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merge with sfdev

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CGerrits SF 4 年前
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38d4837d
共有 81 个文件被更改,包括 6833 次插入1664 次删除
  1. 422
      Assets/BossRoom/Models/CharacterSet.fbx.meta
  2. 658
      Assets/BossRoom/Prefabs/Character/CharacterSet.prefab
  3. 89
      Assets/BossRoom/Prefabs/Character/Boss_deprecated.prefab
  4. 97
      Assets/BossRoom/Prefabs/Enemy.prefab
  5. 22
      Assets/BossRoom/Prefabs/Imp.prefab
  6. 23
      Assets/BossRoom/Prefabs/NetworkingManager.prefab
  7. 4
      Assets/BossRoom/Prefabs/State/BossRoomState.prefab
  8. 864
      Assets/BossRoom/Scenes/DungeonTest.unity
  9. 49
      Assets/BossRoom/Scenes/MainMenu.unity
  10. 1001
      Assets/BossRoom/Scenes/SampleScene.unity
  11. 32
      Assets/BossRoom/Scripts/Client/ClientCharacterVisualization.cs
  12. 12
      Assets/BossRoom/Scripts/Client/ClientInputSender.cs
  13. 10
      Assets/BossRoom/Scripts/Client/Net/ClientGameNetPortal.cs
  14. 8
      Assets/BossRoom/Scripts/Client/UI/MainMenuUI.cs
  15. 9
      Assets/BossRoom/Scripts/Server/Game/Action/ActionPlayer.cs
  16. 26
      Assets/BossRoom/Scripts/Server/Game/Action/ChaseAction.cs
  17. 2
      Assets/BossRoom/Scripts/Server/Game/Action/MeleeAction.cs
  18. 15
      Assets/BossRoom/Scripts/Server/Game/State/ServerBossRoomState.cs
  19. 19
      Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs
  20. 17
      Assets/BossRoom/Scripts/Server/ServerCharacterMovement.cs
  21. 69
      Assets/BossRoom/Scripts/Shared/Game/Action/ActionRequestData.cs
  22. 2
      Assets/BossRoom/Scripts/Shared/Net/GameNetPortal.cs
  23. 78
      Assets/BossRoom/Scripts/Shared/NetworkCharacterState.cs
  24. 8
      Packages/packages-lock.json
  25. 59
      ProjectSettings/GraphicsSettings.asset
  26. 12
      ProjectSettings/ProjectSettings.asset
  27. 3
      ProjectSettings/TagManager.asset
  28. 79
      Assets/BossRoom/Material/Characters/Enemy_Eyes_sheet.mat
  29. 8
      Assets/BossRoom/Material/Characters/Enemy_Eyes_sheet.mat.meta
  30. 84
      Assets/BossRoom/Material/Characters/Enemy_Mouth_sheet.mat
  31. 8
      Assets/BossRoom/Material/Characters/Enemy_Mouth_sheet.mat.meta
  32. 83
      Assets/BossRoom/Material/Characters/ToonTest/Head_Boss.mat
  33. 8
      Assets/BossRoom/Material/Characters/ToonTest/Head_Boss.mat.meta
  34. 83
      Assets/BossRoom/Material/Characters/ToonTest/Head_Imp.mat
  35. 8
      Assets/BossRoom/Material/Characters/ToonTest/Head_Imp.mat.meta
  36. 83
      Assets/BossRoom/Material/Characters/ToonTest/Torso_Imp.mat
  37. 8
      Assets/BossRoom/Material/Characters/ToonTest/Torso_Imp.mat.meta
  38. 408
      Assets/BossRoom/Models/BossSetController.controller
  39. 8
      Assets/BossRoom/Models/BossSetController.controller.meta
  40. 1001
      Assets/BossRoom/Prefabs/Character/Boss.prefab
  41. 7
      Assets/BossRoom/Prefabs/Character/Boss.prefab.meta
  42. 1001
      Assets/BossRoom/Prefabs/Character/Imp.prefab
  43. 7
      Assets/BossRoom/Prefabs/Character/Imp.prefab.meta
  44. 1
      Assets/BossRoom/Textures/Characters/Boss_Head_CLR.tga
  45. 96
      Assets/BossRoom/Textures/Characters/Boss_Head_CLR.tga.meta
  46. 1
      Assets/BossRoom/Textures/Characters/Imp_Head_CLR.tga
  47. 96
      Assets/BossRoom/Textures/Characters/Imp_Head_CLR.tga.meta
  48. 1001
      Assets/BossRoom/Textures/Characters/Imp_Torso_CLR.tga
  49. 96
      Assets/BossRoom/Textures/Characters/Imp_Torso_CLR.tga.meta
  50. 8
      Assets/BossRoom/Textures/FX.meta
  51. 200
      Assets/BossRoom/Textures/FX/target_icon.png
  52. 96
      Assets/BossRoom/Textures/FX/target_icon.png.meta
  53. 29
      Assets/BossRoom/Scripts/Development/dgtest/Animate_Walk.cs
  54. 11
      Assets/BossRoom/Scripts/Development/dgtest/Animate_Walk.cs.meta
  55. 23
      Assets/BossRoom/Scripts/Development/dgtest/GameManager.cs
  56. 11
      Assets/BossRoom/Scripts/Development/dgtest/GameManager.cs.meta
  57. 27
      Assets/BossRoom/Scripts/Development/dgtest/GroundDiscManager.cs
  58. 11
      Assets/BossRoom/Scripts/Development/dgtest/GroundDiscManager.cs.meta
  59. 40
      Assets/BossRoom/Scripts/Development/dgtest/MainMenuFX.cs
  60. 11
      Assets/BossRoom/Scripts/Development/dgtest/MainMenuFX.cs.meta
  61. 36
      Assets/BossRoom/Scripts/Development/dgtest/MainMenuManager.cs
  62. 11
      Assets/BossRoom/Scripts/Development/dgtest/MainMenuManager.cs.meta
  63. 8
      Assets/BossRoom/Scripts/Development/dgtest/Movement.meta
  64. 34
      Assets/BossRoom/Scripts/Development/dgtest/ProgramState.cs
  65. 11
      Assets/BossRoom/Scripts/Development/dgtest/ProgramState.cs.meta
  66. 2
      Assets/BossRoom/Scripts/Development/dgtest/README.txt
  67. 7
      Assets/BossRoom/Scripts/Development/dgtest/README.txt.meta
  68. 125
      Assets/BossRoom/Scripts/Development/dgtest/SimpleInputMover.cs
  69. 11
      Assets/BossRoom/Scripts/Development/dgtest/SimpleInputMover.cs.meta
  70. 0
      /Assets/BossRoom/Prefabs/Character/Boss_deprecated.prefab.meta
  71. 0
      /Assets/BossRoom/Prefabs/Character/Boss_deprecated.prefab
  72. 0
      /Assets/BossRoom/Scripts/Client/Net/ClientGameNetPortal.cs.meta
  73. 0
      /Assets/BossRoom/Scripts/Client/Net/ClientGameNetPortal.cs
  74. 0
      /Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs.meta
  75. 0
      /Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs
  76. 0
      /Assets/BossRoom/Scripts/Shared/Net/GameNetPortal.cs.meta
  77. 0
      /Assets/BossRoom/Scripts/Shared/Net/GameNetPortal.cs

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658
Assets/BossRoom/Prefabs/Character/CharacterSet.prefab
文件差异内容过多而无法显示
查看文件

89
Assets/BossRoom/Prefabs/Character/Boss_deprecated.prefab


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文件差异内容过多而无法显示
查看文件

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1001
Assets/BossRoom/Scenes/SampleScene.unity
文件差异内容过多而无法显示
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32
Assets/BossRoom/Scripts/Client/ClientCharacterVisualization.cs


using UnityEngine;
using Cinemachine;
namespace BossRoom.Viz
namespace BossRoom.Visual
[RequireComponent(typeof(NetworkCharacterState))]
[SerializeField]
private CinemachineVirtualCamera m_MainCamera;
private Transform m_Parent;

m_ClientVisualsAnimator.SetTrigger("BeginAttack");
}
void Awake()
{
m_ClientVisualsAnimator = GetComponent<Animator>();
}
SmoothMove();
if (m_Parent == null)
{
//since we aren't in the transform hierarchy, we have to explicitly die when our parent dies.
GameObject.Destroy(this.gameObject);
return;
}
SmoothMove();
if (m_ClientVisualsAnimator)
{

private void SmoothMove()
{
if (m_Parent == null)
{
//since we aren't in the transform hierarchy, we have to explicitly die when our parent dies.
GameObject.Destroy(this.gameObject);
return;
}
var pos_diff = m_Parent.transform.position - transform.position;
var angle_diff = Quaternion.Angle(m_Parent.transform.rotation, transform.rotation);

private void AttachCamera()
{
m_MainCamera = (CinemachineVirtualCamera)FindObjectOfType(typeof(CinemachineVirtualCamera));
var cameraGO = GameObject.FindGameObjectWithTag("CMCamera");
if( cameraGO == null ) { return; }
m_MainCamera = cameraGO.GetComponent<CinemachineVirtualCamera>();
if (m_MainCamera)
{
m_MainCamera.Follow = transform;

12
Assets/BossRoom/Scripts/Client/ClientInputSender.cs


//these two actions will queue one after the other, causing us to run over to our target and take a swing.
var chase_data = new ActionRequestData();
chase_data.ActionTypeEnum = ActionType.GENERAL_CHASE;
chase_data.Amount = 3f;
chase_data.Amount = ActionData.ActionDescriptions[ActionType.TANK_BASEATTACK][0].Range;
m_NetworkCharacter.C2S_DoAction(ref chase_data);
m_NetworkCharacter.ClientSendActionRequest(ref chase_data);
m_NetworkCharacter.C2S_DoAction(ref hit_data);
m_NetworkCharacter.ClientSendActionRequest(ref hit_data);
m_NetworkCharacter.C2S_DoAction(ref data);
m_NetworkCharacter.ClientSendActionRequest(ref data);
}
m_AttackClickRequest = null;

/// </summary>
private ulong GetTargetObject(ref RaycastHit hit )
{
if( hit.collider == null ) { return 0; }
if (hit.collider == null) { return 0; }
if( targetObj == null ) { return 0; }
if (targetObj == null) { return 0; }
return targetObj.NetworkId;
}

10
Assets/BossRoom/Scripts/Client/Net/ClientGameNetPortal.cs


/// <summary>
/// Client logic for the GameNetHub. Contains implementations for all of GameNetHub's S2C RPCs.
/// </summary>
[RequireComponent(typeof(GameNetHub))]
public class ClientGNHLogic : MonoBehaviour
[RequireComponent(typeof(GameNetPortal))]
public class ClientGameNetPortal : MonoBehaviour
private GameNetHub m_Hub;
private GameNetPortal m_Hub;
m_Hub = GetComponent<GameNetHub>();
m_Hub = GetComponent<GameNetPortal>();
m_Hub.NetworkStartEvent += this.NetworkStart;
m_Hub.ConnectFinishedEvent += this.OnConnectFinished;
}

/// </remarks>
/// <param name="ipaddress">the IP address of the host to connect to. (currently IPV4 only)</param>
/// <param name="port">The port of the host to connect to. </param>
public static void StartClient(GameNetHub hub, string ipaddress, int port)
public static void StartClient(GameNetPortal hub, string ipaddress, int port)
{
string client_guid = GetOrCreateGuid();
string payload = $"client_guid={client_guid}\n"; //minimal format where key=value pairs are separated by newlines.

8
Assets/BossRoom/Scripts/Client/UI/MainMenuUI.cs


using System.Collections.Generic;
using UnityEngine;
namespace BossRoom.Viz
namespace BossRoom.Visual
{
/// <summary>
/// Provides backing logic for all of the UI that runs in the MainMenu stage.

public GameObject GameHubGO;
public GameObject InputTextGO;
private BossRoom.GameNetHub m_netHub;
private BossRoom.GameNetPortal m_netHub;
/// <summary>
/// This will get more sophisticated as we move to a true relay model.

// Start is called before the first frame update
void Start()
{
m_netHub = GameHubGO.GetComponent<BossRoom.GameNetHub>();
m_netHub = GameHubGO.GetComponent<BossRoom.GameNetPortal>();
}
/// <summary>

public void OnConnectClicked()
{
BossRoom.Client.ClientGNHLogic.StartClient(m_netHub, GetIPAddress(), k_connectPort);
BossRoom.Client.ClientGameNetPortal.StartClient(m_netHub, GetIPAddress(), k_connectPort);
}
}
}

9
Assets/BossRoom/Scripts/Server/Game/Action/ActionPlayer.cs


{
if( this.m_queue.Count > 0 )
{
bool keepgoing = m_queue[0].Update();
bool expirable = m_queue[0].Description.Duration_s > 0f; //non-positive value is a sentinel indicating the duration is indefinite.
bool time_expired = expirable && (Time.time - m_queue[0].TimeStarted) >= m_queue[0].Description.Duration_s;
if ( !keepgoing || time_expired )
Action runningAction = m_queue[0]; //action at the front of the queue is the one that is actively running.
bool keepGoing = runningAction.Update();
bool expirable = runningAction.Description.Duration_s > 0f; //non-positive value is a sentinel indicating the duration is indefinite.
bool timeExpired = expirable && (Time.time - runningAction.TimeStarted) >= runningAction.Description.Duration_s;
if ( !keepGoing || timeExpired )
{
AdvanceQueue(true);
}

26
Assets/BossRoom/Scripts/Server/Game/Action/ChaseAction.cs


/// <returns>false if the action decided it doesn't want to run after all, true otherwise. </returns>
public override bool Start()
{
if(m_Data.TargetIds == null || m_Data.TargetIds.Length == 0 || !MLAPI.Spawning.SpawnManager.SpawnedObjects.ContainsKey(m_Data.TargetIds[0]) )
if (!HasValidTarget())
{
Debug.Log("Failed to start ChaseAction. The target entity wasn't submitted or doesn't exist anymore" );
return false;

m_CurrentTargetPos = m_Target.transform.position;
return true;
}
/// <summary>
/// Returns true if our ActionRequestData came with a valid target. For the ChaseAction, this is pretty liberal (could be friend or foe, could be
/// dead or alive--just needs to be present).
/// </summary>
private bool HasValidTarget()
{
return m_Data.TargetIds != null &&
m_Data.TargetIds.Length > 0 &&
MLAPI.Spawning.SpawnManager.SpawnedObjects.ContainsKey(m_Data.TargetIds[0]);
}
/// <summary>

public override bool Update()
{
float dist_to_target = (m_Parent.transform.position - m_Target.transform.position).magnitude;
if( m_Data.Amount > dist_to_target )
float distToTarget2 = (m_Parent.transform.position - m_Target.transform.position).sqrMagnitude;
if( (m_Data.Amount*m_Data.Amount) > distToTarget2 )
{
//we made it! we're done.
Cancel();

float target_moved = (m_Target.transform.position - m_CurrentTargetPos).magnitude;
if( m_Data.Amount < target_moved )
float targetMoved2 = (m_Target.transform.position - m_CurrentTargetPos).sqrMagnitude;
if( (m_Data.Amount*m_Data.Amount) < targetMoved2 )
{
//target has moved past our range tolerance. Must repath.
this.m_Movement.SetMovementTarget(m_Target.transform.position);

public override void Cancel()
{
if( m_Movement != null )
{
m_Movement.CancelMove();
}
m_Movement?.CancelMove();
}
}

2
Assets/BossRoom/Scripts/Server/Game/Action/MeleeAction.cs


public override bool Start()
{
m_Parent.NetState.S2C_BroadcastAction(ref Data);
m_Parent.NetState.ServerBroadcastAction(ref Data);
return true;
}

15
Assets/BossRoom/Scripts/Server/Game/State/ServerBossRoomState.cs


using System.Collections;
using System.Collections.Generic;
using BossRoom;
using System;
using MLAPI;
namespace BossRoom.Server

{
[SerializeField]
[Tooltip("Make sure this is included in the NetworkingManager's list of prefabs!")]
private NetworkedObject PlayerPrefab;
private NetworkedObject m_PlayerPrefab;
private NetworkedObject EnemyPrefab;
private NetworkedObject m_EnemyPrefab;
public override GameState ActiveState { get { return GameState.BOSSROOM; } }

private void SpawnPlayer(ulong clientId)
{
var NewPlayer = Instantiate(PlayerPrefab);
NewPlayer.SpawnAsPlayerObject(clientId);
var newPlayer = Instantiate(m_PlayerPrefab);
newPlayer.SpawnAsPlayerObject(clientId);
var NewEnemy = Instantiate(EnemyPrefab);
NewEnemy.SpawnWithOwnership(NetworkingManager.Singleton.LocalClientId);
var newEnemy = Instantiate(m_EnemyPrefab);
newEnemy.SpawnWithOwnership(NetworkingManager.Singleton.LocalClientId);
}
/// <summary>

19
Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs


/// <summary>
/// Server logic plugin for the GameNetHub. Contains implementations for all GameNetHub's C2S RPCs.
/// </summary>
public class ServerGNHLogic : MonoBehaviour
public class ServerGameNetPortal : MonoBehaviour
private GameNetHub m_Hub;
private GameNetPortal m_Hub;
// note: MonoBehaviours' constructors are *never* called and this should be removed for clarity
public ServerGNHLogic(GameNetHub hub)
{
m_Hub = hub;
m_Hub.NetManager.ConnectionApprovalCallback += this.ApprovalCheck;
}
m_Hub = GetComponent<GameNetHub>();
m_Hub.NetworkStartEvent += this.NetworkStart;
m_Hub = GetComponent<GameNetPortal>();
m_Hub.NetworkStartEvent += NetworkStart;
m_Hub.NetManager.ConnectionApprovalCallback += this.ApprovalCheck;
m_Hub.NetManager.ConnectionApprovalCallback += ApprovalCheck;
}
public void NetworkStart()

this.enabled = false;
enabled = false;
}
else
{

17
Assets/BossRoom/Scripts/Server/ServerCharacterMovement.cs


[SerializeField]
private float m_MovementSpeed; // TODO [GOMPS-86] this should be assigned based on character definition
private void Awake()
{
m_NavMeshAgent = GetComponent<NavMeshAgent>();
m_NetworkCharacterState = GetComponent<NetworkCharacterState>();
m_CharLogic = GetComponent<ServerCharacter>();
m_Rigidbody = GetComponent<Rigidbody>();
}
public override void NetworkStart()
{
if (!IsServer)

/// </summary>
public void CancelMove()
{
//Luke, is there anything else I should do to clear move state here?
}
private void Awake()
{
m_NavMeshAgent = GetComponent<NavMeshAgent>();
m_NetworkCharacterState = GetComponent<NetworkCharacterState>();
m_CharLogic = GetComponent<ServerCharacter>();
m_Rigidbody = GetComponent<Rigidbody>();
}
private void FixedUpdate()

69
Assets/BossRoom/Scripts/Shared/Game/Action/ActionRequestData.cs


using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace BossRoom

RANGEDTARGETED,
CHASE,
//O__O adding a new ActionLogic branch? Update Action.MakeAction!
//O__O adding a new ActionLogic type? Update Action.MakeAction!
}
/// <summary>

{new ActionDescription{Logic=ActionLogic.CHASE } }
}
}
};
}

/// the Action gets played, and also what gets sent server->client to broadcast the action event. Note that the OUTCOMES of the action effect
/// don't ride along with this object when it is broadcast to clients; that information is sync'd separately, usually by NetworkedVars.
/// </summary>
public struct ActionRequestData
public struct ActionRequestData : MLAPI.Serialization.IBitWritable
{
public ActionType ActionTypeEnum; //the action to play.
public Vector3 Position; //center position of skill, e.g. "ground zero" of a fireball skill.

public float Amount; //can mean different things depending on the Action. For a ChaseAction, it will be target range the ChaseAction is trying to achieve.
public bool ShouldQueue; //if true, this action should queue. If false, it should clear all current actions and play immediately.
//O__O Hey, are you adding something? Be sure to update ActionLogicInfo and NetworkCharacterState.SerializeAction, RecvDoAction as well.
//O__O Hey, are you adding something? Be sure to update ActionLogicInfo, as well as the methods below.
public void Read(Stream stream)
{
using (var reader = MLAPI.Serialization.Pooled.PooledBitReader.Get(stream))
{
ActionTypeEnum = (ActionType)reader.ReadInt16();
ShouldQueue = reader.ReadBool();
var Logic = ActionData.ActionDescriptions[ActionTypeEnum][0].Logic;
var Info = ActionData.LogicInfos[Logic];
if (Info.HasPosition)
{
Position = reader.ReadVector3();
}
if (Info.HasDirection)
{
Direction = reader.ReadVector3();
}
if (Info.HasTarget)
{
TargetIds = reader.ReadULongArray();
}
if (Info.HasAmount)
{
Amount = reader.ReadSingle();
}
}
}
public void Write(Stream stream)
{
using (var writer = MLAPI.Serialization.Pooled.PooledBitWriter.Get(stream))
{
ActionLogic Logic = ActionData.ActionDescriptions[ActionTypeEnum][0].Logic;
ActionLogicInfo Info = ActionData.LogicInfos[Logic];
writer.WriteInt16((short)ActionTypeEnum);
writer.WriteBool(ShouldQueue);
if (Info.HasPosition)
{
writer.WriteVector3(Position);
}
if (Info.HasDirection)
{
writer.WriteVector3(Direction);
}
if (Info.HasTarget)
{
writer.WriteULongArray(TargetIds);
}
if (Info.HasAmount)
{
writer.WriteSingle(Amount);
}
}
}
}
}

2
Assets/BossRoom/Scripts/Shared/Net/GameNetPortal.cs


/// in player prefs, so it persists across sessions of the game.
/// </remarks>
///
public class GameNetHub : MonoBehaviour
public class GameNetPortal : MonoBehaviour
{
public GameObject NetworkingManagerGO;

78
Assets/BossRoom/Scripts/Shared/NetworkCharacterState.cs


/// Client->Server RPC that sends a request to play an action.
/// </summary>
/// <param name="data">Data about which action to play an dits associated details. </param>
public void C2S_DoAction(ref ActionRequestData data)
public void ClientSendActionRequest(ref ActionRequestData data)
SerializeAction(ref data, stream);
data.Write(stream);
InvokeServerRpcPerformance(RecvDoActionServer, stream);
}
}

/// </summary>
/// <param name="data">The data associated with this Action, including what action type it is.</param>
public void S2C_BroadcastAction(ref ActionRequestData data )
public void ServerBroadcastAction(ref ActionRequestData data )
SerializeAction(ref data, stream);
data.Write(stream);
private void SerializeAction( ref ActionRequestData data, PooledBitStream stream )
{
var Logic = ActionData.ActionDescriptions[data.ActionTypeEnum][0].Logic;
var Info = ActionData.LogicInfos[Logic];
using (PooledBitWriter writer = PooledBitWriter.Get(stream))
{
writer.WriteInt16((short)data.ActionTypeEnum);
writer.WriteBool(data.ShouldQueue);
if( Info.HasPosition )
{
writer.WriteVector3(data.Position);
}
if (Info.HasDirection)
{
writer.WriteVector3(data.Direction);
}
if (Info.HasTarget )
{
writer.WriteULongArray(data.TargetIds);
}
if( Info.HasAmount )
{
writer.WriteSingle(data.Amount);
}
}
}
ActionRequestData data = RecvDoAction(clientId, stream);
var data = new ActionRequestData();
data.Read(stream);
DoActionEventClient?.Invoke(data);
}

ActionRequestData data = RecvDoAction(clientId, stream);
var data = new ActionRequestData();
data.Read(stream);
private ActionRequestData RecvDoAction(ulong clientId, Stream stream )
{
ActionRequestData data = new ActionRequestData();
using (PooledBitReader reader = PooledBitReader.Get(stream))
{
data.ActionTypeEnum = (ActionType)reader.ReadInt16();
data.ShouldQueue = reader.ReadBool();
var Logic = ActionData.ActionDescriptions[data.ActionTypeEnum][0].Logic;
var Info = ActionData.LogicInfos[Logic];
if (Info.HasPosition)
{
data.Position = reader.ReadVector3();
}
if (Info.HasDirection)
{
data.Direction = reader.ReadVector3();
}
if (Info.HasTarget)
{
data.TargetIds = reader.ReadULongArray();
}
if (Info.HasAmount)
{
data.Amount = reader.ReadSingle();
}
}
return data;
}
}
}

8
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"depth": 3,

59
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文件差异内容过多而无法显示
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Assets/BossRoom/Textures/FX/target_icon.png

之前 之后
宽度: 512  |  高度: 512  |  大小: 58 KiB

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29
Assets/BossRoom/Scripts/Development/dgtest/Animate_Walk.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Animate_Walk : MonoBehaviour
{
Animator anim;
// Start is called before the first frame update
void Start()
{
anim = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
//anim.enabled = false;
toggleAnimation();
//anim.enabled = true;
}
}
public void toggleAnimation()
{ anim.SetTrigger("Toggle"); }
}

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23
Assets/BossRoom/Scripts/Development/dgtest/GameManager.cs


using MLAPI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
private GameObject m_playerSpawn;
private List<GameObject> m_players = new List<GameObject>(10);
public GameObject PlayerPrefab;
// Start is called before the first frame update
void Start()
{
m_playerSpawn = GameObject.Find("SpawnPoint");
GameObject main_player = Instantiate(PlayerPrefab);
main_player.transform.position = m_playerSpawn.transform.position;
main_player.GetComponent<NetworkedObject>().Spawn();
}
}

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27
Assets/BossRoom/Scripts/Development/dgtest/GroundDiscManager.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GroundDiscManager : MonoBehaviour
{
public GameObject normalDisc;
public GameObject seeThroughDisc;
// Update is called once per frame
void Update()
{
int layer = LayerMask.NameToLayer("Wall");
int mask = 1 << layer;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), 40, mask))
{
normalDisc.SetActive(false);
seeThroughDisc.SetActive(true);
}
else
{
normalDisc.SetActive(true);
seeThroughDisc.SetActive(false);
}
}
}

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40
Assets/BossRoom/Scripts/Development/dgtest/MainMenuFX.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MainMenuFX : MonoBehaviour
{
private GameObject m_backdrop;
private float m_xbase;
private float m_start;
// Start is called before the first frame update
void Start()
{
m_backdrop = GameObject.Find("MainMenuBackdrop");
m_xbase = ((RectTransform)m_backdrop.transform).anchoredPosition.x;
m_start = UnityEngine.Time.time;
}
// Update is called once per frame
void Update()
{
//do a little sway on the backdrop.
float elapsed = UnityEngine.Time.time - m_start;
float offset = 15*Mathf.Sin(0.4f * elapsed);
RectTransform t = (RectTransform)m_backdrop.transform;
var pos = t.anchoredPosition;
pos.x = m_xbase + offset;
t.anchoredPosition = pos;
//t.anchoredPosition.Set(m_xbase + offset, t.anchoredPosition.y);
//t.ForceUpdateRectTransforms();
//m_backdrop.transform.position.Set(m_start + offset, m_backdrop.transform.position.y, m_backdrop.transform.position.z);
}
}

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36
Assets/BossRoom/Scripts/Development/dgtest/MainMenuManager.cs


using MLAPI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenuManager : MonoBehaviour
{
private NetworkingManager m_netManager;
// Start is called before the first frame update
void Start()
{
m_netManager = GameObject.Find("NetworkHost").GetComponent<NetworkingManager>();
if(!m_netManager)
{
throw new System.Exception("MainMenuManager requires the presence of a NetworkHost");
}
//and mark the NetworkHost as persistent.
GameObject.DontDestroyOnLoad(m_netManager.gameObject);
Application.targetFrameRate = 60;
}
public void OnHostButton()
{
m_netManager.StartServer();
ProgramState.Instance.IsHost = true;
SceneManager.LoadScene("unitychan_test", LoadSceneMode.Single);
}
public void OnConnectButton()
{
}
}

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34
Assets/BossRoom/Scripts/Development/dgtest/ProgramState.cs


using MLAPI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// ProgramState is a persistent class and GameObject that lives across all scenes. It is used to pass state across scene transition boundaries.
/// </summary>
public class ProgramState : MonoBehaviour
{
public bool IsHost = false;
//NetworkingManager is contained on the NetworkHost, which is also a persistent GameObject.
private NetworkingManager m_netManager;
public static ProgramState Instance;
public NetworkingManager NetManager { get { return m_netManager; } }
/// <summary>
/// The synchronized network time (in seconds, since the server started).
/// </summary>
public float NetTime { get { return m_netManager.NetworkTime; } }
// Start is called before the first frame update
void Start()
{
GameObject.DontDestroyOnLoad(this.gameObject);
Instance = this;
m_netManager = GameObject.Find("NetworkHost").GetComponent<NetworkingManager>();
}
}

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2
Assets/BossRoom/Scripts/Development/dgtest/README.txt


These are script files pulled over from the Storm Flag art repo.
They will either need to be deleted or moved to their proper place in the tree as part of a subsequent cleanup pass.

7
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125
Assets/BossRoom/Scripts/Development/dgtest/SimpleInputMover.cs


using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SimpleInputMover : MonoBehaviour
{
public float TurnSpeed = 80; // degrees per second
public float WalkSpeed = 2.0f; // meters per second
public float RunSpeed = 4.0f; // meters per second
public float StrafeSpeed = 1.0f; // meters per second
public float MinZoomDistance = 3;
public float MaxZoomDistance = 10;
public float ZoomSpeed = 3;
public CinemachineVirtualCamera VirtualCam;
private CharacterController controller;
private Animator animator;
private void Awake()
{
controller = GetComponent<CharacterController>();
animator = GetComponentInChildren<Animator>();
}
// Update is called once per frame
private void Update()
{
bool isRunning = !Input.GetKey(KeyCode.LeftShift) && !Input.GetKey(KeyCode.RightShift);
float horizontalMove = 0;
float verticalMove = 0;
float rotateSpeed = 0;
float animateMovement = 0;
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
if (isRunning)
{
verticalMove = -RunSpeed;
animateMovement = 1;
}
else
{
verticalMove = -WalkSpeed;
animateMovement = 0.5f;
}
}
else if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
if (isRunning)
{
verticalMove = RunSpeed;
animateMovement = 1f;
}
else
{
verticalMove = WalkSpeed;
animateMovement = 0.5f;
}
}
if (Input.GetKey(KeyCode.Q))
{
horizontalMove = StrafeSpeed;
}
else if (Input.GetKey(KeyCode.E))
{
horizontalMove = -StrafeSpeed;
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
rotateSpeed = -TurnSpeed;
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
rotateSpeed = TurnSpeed;
}
controller.transform.Rotate(0, rotateSpeed * Time.deltaTime, 0);
controller.SimpleMove(transform.TransformDirection(new Vector3(horizontalMove, 0, verticalMove)));
UpdateMoveAnimation(animateMovement);
if (Input.GetKeyDown(KeyCode.Space))
{
BeginAttackAnimation(1);
}
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0 && VirtualCam)
ZoomCamera(scroll);
}
private void UpdateMoveAnimation(float movementSpeed)
{
animator.SetFloat("Speed", movementSpeed);
}
private void BeginAttackAnimation(int attackAnimationID)
{
animator.SetInteger("AttackID", attackAnimationID);
animator.SetTrigger("BeginAttack");
}
private void ZoomCamera(float scroll)
{
CinemachineComponentBase[] components = VirtualCam.GetComponentPipeline();
foreach (CinemachineComponentBase component in components)
{
if (component is CinemachineFramingTransposer)
{
CinemachineFramingTransposer c = (CinemachineFramingTransposer)component;
c.m_CameraDistance += -scroll * ZoomSpeed;
if (c.m_CameraDistance < MinZoomDistance)
c.m_CameraDistance = MinZoomDistance;
if (c.m_CameraDistance > MaxZoomDistance)
c.m_CameraDistance = MaxZoomDistance;
}
}
}
}

11
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/Assets/BossRoom/Prefabs/Character/Boss2.prefab.meta → /Assets/BossRoom/Prefabs/Character/Boss_deprecated.prefab.meta

/Assets/BossRoom/Prefabs/Character/Boss2.prefab → /Assets/BossRoom/Prefabs/Character/Boss_deprecated.prefab

/Assets/BossRoom/Scripts/Client/Net/ClientGNHLogic.cs.meta → /Assets/BossRoom/Scripts/Client/Net/ClientGameNetPortal.cs.meta

/Assets/BossRoom/Scripts/Client/Net/ClientGNHLogic.cs → /Assets/BossRoom/Scripts/Client/Net/ClientGameNetPortal.cs

/Assets/BossRoom/Scripts/Server/Net/ServerGNHLogic.cs.meta → /Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs.meta

/Assets/BossRoom/Scripts/Server/Net/ServerGNHLogic.cs → /Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs

/Assets/BossRoom/Scripts/Shared/Net/GameNetHub.cs.meta → /Assets/BossRoom/Scripts/Shared/Net/GameNetPortal.cs.meta

/Assets/BossRoom/Scripts/Shared/Net/GameNetHub.cs → /Assets/BossRoom/Scripts/Shared/Net/GameNetPortal.cs

部分文件因为文件数量过多而无法显示

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