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430 行
14 KiB

using System;
using System.Collections.Generic;
using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Profiling;
[RequireComponent(typeof(ReplicatedAbility))]
public class Ability_AutoRifle : MonoBehaviour
{
public enum Phase
{
Idle,
Firing,
Reloading,
}
public enum ImpactType
{
None,
Environment,
Character
}
[Serializable]
public struct Settings : IComponentData
{
public float damage;
public float damageImpulse;
public float roundsPerSecond;
public int clipSize;
public float reloadDuration;
public float hitscanRadius;
public float minCOF;
public float maxCOF;
public float shotCOFIncrease;
public float COFDecreaseVel;
}
public struct LocalState : IComponentData
{
public int lastHitCheckTick;
public int rayQueryId;
}
public struct PredictedState : IPredictedData<PredictedState>, IComponentData
{
public Phase phase;
public int phaseStartTick;
public int reloadRequested;
public int fireRequested;
public int ammoInClip;
public float COF;
public void SetPhase(Phase phase, int tick)
{
this.phase = phase;
this.phaseStartTick = tick;
}
public void Serialize(ref NetworkWriter writer, IEntityReferenceSerializer refSerializer)
{
writer.WriteInt32("phase", (int)phase);
writer.WriteInt32("phaseStart", phaseStartTick);
writer.WriteBoolean("fireRequested", fireRequested == 1);
writer.WriteBoolean("reloadRequested", reloadRequested == 1);
writer.WriteInt32("ammoInClip", ammoInClip);
writer.WriteFloatQ("COF", COF,0);
}
public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
{
phase = (Phase)reader.ReadInt32();
phaseStartTick = reader.ReadInt32();
fireRequested = reader.ReadBoolean() ? 1 : 0;
reloadRequested = reader.ReadBoolean() ? 1 : 0;
ammoInClip = reader.ReadInt32();
COF = reader.ReadFloatQ();
}
#if UNITY_EDITOR
public bool VerifyPrediction(ref PredictedState state)
{
return true;
}
#endif
}
public struct InterpolatedState : IInterpolatedData<InterpolatedState>, IComponentData
{
public int fireTick;
public float3 fireEndPos;
public ImpactType impactType;
public float3 impactNormal;
public void Serialize(ref NetworkWriter writer, IEntityReferenceSerializer refSerializer)
{
writer.WriteInt32("primFireTick", fireTick);
writer.WriteVector3Q("fireEndPos", fireEndPos,2);
writer.WriteInt32("impact", (int)impactType);
writer.WriteVector3Q("impactNormal", impactNormal,1);
}
public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
{
fireTick = reader.ReadInt32();
fireEndPos = reader.ReadVector3Q();
impactType = (ImpactType)reader.ReadInt32();
impactNormal = reader.ReadVector3Q();
}
public void Interpolate(ref InterpolatedState first, ref InterpolatedState last, float t)
{
this = first;
}
}
public Settings settings;
private void OnEnable()
{
var gameObjectEntity = GetComponent<GameObjectEntity>();
var entityManager = gameObjectEntity.EntityManager;
var abilityEntity = gameObjectEntity.Entity;
// Default components
entityManager.AddComponentData(abilityEntity, new CharacterAbility());
entityManager.AddComponentData(abilityEntity, new AbilityControl());
// Ability components
var localState = new LocalState
{
rayQueryId = -1
};
var predictedState = new PredictedState
{
phase = Phase.Idle,
ammoInClip = settings.clipSize,
COF = settings.minCOF,
};
entityManager.AddComponentData(abilityEntity, settings);
entityManager.AddComponentData(abilityEntity, localState);
entityManager.AddComponentData(abilityEntity, predictedState);
entityManager.AddComponentData(abilityEntity, new InterpolatedState());
// Setup replicated ability
var replicatedAbility = entityManager.GetComponentObject<ReplicatedAbility>(abilityEntity);
replicatedAbility.predictedHandlers = new IPredictedDataHandler[2];
replicatedAbility.predictedHandlers[0] = new PredictedEntityHandler<AbilityControl>(entityManager, abilityEntity);
replicatedAbility.predictedHandlers[1] = new PredictedEntityHandler<PredictedState>(entityManager, abilityEntity);
replicatedAbility.interpolatedHandlers = new IInterpolatedDataHandler[1];
replicatedAbility.interpolatedHandlers[0] = new InterpolatedEntityHandler<InterpolatedState>(entityManager, abilityEntity);
}
}
[DisableAutoCreation]
class AutoRifle_RequestActive : BaseComponentDataSystem<CharacterAbility,AbilityControl,Ability_AutoRifle.PredictedState,Ability_AutoRifle.Settings>
{
public AutoRifle_RequestActive(GameWorld world) : base(world)
{
ExtraComponentRequirements = new ComponentType[] { typeof(ServerEntity) } ;
}
protected override void Update(Entity entity, CharacterAbility charAbility, AbilityControl abilityCtrl,
Ability_AutoRifle.PredictedState predictedState, Ability_AutoRifle.Settings settings)
{
Profiler.BeginSample("AutoRifle_RequestActive");
var command = EntityManager.GetComponentObject<UserCommandComponent>(charAbility.character).command;
var character = EntityManager.GetComponentObject<CharacterPredictedState>(charAbility.character);
var isAlive = character.State.locoState != CharacterPredictedState.StateData.LocoState.Dead;
predictedState.fireRequested = (command.primaryFire && isAlive) ? 1 : 0;
if (command.reload && isAlive && predictedState.ammoInClip < settings.clipSize)
{
predictedState.reloadRequested = 1;
}
var isIdle = predictedState.phase == Ability_AutoRifle.Phase.Idle;
if (isIdle)
{
if (predictedState.fireRequested == 1 && predictedState.ammoInClip == 0)
{
predictedState.reloadRequested = 1;
}
}
abilityCtrl.requestsActive = !character.State.abilityActive && (!isIdle || predictedState.fireRequested == 1
|| predictedState.reloadRequested == 1) ? 1 : 0;
EntityManager.SetComponentData(entity, abilityCtrl);
EntityManager.SetComponentData(entity, predictedState);
Profiler.EndSample();
}
}
[DisableAutoCreation]
class AutoRifle_Update : BaseComponentDataSystem<AbilityControl,Ability_AutoRifle.PredictedState,Ability_AutoRifle.Settings>
{
public AutoRifle_Update(GameWorld world) : base(world)
{
ExtraComponentRequirements = new ComponentType[] { typeof(ServerEntity) } ;
}
protected override void Update(Entity abilityEntity, AbilityControl abilityCtrl,
Ability_AutoRifle.PredictedState predictedState, Ability_AutoRifle.Settings settings)
{
Profiler.BeginSample("AutoRifle_Update");
switch (predictedState.phase)
{
case Ability_AutoRifle.Phase.Idle:
{
if(abilityCtrl.activeAllowed == 0)
break;
if (predictedState.reloadRequested == 1)
{
EnterReloadingPhase(abilityEntity, ref predictedState, m_world.worldTime.tick);
break;
}
if (predictedState.fireRequested == 1)
{
EnterFiringPhase(abilityEntity, ref predictedState, m_world.worldTime.tick);
break;
}
break;
}
case Ability_AutoRifle.Phase.Firing:
{
var fireDuration = 1.0f / settings.roundsPerSecond;
var phaseDuration = m_world.worldTime.DurationSinceTick(predictedState.phaseStartTick);
if (phaseDuration > fireDuration)
{
if (predictedState.fireRequested == 1 && predictedState.ammoInClip > 0)
EnterFiringPhase(abilityEntity, ref predictedState, m_world.worldTime.tick);
else
EnterIdlePhase(abilityEntity, ref predictedState, m_world.worldTime.tick);
}
break;
}
case Ability_AutoRifle.Phase.Reloading:
{
var phaseDuration = m_world.worldTime.DurationSinceTick(predictedState.phaseStartTick);
if (phaseDuration > settings.reloadDuration)
{
predictedState.reloadRequested = 0;
var neededInClip = settings.clipSize - predictedState.ammoInClip;
predictedState.ammoInClip += neededInClip;
EnterIdlePhase(abilityEntity, ref predictedState, m_world.worldTime.tick);
break;
}
break;
}
}
// Decrease cone
if (predictedState.phase != Ability_AutoRifle.Phase.Firing)
{
predictedState.COF -= settings.COFDecreaseVel * m_world.worldTime.tickDuration;
if (predictedState.COF < settings.minCOF)
predictedState.COF = settings.minCOF;
}
EntityManager.SetComponentData(abilityEntity, predictedState);
Profiler.EndSample();
}
void EnterReloadingPhase(Entity abilityEntity, ref Ability_AutoRifle.PredictedState predictedState, int tick)
{
//GameDebug.Log("EnterReloadingPhase");
var charAbility = EntityManager.GetComponentData<CharacterAbility>(abilityEntity);
var character = EntityManager.GetComponentObject<CharacterPredictedState>(charAbility.character);
predictedState.SetPhase(Ability_AutoRifle.Phase.Reloading, tick);
character.State.SetAction(CharacterPredictedState.StateData.Action.Reloading, tick);
}
void EnterIdlePhase(Entity abilityEntity, ref Ability_AutoRifle.PredictedState predictedState, int tick)
{
//GameDebug.Log("EnterIdlePhase");
var charAbility = EntityManager.GetComponentData<CharacterAbility>(abilityEntity);
var character = EntityManager.GetComponentObject<CharacterPredictedState>(charAbility.character);
predictedState.SetPhase(Ability_AutoRifle.Phase.Idle, tick);
character.State.SetAction(CharacterPredictedState.StateData.Action.None, tick);
}
void EnterFiringPhase(Entity abilityEntity, ref Ability_AutoRifle.PredictedState predictedState, int tick)
{
//GameDebug.Log("EnterFiringPhase");
var charAbility = EntityManager.GetComponentData<CharacterAbility>(abilityEntity);
var settings = EntityManager.GetComponentData<Ability_AutoRifle.Settings>(abilityEntity);
var character = EntityManager.GetComponentObject<Character>(charAbility.character);
var charPredictedState = EntityManager.GetComponentObject<CharacterPredictedState>(charAbility.character);
predictedState.SetPhase(Ability_AutoRifle.Phase.Firing, tick);
charPredictedState.State.SetAction(CharacterPredictedState.StateData.Action.PrimaryFire, tick);
predictedState.ammoInClip -= 1;
// Only fire shot once for each tick (so it does not fire again when re-predicting)
var localState = EntityManager.GetComponentData<Ability_AutoRifle.LocalState>(abilityEntity);
if (tick > localState.lastHitCheckTick)
{
localState.lastHitCheckTick = tick;
var command = EntityManager.GetComponentObject<UserCommandComponent>(charAbility.character).command;
var aimDir = (float3)command.lookDir;
var cross = math.cross(new float3(0, 1, 0),aimDir);
var cofAngle = math.radians(predictedState.COF)*0.5f;
var direction = math.mul(quaternion.axisAngle(cross, cofAngle), aimDir);
// TODO use tick as random seed so server and client calculates same angle for given tick
var rndAngle = UnityEngine.Random.Range(0, (float) math.PI * 2);
var rndRot = quaternion.axisAngle(aimDir, rndAngle);
direction = math.mul(rndRot, direction);
predictedState.COF += settings.shotCOFIncrease;
if (predictedState.COF > settings.maxCOF)
predictedState.COF = settings.maxCOF;
var eyePos = charPredictedState.State.position + Vector3.up*character.eyeHeight;
// Debug.DrawRay(rayStart, direction * 1000, Color.green, 1.0f);
const int distance = 500;
var collisionMask = ~(1 << charPredictedState.teamId);
var queryReciever = World.GetExistingManager<RaySphereQueryReciever>();
localState.rayQueryId = queryReciever.RegisterQuery(new RaySphereQueryReciever.Query()
{
origin = eyePos,
direction = direction,
distance = distance,
sphereCastExcludeOwner = charAbility.character,
hitCollisionTestTick = command.renderTick,
testAgainsEnvironment = 1,
sphereCastRadius = settings.hitscanRadius,
sphereCastMask = collisionMask,
});
EntityManager.SetComponentData(abilityEntity,localState);
}
}
}
[DisableAutoCreation]
class AutoRifle_HandleCollisionQuery : BaseComponentDataSystem<Ability_AutoRifle.LocalState,Ability_AutoRifle.InterpolatedState>
{
public AutoRifle_HandleCollisionQuery(GameWorld world) : base(world)
{
ExtraComponentRequirements = new ComponentType[] { typeof(ServerEntity) } ;
}
protected override void Update(Entity abilityEntity, Ability_AutoRifle.LocalState localState, Ability_AutoRifle.InterpolatedState interpolatedState)
{
if (localState.rayQueryId == -1)
return;
Profiler.BeginSample("-get result");
var queryReciever = World.GetExistingManager<RaySphereQueryReciever>();
RaySphereQueryReciever.Query query;
RaySphereQueryReciever.Result result;
queryReciever.GetResult(localState.rayQueryId, out query, out result);
localState.rayQueryId = -1;
Profiler.EndSample();
float3 endPos;
var impact = result.hit == 1;
if (impact)
{
var hitCollisionHit = result.hitCollisionOwner != Entity.Null;
interpolatedState.impactType = hitCollisionHit
? Ability_AutoRifle.ImpactType.Character
: Ability_AutoRifle.ImpactType.Environment;
endPos = result.hitPoint;
// Apply damage
if (hitCollisionHit)
{
Profiler.BeginSample("-add damage");
var charAbility = EntityManager.GetComponentData<CharacterAbility>(abilityEntity);
var settings = EntityManager.GetComponentData<Ability_AutoRifle.Settings>(abilityEntity);
var hitCollisionOwner = EntityManager.GetComponentObject<HitCollisionOwner>(result.hitCollisionOwner);
hitCollisionOwner.damageEvents.Add(new DamageEvent(charAbility.character, settings.damage, query.direction,
settings.damageImpulse));
Profiler.EndSample();
}
interpolatedState.impactNormal = result.hitNormal;
}
else
{
interpolatedState.impactType = Ability_AutoRifle.ImpactType.None;
endPos = query.origin + query.distance * query.direction;
}
interpolatedState.fireTick = m_world.worldTime.tick;
interpolatedState.fireEndPos = endPos;
EntityManager.SetComponentData(abilityEntity,localState);
EntityManager.SetComponentData(abilityEntity,interpolatedState);
}
}