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266 行
10 KiB

using System;
using System.Collections.Generic;
using Unity.Entities;
using UnityEngine;
[RequireComponent(typeof(ReplicatedAbility))]
public class Ability_Melee : MonoBehaviour
{
public enum Phase
{
Idle,
Punch,
Hold,
}
public struct LocalState : IComponentData
{
public int lastHitCheckTick;
public int rayQueryId;
}
[Serializable]
public struct Settings : IComponentData
{
public float damage;
public float damageDist;
public float damageRadius;
public float damageImpulse;
public float impactTime;
public int punchPerSecond;
public CharacterPredictedState.StateData.Action punchAction;
}
public struct PredictedState : IPredictedData<PredictedState>, IComponentData
{
public Phase phase;
public int phaseStartTick;
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("startTick", phaseStartTick);
}
public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
{
phase = (Phase)reader.ReadInt32();
phaseStartTick = reader.ReadInt32();
}
#if UNITY_EDITOR
public bool VerifyPrediction(ref PredictedState state)
{
return phase == state.phase
&& phaseStartTick == state.phaseStartTick;
}
#endif
}
public struct InterpolatedState : IInterpolatedData<InterpolatedState>, IComponentData
{
public int impactTick;
public void Serialize(ref NetworkWriter writer, IEntityReferenceSerializer refSerializer)
{
writer.WriteInt32("impactTick", impactTick);
}
public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
{
impactTick = reader.ReadInt32();
}
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,
};
entityManager.AddComponentData(abilityEntity, localState);
entityManager.AddComponentData(abilityEntity, new PredictedState());
entityManager.AddComponentData(abilityEntity, settings);
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 Melee_RequestActive : BaseComponentDataSystem<CharacterAbility,AbilityControl,Ability_Melee.PredictedState>
{
public Melee_RequestActive(GameWorld world) : base(world)
{
ExtraComponentRequirements = new ComponentType[] { typeof(ServerEntity) } ;
}
protected override void Update(Entity abilityEntity, CharacterAbility charAbility, AbilityControl abilityCtrl, Ability_Melee.PredictedState predictedState)
{
var command = EntityManager.GetComponentObject<UserCommandComponent>(charAbility.character).command;
var character = EntityManager.GetComponentObject<CharacterPredictedState>(charAbility.character);
var isAlive = character.State.locoState != CharacterPredictedState.StateData.LocoState.Dead;
var fireRequested = command.melee && isAlive;
var isActive = predictedState.phase == Ability_Melee.Phase.Punch;
abilityCtrl.requestsActive = !character.State.abilityActive && (isActive || fireRequested) ? 1 : 0;
EntityManager.SetComponentData(abilityEntity, abilityCtrl);
EntityManager.SetComponentData(abilityEntity, predictedState);
}
}
[DisableAutoCreation]
class Melee_Update : BaseComponentDataSystem<CharacterAbility,AbilityControl, Ability_Melee.LocalState,
Ability_Melee.PredictedState, Ability_Melee.Settings>
{
public Melee_Update(GameWorld world) : base(world)
{
ExtraComponentRequirements = new ComponentType[] { typeof(ServerEntity) } ;
}
protected override void Update(Entity abilityEntity, CharacterAbility charAbility, AbilityControl abilityCtrl,
Ability_Melee.LocalState localState, Ability_Melee.PredictedState predictedState, Ability_Melee.Settings settings)
{
var time = m_world.worldTime;
switch (predictedState.phase)
{
case Ability_Melee.Phase.Idle:
{
if (abilityCtrl.activeAllowed == 1)
{
var character = EntityManager.GetComponentObject<CharacterPredictedState>(charAbility.character);
predictedState.SetPhase(Ability_Melee.Phase.Punch, time.tick);
character.State.SetAction(settings.punchAction, time.tick);
character.State.abilityActive = true;
}
break;
}
case Ability_Melee.Phase.Punch:
{
var phaseDuration = time.DurationSinceTick(predictedState.phaseStartTick);
if (phaseDuration >= settings.impactTime)
{
var character = EntityManager.GetComponentObject<Character>(charAbility.character);
var charPredictedState = EntityManager.GetComponentObject<CharacterPredictedState>(charAbility.character);
var command = EntityManager.GetComponentObject<UserCommandComponent>(charAbility.character).command;
var viewDir = command.lookDir;
var eyePos = charPredictedState.State.position + Vector3.up*character.eyeHeight;
predictedState.SetPhase(Ability_Melee.Phase.Hold, time.tick);
var queryReciever = World.GetExistingManager<RaySphereQueryReciever>();
localState.rayQueryId = queryReciever.RegisterQuery(new RaySphereQueryReciever.Query()
{
origin = eyePos,
direction = viewDir,
distance = settings.damageDist,
sphereCastExcludeOwner = charAbility.character,
hitCollisionTestTick = command.renderTick,
testAgainsEnvironment = 0,
sphereCastRadius = settings.damageRadius,
sphereCastMask = ~0,
});
EntityManager.SetComponentData(abilityEntity,localState);
break;
}
break;
}
case Ability_Melee.Phase.Hold:
{
var holdEndDuration = 1.0f / settings.punchPerSecond - settings.impactTime;
var phaseDuration = time.DurationSinceTick(predictedState.phaseStartTick);
if (phaseDuration > holdEndDuration)
{
predictedState.phase = Ability_Melee.Phase.Idle;
predictedState.phaseStartTick = time.tick;
var character = EntityManager.GetComponentObject<CharacterPredictedState>(charAbility.character);
character.State.SetAction(CharacterPredictedState.StateData.Action.None, time.tick);
break;
}
break;
}
}
EntityManager.SetComponentData(abilityEntity, predictedState);
}
}
[DisableAutoCreation]
class Melee_HandleCollision : BaseComponentDataSystem<Ability_Melee.LocalState>
{
public Melee_HandleCollision(GameWorld world) : base(world)
{
ExtraComponentRequirements = new ComponentType[] { typeof(ServerEntity) } ;
}
protected override void Update(Entity abilityEntity, Ability_Melee.LocalState localState)
{
if (localState.rayQueryId == -1)
return;
var queryReciever = World.GetExistingManager<RaySphereQueryReciever>();
RaySphereQueryReciever.Query query;
RaySphereQueryReciever.Result result;
queryReciever.GetResult(localState.rayQueryId, out query, out result);
localState.rayQueryId = -1;
if (result.hitCollisionOwner != Entity.Null)
{
var charAbility = EntityManager.GetComponentData<CharacterAbility>(abilityEntity);
var settings = EntityManager.GetComponentData<Ability_Melee.Settings>(abilityEntity);
var hitCollisionOwner =
EntityManager.GetComponentObject<HitCollisionOwner>(result.hitCollisionOwner);
hitCollisionOwner.damageEvents.Add(new DamageEvent(charAbility.character, settings.damage, query.direction,
settings.damageImpulse));
var interpolatedState = EntityManager.GetComponentData<Ability_Melee.InterpolatedState>(abilityEntity);
interpolatedState.impactTick = m_world.worldTime.tick;
PostUpdateCommands.SetComponent(abilityEntity, interpolatedState);
}
EntityManager.SetComponentData(abilityEntity, localState);
}
}