Sample project to showcase the use of UI Toolkit for Runtime based on the Unity Royale project.
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.AddressableAssets;
namespace UnityRoyale
{
public class GameManager : MonoBehaviour
{
[Header("Settings")]
public bool autoStart = false;
[Header("Public References")]
public NavMeshSurface navMesh;
public GameObject playersCastle, opponentCastle;
public GameObject introTimeline;
public PlaceableData castlePData;
public ParticlePool appearEffectPool;
private CardManager cardManager;
private CPUOpponent CPUOpponent;
private AudioManager audioManager;
private UIManager UIManager;
private CinematicsManager cinematicsManager;
private List<ThinkingPlaceable> playerUnits, opponentUnits;
private List<ThinkingPlaceable> playerBuildings, opponentBuildings;
private List<ThinkingPlaceable> allPlayers, allOpponents; //contains both Buildings and Units
private List<ThinkingPlaceable> allThinkingPlaceables;
private List<Projectile> allProjectiles;
private bool gameOver = false;
private bool updateAllPlaceables = false; //used to force an update of all AIBrains in the Update loop
private const float THINKING_DELAY = 2f;
private Placeable.Faction loserFaction = Placeable.Faction.None;
private void Awake()
{
cardManager = GetComponentInChildren<CardManager>();
CPUOpponent = GetComponent<CPUOpponent>();
audioManager = GetComponentInChildren<AudioManager>();
cinematicsManager = GetComponentInChildren<CinematicsManager>();
UIManager = GetComponentInChildren<UIManager>();
if (autoStart)
introTimeline.SetActive(false);
//listeners on other managers
cardManager.OnCardUsed += UseCard;
CPUOpponent.OnCardUsed += UseCard;
//initialise Placeable lists, for the AIs to pick up and find a target
playerUnits = new List<ThinkingPlaceable>();
playerBuildings = new List<ThinkingPlaceable>();
opponentUnits = new List<ThinkingPlaceable>();
opponentBuildings = new List<ThinkingPlaceable>();
allPlayers = new List<ThinkingPlaceable>();
allOpponents = new List<ThinkingPlaceable>();
allThinkingPlaceables = new List<ThinkingPlaceable>();
allProjectiles = new List<Projectile>();
}
private void Start()
{
//Insert castles into lists
SetupPlaceable(playersCastle, castlePData, Placeable.Faction.Player);
SetupPlaceable(opponentCastle, castlePData, Placeable.Faction.Opponent);
if (autoStart)
{
DisplayCards();
StartMatch();
}
}
public void DisplayCards()
{
cardManager.LoadDeck();
CPUOpponent.LoadDeck();
}
//called by the intro cutscene
public void StartMatch()
{
CPUOpponent.StartActing();
}
//the Update loop pings all the ThinkingPlaceables in the scene, and makes them act
private void Update()
{
if (gameOver)
return;
ThinkingPlaceable targetToPass; //ref
ThinkingPlaceable p; //ref
for (int pN=0; pN<allThinkingPlaceables.Count; pN++)
{
p = allThinkingPlaceables[pN];
if (updateAllPlaceables)
p.state = ThinkingPlaceable.States.Idle; //forces the assignment of a target in the switch below
switch (p.state)
{
case ThinkingPlaceable.States.Idle:
//this if is for innocuous testing Units
if(p.targetType == Placeable.PlaceableTarget.None)
break;
//find closest target and assign it to the ThinkingPlaceable
bool targetFound = FindClosestInList(p.transform.position, GetAttackList(p.faction, p.targetType), out targetToPass);
if(!targetFound) Debug.LogError("No more targets!"); //this should only happen on Game Over
p.SetTarget(targetToPass);
p.Seek();
break;
case ThinkingPlaceable.States.Seeking:
if(p.IsTargetInRange())
{
p.StartAttack();
}
break;
case ThinkingPlaceable.States.Attacking:
if(p.IsTargetInRange())
{
if(Time.time >= p.lastBlowTime + p.attackRatio)
{
p.DealBlow();
//Animation will produce the damage, calling animation events OnDealDamage and OnProjectileFired. See ThinkingPlaceable
}
}
break;
case ThinkingPlaceable.States.Dead:
Debug.LogError("A dead ThinkingPlaceable shouldn't be in this loop");
break;
}
}
Projectile currProjectile;
float progressToTarget;
for (int prjN=0; prjN<allProjectiles.Count; prjN++)
{
currProjectile = allProjectiles[prjN];
progressToTarget = currProjectile.Move();
if(progressToTarget >= 1f)
{
if(currProjectile.target.state != ThinkingPlaceable.States.Dead) //target might be dead already as this projectile is flying
{
float newHP = currProjectile.target.SufferDamage(currProjectile.damage);
currProjectile.target.healthBar.SetHealth(newHP);
}
Destroy(currProjectile.gameObject);
allProjectiles.RemoveAt(prjN);
}
}
updateAllPlaceables = false; //is set to true by UseCard()
}
private List<ThinkingPlaceable> GetAttackList(Placeable.Faction f, Placeable.PlaceableTarget t)
{
switch (t)
{
case Placeable.PlaceableTarget.Both:
return (f == Placeable.Faction.Player) ? allOpponents : allPlayers;
case Placeable.PlaceableTarget.OnlyBuildings:
return (f == Placeable.Faction.Player) ? opponentBuildings : playerBuildings;
default:
Debug.LogError("What faction is this?? Not Player nor Opponent.");
return null;
}
}
private bool FindClosestInList(Vector3 p, List<ThinkingPlaceable> list, out ThinkingPlaceable t)
{
t = null;
bool targetFound = false;
float closestDistanceSqr = Mathf.Infinity; //anything closer than here becomes the new designated target
for(int i=0; i<list.Count; i++)
{
float sqrDistance = (p - list[i].transform.position).sqrMagnitude;
if(sqrDistance < closestDistanceSqr)
{
t = list[i];
closestDistanceSqr = sqrDistance;
targetFound = true;
}
}
return targetFound;
}
public void UseCard(CardData cardData, Vector3 position, Placeable.Faction pFaction)
{
for(int pNum=0; pNum<cardData.placeablesData.Length; pNum++)
{
PlaceableData pDataRef = cardData.placeablesData[pNum];
Quaternion rot = (pFaction == Placeable.Faction.Player) ? Quaternion.identity : Quaternion.Euler(0f, 180f, 0f);
//Prefab to spawn is the associatedPrefab if it's the Player faction, otherwise it's alternatePrefab. But if alternatePrefab is null, then first one is taken
GameObject prefabToSpawn = (pFaction == Placeable.Faction.Player) ? pDataRef.associatedPrefab : ((pDataRef.alternatePrefab == null) ? pDataRef.associatedPrefab : pDataRef.alternatePrefab);
GameObject newPlaceableGO = Instantiate<GameObject>(prefabToSpawn, position + cardData.relativeOffsets[pNum], rot);
SetupPlaceable(newPlaceableGO, pDataRef, pFaction);
appearEffectPool.UseParticles(position + cardData.relativeOffsets[pNum]);
}
updateAllPlaceables = true; //will force all AIBrains to update next time the Update loop is run
}
//setups all scripts and listeners on a Placeable GameObject
private void SetupPlaceable(GameObject go, PlaceableData pDataRef, Placeable.Faction pFaction)
{
//Add the appropriate script
switch(pDataRef.pType)
{
case Placeable.PlaceableType.Unit:
Unit uScript = go.GetComponent<Unit>();
uScript.Activate(pFaction, pDataRef); //enables NavMeshAgent
uScript.OnDealDamage += OnPlaceableDealtDamage;
uScript.OnProjectileFired += OnProjectileFired;
AddPlaceableToList(uScript); //add the Unit to the appropriate list
UIManager.AddHealthUI(uScript);
break;
case Placeable.PlaceableType.Building:
case Placeable.PlaceableType.Castle:
Building bScript = go.GetComponent<Building>();
bScript.Activate(pFaction, pDataRef);
bScript.OnDealDamage += OnPlaceableDealtDamage;
bScript.OnProjectileFired += OnProjectileFired;
AddPlaceableToList(bScript); //add the Building to the appropriate list
UIManager.AddHealthUI(bScript);
//special case for castles
if(pDataRef.pType == Placeable.PlaceableType.Castle)
{
bScript.OnDie += OnCastleDead;
}
navMesh.BuildNavMesh(); //rebake the Navmesh
break;
case Placeable.PlaceableType.Obstacle:
Obstacle oScript = go.GetComponent<Obstacle>();
oScript.Activate(pDataRef);
navMesh.BuildNavMesh(); //rebake the Navmesh
break;
case Placeable.PlaceableType.Spell:
//Spell sScript = newPlaceable.AddComponent<Spell>();
//sScript.Activate(pFaction, cardData.hitPoints);
//TODO: activate the spell and… ?
break;
}
go.GetComponent<Placeable>().OnDie += OnPlaceableDead;
}
private void OnProjectileFired(ThinkingPlaceable p)
{
Vector3 adjTargetPos = p.target.transform.position;
adjTargetPos.y = 1.5f;
Quaternion rot = Quaternion.LookRotation(adjTargetPos-p.projectileSpawnPoint.position);
Projectile prj = Instantiate<GameObject>(p.projectilePrefab, p.projectileSpawnPoint.position, rot).GetComponent<Projectile>();
prj.target = p.target;
prj.damage = p.damage;
allProjectiles.Add(prj);
}
private void OnPlaceableDealtDamage(ThinkingPlaceable p)
{
if(p.target.state != ThinkingPlaceable.States.Dead)
{
float newHealth = p.target.SufferDamage(p.damage);
p.target.healthBar.SetHealth(newHealth);
}
}
private void OnCastleDead(Placeable c)
{
loserFaction = c.faction;
cinematicsManager.PlayCollapseCutscene(c.faction);
c.OnDie -= OnCastleDead;
gameOver = true; //stops the thinking loop
//stop all the ThinkingPlaceables
ThinkingPlaceable thkPl;
for(int pN=0; pN<allThinkingPlaceables.Count; pN++)
{
thkPl = allThinkingPlaceables[pN];
if(thkPl.state != ThinkingPlaceable.States.Dead)
{
thkPl.Stop();
thkPl.transform.LookAt(c.transform.position);
UIManager.RemoveHealthUI(thkPl);
}
}
CPUOpponent.StopActing();
}
public void OnEndGameCutsceneOver()
{
UIManager.ShowGameOverUI((loserFaction == Placeable.Faction.Player ? "TEAM BLUE" : "TEAM RED"));
}
private void OnPlaceableDead(Placeable p)
{
p.OnDie -= OnPlaceableDead; //remove the listener
switch(p.pType)
{
case Placeable.PlaceableType.Unit:
Unit u = (Unit)p;
RemovePlaceableFromList(u);
u.OnDealDamage -= OnPlaceableDealtDamage;
u.OnProjectileFired -= OnProjectileFired;
UIManager.RemoveHealthUI(u);
StartCoroutine(Dispose(u));
break;
case Placeable.PlaceableType.Building:
case Placeable.PlaceableType.Castle:
Building b = (Building)p;
RemovePlaceableFromList(b);
UIManager.RemoveHealthUI(b);
b.OnDealDamage -= OnPlaceableDealtDamage;
b.OnProjectileFired -= OnProjectileFired;
StartCoroutine(RebuildNavmesh()); //need to fix for normal buildings
//we don't dispose of the Castle
if(p.pType != Placeable.PlaceableType.Castle)
StartCoroutine(Dispose(b));
break;
case Placeable.PlaceableType.Obstacle:
StartCoroutine(RebuildNavmesh());
break;
case Placeable.PlaceableType.Spell:
//TODO: can spells die?
break;
}
}
private IEnumerator Dispose(ThinkingPlaceable p)
{
yield return new WaitForSeconds(3f);
Destroy(p.gameObject);
}
private IEnumerator RebuildNavmesh()
{
yield return new WaitForEndOfFrame();
navMesh.BuildNavMesh();
//FIX: dragged obstacles are included in the navmesh when it's baked
}
private void AddPlaceableToList(ThinkingPlaceable p)
{
allThinkingPlaceables.Add(p);
if(p.faction == Placeable.Faction.Player)
{
allPlayers.Add(p);
if(p.pType == Placeable.PlaceableType.Unit)
playerUnits.Add(p);
else
playerBuildings.Add(p);
}
else if(p.faction == Placeable.Faction.Opponent)
{
allOpponents.Add(p);
if(p.pType == Placeable.PlaceableType.Unit)
opponentUnits.Add(p);
else
opponentBuildings.Add(p);
}
else
{
Debug.LogError("Error in adding a Placeable in one of the player/opponent lists");
}
}
private void RemovePlaceableFromList(ThinkingPlaceable p)
{
allThinkingPlaceables.Remove(p);
if(p.faction == Placeable.Faction.Player)
{
allPlayers.Remove(p);
if(p.pType == Placeable.PlaceableType.Unit)
playerUnits.Remove(p);
else
playerBuildings.Remove(p);
}
else if(p.faction == Placeable.Faction.Opponent)
{
allOpponents.Remove(p);
if(p.pType == Placeable.PlaceableType.Unit)
opponentUnits.Remove(p);
else
opponentBuildings.Remove(p);
}
else
{
Debug.LogError("Error in removing a Placeable from one of the player/opponent lists");
}
}
}
}