatorCamModuleServer(m_GameWorld, m_resourceSystem);
m_SpectatorCamModuleClient = new SpectatorCamModuleClient(m_GameWorld);
m_EffectModule = new EffectModuleClient(m_GameWorld, m_resourceSystem);
m_ItemModule = new ItemModule(m_GameWorld);
m_ragdollSystem = new RagdollModule(m_GameWorld);
m_DespawnProjectiles = m_GameWorld.GetECSWorld().CreateManager<DespawnProjectiles>(m_GameWorld);
m_DamageAreaSystemServer = m_GameWorld.GetECSWorld().CreateManager<DamageAreaSystemServer>(m_GameWorld);
m_TeleporterSystemServer = m_GameWorld.GetECSWorld().CreateManager<TeleporterSystemServer>(m_GameWorld);
m_TeleporterSystemClient = m_GameWorld.GetECSWorld().CreateManager<TeleporterSystemClient>(m_GameWorld);
m_UpdateDestructableProps = m_GameWorld.GetECSWorld().CreateManager<UpdateDestructableProps>(m_GameWorld);
m_DestructiblePropSystemClient = m_GameWorld.GetECSWorld().CreateManager<DestructiblePropSystemClient>(m_GameWorld);
m_HandleGrenadeRequests = m_GameWorld.GetECSWorld().CreateManager<HandleGrenadeRequest>(m_GameWorld,m_resourceSystem);
m_StartGrenadeMovement = m_GameWorld.GetECSWorld().CreateManager<StartGrenadeMovement>(m_GameWorld);
m_FinalizeGrenadeMovement = m_GameWorld.GetECSWorld().CreateManager<FinalizeGrenadeMovement>(m_GameWorld);
m_ApplyGrenadePresentation = m_GameWorld.GetECSWorld().CreateManager<ApplyGrenadePresentation>(m_GameWorld);
m_moverUpdate = m_GameWorld.GetECSWorld().CreateManager<MoverUpdate>(m_GameWorld);
m_SpinSystem = m_GameWorld.GetECSWorld().CreateManager<SpinSystem>(m_GameWorld);
m_HandleNamePlateOwnerSpawn = m_GameWorld.GetECSWorld().CreateManager<HandleNamePlateSpawn>(m_GameWorld);
m_HandleNamePlateOwnerDespawn = m_GameWorld.GetECSWorld().CreateManager<HandleNamePlateDespawn>(m_GameWorld);
m_UpdateNamePlates = m_GameWorld.GetECSWorld().CreateManager<UpdateNamePlates>(m_GameWorld);
m_TwistSystem = new TwistSystem(m_GameWorld);
m_FanSystem = new FanSystem(m_GameWorld);
m_TranslateScaleSystem = new TranslateScaleSystem(m_GameWorld);
m_PlayerModuleClient.RegisterLocalPlayer(0, null);
// Spawn PlayerState, Character and link up LocalPlayer
m_Player = m_PlayerModuleServer.CreatePlayer(m_GameWorld, 0, "LocalHero", true);
var playerEntity = m_Player.gameObject.GetComponent<GameObjectEntity>().Entity;
var charControl = m_GameWorld.GetEntityManager().GetComponentObject<PlayerCharacterControl>(playerEntity);
charControl.characterType = math.max(Game.characterType.IntValue,0);
m_Player.teamIndex = 0;
m_previewGameMode = m_GameWorld.GetECSWorld().CreateManager<PreviewGameMode>(m_GameWorld, m_Player);
Game.SetMousePointerLock(true);
}
void LeaveActiveState()
{
m_CharacterModule.Shutdown();
m_ProjectileModule.Shutdown();
m_ragdollSystem.Shutdown();
m_HitCollisionModule.Shutdown();
m_PlayerModuleClient.Shutdown();
m_PlayerModuleServer.Shutdown();
m_DebugPrimitiveModule.Shutdown();
m_SpectatorCamModuleServer.Shutdown();
m_SpectatorCamModuleClient.Shutdown();
m_EffectModule.Shutdown();
m_ItemModule.Shutdown();
m_GameWorld.GetECSWorld().DestroyManager(m_DamageAreaSystemServer);
m_GameWorld.GetECSWorld().DestroyManager(m_DespawnProjectiles);
m_GameWorld.GetECSWorld().DestroyManager(m_TeleporterSystemServer);
m_GameWorld.GetECSWorld().DestroyManager(m_TeleporterSystemClient);
m_GameWorld.GetECSWorld().DestroyManager(m_UpdateDestructableProps);
m_GameWorld.GetECSWorld().DestroyManager(m_DestructiblePropSystemClient);
m_GameWorld.GetECSWorld().DestroyManager(m_HandleGrenadeRequests);
m_GameWorld.GetECSWorld().DestroyManager(m_StartGrenadeMovement);
m_GameWorld.GetECSWorld().DestroyManager(m_FinalizeGrenadeMovement);
m_GameWorld.GetECSWorld().DestroyManager(m_ApplyGrenadePresentation);
m_GameWorld.GetECSWorld().DestroyManager(m_moverUpdate);
m_GameWorld.GetECSWorld().DestroyManager(m_previewGameMode);
m_GameWorld.GetECSWorld().DestroyManager(m_SpinSystem);
m_GameWorld.GetECSWorld().DestroyManager(m_HandleNamePlateOwnerSpawn);
m_GameWorld.GetECSWorld().DestroyManager(m_HandleNamePlateOwnerDespawn);
m_GameWorld.GetECSWorld().DestroyManager(m_UpdateNamePlates);
m_TwistSystem.ShutDown();
m_FanSystem.ShutDown();
m_TranslateScaleSystem.ShutDown();
m_resourceSystem.Shutdown();
}
void UpdateStateActive()
{
// Sample input
bool userInputEnabled = Game.GetMousePointerLock();
m_PlayerModuleClient.SampleInput(userInputEnabled, Time.deltaTime, 0);
if (gameTime.tickRate != Game.serverTickRate.IntValue)
gameTime.tickRate = Game.serverTickRate.IntValue;
if (Game.Input.GetKeyUp(KeyCode.H) && Game.allowCharChange.IntValue == 1)
{
CmdNextHero(null);
}
if (Game.Input.GetKeyUp(KeyCode.T))
{
CmdNextTeam(null);
}
bool commandWasConsumed = false;
while (Game.frameTime > m_GameWorld.nextTickTime)
{
gameTime.tick++;
gameTime.tickDuration = gameTime.tickInterval;
commandWasConsumed = true;
PreviewTickUpdate(); // TODO (ulfj) : Need to sort out what is fixed timestep and what is not
m_GameWorld.nextTickTime += m_GameWorld.worldTime.tickInterval;
}
if (commandWasConsumed)
m_PlayerModuleClient.ResetInput(userInputEnabled);
}
public void FixedUpdate()
{
}
public void PreviewTickUpdate()
{
m_GameWorld.worldTime = gameTime;
m_GameWorld.frameDuration = gameTime.tickDuration;
m_PlayerModuleClient.ResolveReferenceFromLocalPlayerToPlayer();
m_PlayerModuleClient.HandleCommandReset();
m_PlayerModuleClient.StoreCommand(m_GameWorld.worldTime.tick);
// Game mode update
m_previewGameMode.Update();
// Handle spawn requests
m_CharacterModule.HandleSpawnRequests();
m_ProjectileModule.HandleProjectileRequests();
m_HandleGrenadeRequests.Update();
// Handle controlled entity changed
m_PlayerModuleClient.HandleControlledEntityChanged();
m_CharacterModule.HandleControlledEntityChanged();
// Apply command for frame
m_PlayerModuleClient.RetrieveCommand(m_GameWorld.worldTime.tick);
// Handle spawn
m_SpectatorCamModuleServer.HandleSpawnRequests();
m_CharacterModule.HandleSpawns();
m_HitCollisionModule.HandleSpawning();
m_HandleNamePlateOwnerSpawn.Update();
m_PlayerModuleClient.HandleSpawn();
m_ragdollSystem.HandleSpawning();
m_TwistSystem.HandleSpawning();
m_FanSystem.HandleSpawning();
m_TranslateScaleSystem.HandleSpawning();
m_ProjectileModule.HandleProjectileSpawn();
// Update movement of scene objects. Projectiles and grenades can also start update as they use collision data from last frame
m_SpinSystem.Update();
m_moverUpdate.Update();
m_ProjectileModule.StartPredictedMovement();
m_StartGrenadeMovement.Update();
// Update movement of player controlled units (depends on moveable scene objects being done)
m_SpectatorCamModuleClient.Update();
m_TeleporterSystemServer.Update();
m_CharacterModule.MovementStart();
m_CharacterModule.MovementResolve();
// Update abilities (depends on character end position)
m_CharacterModule.AbilityStart();
m_CharacterModule.AbilityResolve();
m_FinalizeGrenadeMovement.Update();
m_ProjectileModule.FinalizePredictedMovement();
// Handle damage
m_HitCollisionModule.HandleSplashDamage();
m_UpdateDestructableProps.Update();
m_DamageAreaSystemServer.Update();
m_CharacterModule.HandleDamage();
// Update presentation
m_CharacterModule.UpdatePresentation();
m_DestructiblePropSystemClient.Update();
m_DebugPrimitiveModule.HandleRequests();
m_TeleporterSystemClient.Update();
m_DebugPrimitiveModule.DrawPrimitives();
// Handle despawns
m_DespawnProjectiles.Update();
m_ProjectileModule.HandleProjectileDespawn();
m_HandleNamePlateOwnerDespawn.Update();
m_TwistSystem.HandleDespawning();
m_FanSystem.HandleDespawning();
m_ragdollSystem.HandleDespawning();
m_HitCollisionModule.HandleDespawn();
m_CharacterModule.HandleDepawns();
m_TranslateScaleSystem.HandleDepawning();
m_GameWorld.ProcessDespawns();
}
public void LateUpdate()
{
// TODO (petera) Should the state machine actually have a lateupdate so we don't have to do this always?
if (m_StateMachine.CurrentState() == PreviewState.Active)
{
m_GameWorld.frameDuration = Time.deltaTime;
m_HitCollisionModule.StoreColliderState();
m_ItemModule.Update();
m_ragdollSystem.Update();
m_CharacterModule.CameraUpdate();
m_TranslateScaleSystem.Schedule();
var twistSystemHandle = m_TwistSystem.Schedule();
m_FanSystem.Schedule(twistSystemHandle);
m_PlayerModuleClient.CameraUpdate();
m_CharacterModule.LateUpdate();
// Late update presentation update
m_ApplyGrenadePresentation.Update();
m_UpdateNamePlates.Update();
m_ProjectileModule.UpdateClientProjectilesPredicted();
m_EffectModule.ClientUpdate();
m_TranslateScaleSystem.Complete();
m_FanSystem.Complete();
}
}
void CmdNextHero(string[] args)
{
if (m_Player == null)
return;
if (Game.allowCharChange.IntValue != 1)
return;
var charSetupRegistry = m_resourceSystem.GetResourceRegistry<HeroTypeRegistry>();
var charSetupCount = charSetupRegistry.entries.Length;
var playerEntity = m_Player.gameObject.GetComponent<GameObjectEntity>().Entity;
var charControl = m_GameWorld.GetEntityManager().GetComponentObject<PlayerCharacterControl>(playerEntity);
charControl.requestedCharacterType = charControl.characterType + 1;
if (charControl.requestedCharacterType >= charSetupCount)
charControl.requestedCharacterType = 0;
GameDebug.Log(string.Format("PreviewGameLoop. Requesting char:{0}", charControl.requestedCharacterType));
}
void CmdSpectatorCam(string[] args)
{
if (m_Player == null)
return;
if (Game.allowCharChange.IntValue != 1)
return;
var playerEntity = m_Player.gameObject.GetComponent<GameObjectEntity>().Entity;
var charControl = m_GameWorld.GetEntityManager().GetComponentObject<PlayerCharacterControl>(playerEntity);
// Until we have better way of controlling other units than character, the spectator cam gets type 1000
charControl.requestedCharacterType = 1000;
}
void CmdRespawn(string[] args)
{
if (m_Player == null)
return;
m_previewGameMode.respawnDelay = args.Length == 0 ? 3 : int.Parse(args[0]);
var character = m_GameWorld.GetEntityManager().GetComponentObject<Character>(m_Player.controlledEntity);
character.healthState.health = 0;
}
void CmdNextTeam(string[] args)
{
if (m_Player == null)
return;
m_Player.teamIndex++;
if (m_Player.teamIndex > 1)
m_Player.teamIndex = 0;
}
enum PreviewState
{
Loading,
Active
}
StateMachine<PreviewState> m_StateMachine;
BundledResourceManager m_resourceSystem;
GameWorld m_GameWorld;
CharacterModulePreview m_CharacterModule;
ProjectileModuleClient m_ProjectileModule;
HitCollisionModule m_HitCollisionModule;
PlayerModuleClient m_PlayerModuleClient;
PlayerModuleServer m_PlayerModuleServer;
DebugPrimitiveModule m_DebugPrimitiveModule;
SpectatorCamModuleServer m_SpectatorCamModuleServer;
SpectatorCamModuleClient m_SpectatorCamModuleClient;
EffectModuleClient m_EffectModule;
ItemModule m_ItemModule;
RagdollModule m_ragdollSystem;
SpinSystem m_SpinSystem;
DespawnProjectiles m_DespawnProjectiles;
PreviewGameMode m_previewGameMode;
DamageAreaSystemServer m_DamageAreaSystemServer;
TeleporterSystemServer m_TeleporterSystemServer;
TeleporterSystemClient m_TeleporterSystemClient;
HandleGrenadeRequest m_HandleGrenadeRequests;
StartGrenadeMovement m_StartGrenadeMovement;
FinalizeGrenadeMovement m_FinalizeGrenadeMovement;
ApplyGrenadePresentation m_ApplyGrenadePresentation;
HandleNamePlateSpawn m_HandleNamePlateOwnerSpawn;
HandleNamePlateDespawn m_HandleNamePlateOwnerDespawn;
UpdateNamePlates m_UpdateNamePlates;
MoverUpdate m_moverUpdate;
DestructiblePropSystemClient m_DestructiblePropSystemClient;
UpdateDestructableProps m_UpdateDestructableProps;
TwistSystem m_TwistSystem;
FanSystem m_FanSystem;
TranslateScaleSystem m_TranslateScaleSystem;
PlayerState m_Player;
GameTime gameTime = new GameTime(60);
}