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228 行
9.3 KiB

using System;
using System.Collections.Generic;
using Unity.Entities;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Profiling;
[RequireComponent(typeof(ReplicatedAbility))]
public class Ability_ProjectileLauncher : MonoBehaviour
{
public enum Phase
{
Idle,
Active,
Cooldown,
}
public struct LocalState : IComponentData
{
public int lastFireTick;
}
[Serializable]
public struct Settings : IComponentData
{
public float activationDuration;
public float cooldownDuration;
public CharacterPredictedState.StateData.Action fireAction;
public float projectileRange;
[NonSerialized] public uint projectileRegistryId;
}
public struct PredictedState : IPredictedData<PredictedState>, IComponentData
{
public Phase phase;
public int phaseStartTick;
public int fireRequestedTick;
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.WriteInt32("fireRequestedTick", fireRequestedTick);
}
public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
{
phase = (Phase)reader.ReadInt32();
phaseStartTick = reader.ReadInt32();
fireRequestedTick = 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 fireTick;
public void Serialize(ref NetworkWriter writer, IEntityReferenceSerializer refSerializer)
{
writer.WriteInt32("fireTick", fireTick);
}
public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
{
fireTick = reader.ReadInt32();
}
public void Interpolate(ref InterpolatedState first, ref InterpolatedState last, float t)
{
this = first;
}
}
public Settings settings;
public ProjectileTypeDefinition projectileType;
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
entityManager.AddComponentData(abilityEntity, new LocalState());
entityManager.AddComponentData(abilityEntity, new PredictedState());
entityManager.AddComponentData(abilityEntity, new InterpolatedState());
settings.projectileRegistryId = projectileType.registryId;
entityManager.AddComponentData(abilityEntity, settings);
// 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 ProjectileLauncher_RequestActive : BaseComponentDataSystem<CharacterAbility,AbilityControl,Ability_ProjectileLauncher.PredictedState>
{
public ProjectileLauncher_RequestActive(GameWorld world) : base(world)
{
ExtraComponentRequirements = new ComponentType[] { typeof(ServerEntity) } ;
}
protected override void Update(Entity entity, CharacterAbility charAbility, AbilityControl abilityCtrl,
Ability_ProjectileLauncher.PredictedState predictedState)
{
Profiler.BeginSample("ProjectileLauncher_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;
var fireRequested = command.secondaryFire && isAlive;
var isActive = predictedState.phase == Ability_ProjectileLauncher.Phase.Active;
abilityCtrl.requestsActive = !character.State.abilityActive && (isActive || fireRequested) ? 1 : 0;
EntityManager.SetComponentData(entity, abilityCtrl);
EntityManager.SetComponentData(entity, predictedState);
Profiler.EndSample();
}
}
[DisableAutoCreation]
class ProjectileLauncher_Update : BaseComponentDataSystem<AbilityControl,Ability_ProjectileLauncher.PredictedState,
Ability_ProjectileLauncher.Settings>
{
public ProjectileLauncher_Update(GameWorld world) : base(world)
{
ExtraComponentRequirements = new ComponentType[] { typeof(ServerEntity) } ;
}
protected override void Update(Entity entity, AbilityControl abilityCtrl, Ability_ProjectileLauncher.PredictedState predictedState, Ability_ProjectileLauncher.Settings settings)
{
Profiler.BeginSample("ProjectileLauncher_Update");
var time = m_world.worldTime;
switch (predictedState.phase)
{
case Ability_ProjectileLauncher.Phase.Idle:
if (abilityCtrl.activeAllowed == 1)
{
var charAbility = EntityManager.GetComponentData<CharacterAbility>(entity);
var character = EntityManager.GetComponentObject<Character>(charAbility.character);
var charPredictedState = EntityManager.GetComponentObject<CharacterPredictedState>(charAbility.character);
predictedState.SetPhase(Ability_ProjectileLauncher.Phase.Active, time.tick);
charPredictedState.State.SetAction(settings.fireAction, time.tick);
// Only spawn once for each tick (so it does not fire again when re-predicting)
var localState = EntityManager.GetComponentData<Ability_ProjectileLauncher.LocalState>(entity);
if (time.tick > localState.lastFireTick)
{
localState.lastFireTick = time.tick;
EntityManager.SetComponentData(entity, localState);
var eyePos = charPredictedState.State.position + Vector3.up*character.eyeHeight;
var interpolatedState = EntityManager.GetComponentData<Ability_ProjectileLauncher.InterpolatedState>(entity);
var command = EntityManager.GetComponentObject<UserCommandComponent>(charAbility.character)
.command;
var endPos = eyePos + command.lookDir * settings.projectileRange;
ProjectileRequest.Create(PostUpdateCommands, time.tick, time.tick - command.renderTick,
settings.projectileRegistryId, charAbility.character, charPredictedState.teamId, eyePos, endPos);
interpolatedState.fireTick = time.tick;
EntityManager.SetComponentData(entity, interpolatedState);
}
}
break;
case Ability_ProjectileLauncher.Phase.Active:
{
var phaseDuration = time.DurationSinceTick(predictedState.phaseStartTick);
if (phaseDuration > settings.activationDuration)
{
var charAbility = EntityManager.GetComponentData<CharacterAbility>(entity);
var character = EntityManager.GetComponentObject<CharacterPredictedState>(charAbility.character);
predictedState.SetPhase(Ability_ProjectileLauncher.Phase.Cooldown, time.tick);
character.State.SetAction(CharacterPredictedState.StateData.Action.None, time.tick);
}
break;
}
case Ability_ProjectileLauncher.Phase.Cooldown:
{
var phaseDuration = time.DurationSinceTick(predictedState.phaseStartTick);
if (phaseDuration > settings.cooldownDuration)
{
predictedState.SetPhase(Ability_ProjectileLauncher.Phase.Idle, time.tick);
}
break;
}
}
EntityManager.SetComponentData(entity, predictedState);
Profiler.EndSample();
}
}