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Merge pull request #33 from Unity-Technologies/sfdev

taking sfdev to develop
/main
GitHub 4 年前
当前提交
758dc87d
共有 711 个文件被更改,包括 7475 次插入80 次删除
  1. 1
      .gitignore
  2. 169
      Assets/BossRoom/Prefabs/Player.prefab
  3. 3
      Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef
  4. 123
      Assets/BossRoom/Scripts/Client/ClientCharacterVisualization.cs
  5. 65
      Assets/BossRoom/Scripts/Client/ClientInputSender.cs
  6. 43
      Assets/BossRoom/Scripts/Server/ServerCharacterMovement.cs
  7. 66
      Assets/BossRoom/Scripts/Shared/NetworkCharacterState.cs
  8. 3
      Packages/manifest.json
  9. 70
      Packages/packages-lock.json
  10. 9
      ProjectSettings/DynamicsManager.asset
  11. 14
      ProjectSettings/EditorBuildSettings.asset
  12. 59
      ProjectSettings/GraphicsSettings.asset
  13. 36
      ProjectSettings/ProjectSettings.asset
  14. 7
      ProjectSettings/TagManager.asset
  15. 8
      Assets/BossRoom/Material.meta
  16. 8
      Assets/BossRoom/Models.meta
  17. 8
      Assets/BossRoom/PostProcessing.meta
  18. 8
      Assets/BossRoom/Prefabs/Character.meta
  19. 8
      Assets/BossRoom/Prefabs/Dungeon.meta
  20. 236
      Assets/BossRoom/Prefabs/Enemy.prefab
  21. 7
      Assets/BossRoom/Prefabs/Enemy.prefab.meta
  22. 8
      Assets/BossRoom/Prefabs/GameCam.meta
  23. 1001
      Assets/BossRoom/Prefabs/Imp.prefab
  24. 7
      Assets/BossRoom/Prefabs/Imp.prefab.meta
  25. 149
      Assets/BossRoom/Prefabs/NetworkingManager.prefab
  26. 7
      Assets/BossRoom/Prefabs/NetworkingManager.prefab.meta
  27. 8
      Assets/BossRoom/Prefabs/State.meta
  28. 707
      Assets/BossRoom/Scenes/CharSelect.unity
  29. 7
      Assets/BossRoom/Scenes/CharSelect.unity.meta
  30. 1001
      Assets/BossRoom/Scenes/Dungeon.unity
  31. 7
      Assets/BossRoom/Scenes/Dungeon.unity.meta
  32. 8
      Assets/BossRoom/Scenes/DungeonTest.meta
  33. 1001
      Assets/BossRoom/Scenes/DungeonTest.unity
  34. 7
      Assets/BossRoom/Scenes/DungeonTest.unity.meta
  35. 1001
      Assets/BossRoom/Scenes/MainMenu.unity
  36. 7
      Assets/BossRoom/Scenes/MainMenu.unity.meta
  37. 8
      Assets/BossRoom/Scripts/Client/Game.meta
  38. 8
      Assets/BossRoom/Scripts/Client/Net.meta
  39. 8
      Assets/BossRoom/Scripts/Client/UI.meta
  40. 8
      Assets/BossRoom/Scripts/Development/dgtest.meta
  41. 8
      Assets/BossRoom/Scripts/Server/Game.meta
  42. 8
      Assets/BossRoom/Scripts/Server/Net.meta
  43. 8
      Assets/BossRoom/Scripts/Shared/Game.meta
  44. 8
      Assets/BossRoom/Scripts/Shared/Net.meta
  45. 8
      Assets/BossRoom/Shaders.meta
  46. 8
      Assets/BossRoom/Textures.meta
  47. 16
      ProjectSettings/BurstAotSettings_StandaloneWindows.json
  48. 167
      ProjectSettings/SceneTemplateSettings.json
  49. 15
      ProjectSettings/TimelineSettings.asset
  50. 77
      Assets/BossRoom/Material/BaseGreen.mat
  51. 8
      Assets/BossRoom/Material/BaseGreen.mat.meta
  52. 8
      Assets/BossRoom/Material/Characters.meta
  53. 8
      Assets/BossRoom/Material/Dungeon.meta
  54. 77
      Assets/BossRoom/Material/Dungeon/deco_dungeon.mat
  55. 8
      Assets/BossRoom/Material/Dungeon/deco_dungeon.mat.meta
  56. 77
      Assets/BossRoom/Material/Dungeon/lava.mat
  57. 8
      Assets/BossRoom/Material/Dungeon/lava.mat.meta
  58. 8
      Assets/BossRoom/Material/FX.meta
  59. 177
      Assets/BossRoom/Material/FX/GroundCircle 1.mat
  60. 8
      Assets/BossRoom/Material/FX/GroundCircle 1.mat.meta
  61. 178
      Assets/BossRoom/Material/FX/GroundCircle.mat
  62. 8
      Assets/BossRoom/Material/FX/GroundCircle.mat.meta
  63. 108
      Assets/BossRoom/Material/lobbymenu_bg_mat.mat
  64. 8
      Assets/BossRoom/Material/lobbymenu_bg_mat.mat.meta
  65. 108
      Assets/BossRoom/Material/mainmenu_bg_mat.mat
  66. 8
      Assets/BossRoom/Material/mainmenu_title.mat.meta
  67. 78
      Assets/BossRoom/Material/mainmenu_title.mat
  68. 8
      Assets/BossRoom/Material/mainmenu_bg_mat.mat.meta
  69. 78
      Assets/BossRoom/Material/Characters/Hero_Eyes_sheet.mat
  70. 8
      Assets/BossRoom/Material/Characters/Hero_Eyes_sheet.mat.meta
  71. 83
      Assets/BossRoom/Material/Characters/Hero_Mouth_sheet.mat
  72. 8
      Assets/BossRoom/Material/Characters/Hero_Mouth_sheet.mat.meta
  73. 8
      Assets/BossRoom/Material/Characters/Standard.meta
  74. 77
      Assets/BossRoom/Material/Characters/Standard/Hair_Archer_Boy.mat
  75. 8
      Assets/BossRoom/Material/Characters/Standard/Hair_Archer_Boy.mat.meta
  76. 77
      Assets/BossRoom/Material/Characters/Standard/Hair_Archer_Girl.mat
  77. 8
      Assets/BossRoom/Material/Characters/Standard/Hair_Archer_Girl.mat.meta
  78. 77
      Assets/BossRoom/Material/Characters/Standard/Hair_Mage_Boy.mat

1
.gitignore


*.mdb
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*.VC.db
.vsconfig
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3
Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef


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123
Assets/BossRoom/Scripts/Client/ClientCharacterVisualization.cs


using BossRoom.Shared;
using Cinemachine;
namespace BossRoom.Client
namespace BossRoom.Visual
[RequireComponent(typeof(NetworkCharacterState))]
private NetworkCharacterState m_NetworkCharacterState;
private NetworkCharacterState m_NetState;
/// <summary>
/// The GameObject which visually represents the character is a child object of the character GameObject. This needs to be the case to support host mode.
/// In host mode <see cref="MonoBehaviour.transform"/> is the transform which is relevant for gameplay.
/// <see cref="m_ClientVisuals"/> is the visual representation on the client side which has interpolated position values.
/// </summary>
private Transform m_ClientVisuals;
private Animator m_ClientVisualsAnimator;
private CinemachineVirtualCamera m_MainCamera;
private Transform m_Parent;
public float MinZoomDistance = 3;
public float MaxZoomDistance = 30;
public float ZoomSpeed = 3;
private const float MAX_VIZ_SPEED = 4; //max speed at which we will chase the parent transform.
private const float MAX_ROT_SPEED = 280; //max angular speed at which we will rotate, in degrees/second.
/// <inheritdoc />
public override void NetworkStart()

enabled = false;
return;
}
m_NetState = this.transform.parent.gameObject.GetComponent<NetworkCharacterState>();
m_NetState.DoActionEventClient += this.PerformActionFX;
//we want to follow our parent on a spring, which means it can't be directly in the transform hierarchy.
m_Parent = transform.parent;
transform.parent = null;
if (IsLocalPlayer)
{
AttachCamera();
void Awake()
private void PerformActionFX(ActionRequestData data )
m_NetworkCharacterState = GetComponent<NetworkCharacterState>();
//TODO: [GOMPS-13] break this method out into its own class, so we can drive multi-frame graphical effects.
//FIXME: [GOMPS-13] hook this up to information in the ActionDescription.
m_ClientVisualsAnimator.SetInteger("AttackID", 1);
m_ClientVisualsAnimator.SetTrigger("BeginAttack");
// TODO [GOMPS-75] Needs core sdk support. This and rotation should grab the interpolated value of network position based on the last received snapshots.
m_ClientVisuals.position = m_NetworkCharacterState.NetworkPosition.Value;
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)
{
// set Animator variables here
m_ClientVisualsAnimator.SetFloat("Speed", m_NetState.NetworkMovementSpeed.Value);
}
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0 && m_MainCamera )
{
ZoomCamera(scroll);
}
}
private void SmoothMove()
{
var pos_diff = m_Parent.transform.position - transform.position;
var angle_diff = Quaternion.Angle(m_Parent.transform.rotation, transform.rotation);
float time_delta = Time.deltaTime;
float pos_diff_mag = pos_diff.magnitude;
if( pos_diff_mag > 0 )
{
float max_move = time_delta * MAX_VIZ_SPEED;
float move_dist = Mathf.Min(max_move, pos_diff_mag);
pos_diff *= (move_dist / pos_diff_mag);
transform.position += pos_diff;
}
if( angle_diff > 0 )
{
float max_angle_move = time_delta * MAX_ROT_SPEED;
float angle_move = Mathf.Min(max_angle_move, angle_diff);
float t = angle_move / angle_diff;
transform.rotation = Quaternion.Slerp(transform.rotation, m_Parent.transform.rotation, t);
}
}
private void AttachCamera()
{
var cameraGO = GameObject.FindGameObjectWithTag("CMCamera");
if( cameraGO == null ) { return; }
m_MainCamera = cameraGO.GetComponent<CinemachineVirtualCamera>();
if (m_MainCamera)
{
m_MainCamera.Follow = transform;
m_MainCamera.LookAt = transform;
}
}
m_ClientVisuals.rotation = Quaternion.Euler(0, m_NetworkCharacterState.NetworkRotationY.Value, 0);
private void ZoomCamera(float scroll)
{
CinemachineComponentBase[] components = m_MainCamera.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;
}
}
}
}
}

65
Assets/BossRoom/Scripts/Client/ClientInputSender.cs


using BossRoom.Shared;
using MLAPI;
using UnityEngine;

{
private NetworkCharacterState m_NetworkCharacter;
/// <summary>
/// We detect clicks in Update (because you can miss single discrete clicks in FixedUpdate). But we need to
/// raycast in FixedUpdate, because raycasts done in Update won't work reliably.
/// This nullable vector will be set to a screen coordinate when an attack click was made.
/// </summary>
private System.Nullable<Vector3> m_AttackClickRequest;
// TODO [GOMPS-81] Don't use NetworkedBehaviour for just NetworkStart
// TODO Don't use NetworkedBehaviour for just NetworkStart [GOMPS-81]
if (!IsClient || !IsOwner)
{
enabled = false;

void FixedUpdate()
{
// TODO [GOMPS-82] replace with new Unity Input System
// TODO replace with new Unity Input System [GOMPS-81]
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit))
{
// The MLAPI_INTERNAL channel is a reliable sequenced channel. Inputs should always arrive and be in order that's why this channel is used.

}
if (m_AttackClickRequest != null)
{
RaycastHit hit;
if (Physics.Raycast(Camera.main.ScreenPointToRay(m_AttackClickRequest.Value), out hit) && GetTargetObject(ref hit) != 0)
{
//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 = ActionData.ActionDescriptions[ActionType.TANK_BASEATTACK][0].Range;
chase_data.TargetIds = new ulong[] { GetTargetObject(ref hit) };
m_NetworkCharacter.ClientSendActionRequest(ref chase_data);
var hit_data = new ActionRequestData();
hit_data.ShouldQueue = true; //wait your turn--don't clobber the chase action.
hit_data.ActionTypeEnum = ActionType.TANK_BASEATTACK;
m_NetworkCharacter.ClientSendActionRequest(ref hit_data);
}
else
{
var data = new ActionRequestData();
data.ActionTypeEnum = ActionType.TANK_BASEATTACK;
m_NetworkCharacter.ClientSendActionRequest(ref data);
}
m_AttackClickRequest = null;
}
}
private void Update()
{
//we do this in "Update" rather than "FixedUpdate" because discrete clicks can be missed in FixedUpdate.
if (Input.GetMouseButtonDown(1))
{
m_AttackClickRequest = Input.mousePosition;
}
}
/// <summary>
/// Gets the Target NetworkId from the Raycast hit, or 0 if Raycast didn't contact a Networked Object.
/// </summary>
private ulong GetTargetObject(ref RaycastHit hit )
{
if (hit.collider == null) { return 0; }
var targetObj = hit.collider.GetComponent<NetworkedObject>();
if (targetObj == null) { return 0; }
return targetObj.NetworkId;
}
}

43
Assets/BossRoom/Scripts/Server/ServerCharacterMovement.cs


using System;
using System.Linq;
using BossRoom.Shared;
using MLAPI;
using UnityEngine;
using UnityEngine.AI;

/// <summary>
/// Component responsible for moving a character on the server side based on inputs.
/// </summary>
[RequireComponent(typeof(NetworkCharacterState), typeof(NavMeshAgent))]
[RequireComponent(typeof(NetworkCharacterState), typeof(NavMeshAgent), typeof(ServerCharacter)), RequireComponent(typeof(Rigidbody))]
private Rigidbody m_Rigidbody;
private ServerCharacter m_CharLogic;
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)

// On the server enable navMeshAgent and initialize
m_NavMeshAgent.enabled = true;
m_NetworkCharacterState.OnReceivedClientInput += SetMovementTarget;
m_NetworkCharacterState.OnReceivedClientInput += OnReceivedClientInput;
private void SetMovementTarget(Vector3 position)
private void OnReceivedClientInput(Vector3 position )
{
m_CharLogic.ClearActions(); //a fresh movement request trumps whatever we were doing before.
SetMovementTarget(position);
}
/// <summary>
/// Sets a movement target. We will path to this position, avoiding static obstacles.
/// </summary>
/// <param name="position">Position in world space to path to. </param>
public void SetMovementTarget(Vector3 position)
private void Awake()
/// <summary>
/// Cancels any moves that are currently in progress.
/// </summary>
public void CancelMove()
m_NavMeshAgent = GetComponent<NavMeshAgent>();
m_NetworkCharacterState = GetComponent<NetworkCharacterState>();
m_MovementState = MovementState.Idle;
}
private void FixedUpdate()

// Send new position values to the client
m_NetworkCharacterState.NetworkPosition.Value = transform.position;
m_NetworkCharacterState.NetworkRotationY.Value = transform.rotation.eulerAngles.y;
m_NetworkCharacterState.NetworkMovementSpeed.Value = m_MovementState == MovementState.Idle ? 0 : m_MovementSpeed;
}
private void Movement()

m_NavMeshAgent.Move(movementVector);
transform.rotation = Quaternion.LookRotation(movementVector);
//fixme--is this right? If I don't do this the Rigidbody is "left behind", and doesn't move with the GameObject.
//also see ClientCharacterMovement before deleting this comment.
m_Rigidbody.position = transform.position;
m_Rigidbody.rotation = transform.rotation;
m_NavMeshAgent.CalculatePath(corners[corners.Length - 1], m_DesiredMovementPath);
}
}

66
Assets/BossRoom/Scripts/Shared/NetworkCharacterState.cs


using System;
using System.IO;
using MLAPI.Serialization.Pooled;
namespace BossRoom.Shared
namespace BossRoom
/// <summary>
/// Contains all NetworkedVars and RPCs of a character. This component is present on both client and server objects.
/// </summary>

/// The networked rotation of this Character. This reflects the authorative rotation on the server.
/// </summary>
public NetworkedVarFloat NetworkRotationY { get; } = new NetworkedVarFloat();
public NetworkedVarFloat NetworkMovementSpeed { get; } = new NetworkedVarFloat();
public NetworkedVarInt HitPoints;
public NetworkedVarInt Mana;
/// <summary>
/// Gets invoked when inputs are received from the client which own this networked character.

public void SendCharacterInputServerRpc(Vector3 movementTarget)
{
OnReceivedClientInput?.Invoke(movementTarget);
}
// ACTION SYSTEM
/// <summary>
/// This event is raised on the server when an action request arrives
/// </summary>
public event Action<BossRoom.ActionRequestData> DoActionEventServer;
/// <summary>
/// This event is raised on the client when an action is being played back.
/// </summary>
public event Action<BossRoom.ActionRequestData> DoActionEventClient;
/// <summary>
/// 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 ClientSendActionRequest(ref ActionRequestData data)
{
using (PooledBitStream stream = PooledBitStream.Get())
{
data.Write(stream);
InvokeServerRpcPerformance(RecvDoActionServer, stream);
}
}
/// <summary>
/// Server->Client RPC that broadcasts this action play to all clients.
/// </summary>
/// <param name="data">The data associated with this Action, including what action type it is.</param>
public void ServerBroadcastAction(ref ActionRequestData data )
{
using (PooledBitStream stream = PooledBitStream.Get())
{
data.Write(stream);
InvokeClientRpcOnEveryonePerformance(RecvDoActionClient, stream);
}
}
[ClientRPC]
private void RecvDoActionClient(ulong clientId, Stream stream )
{
var data = new ActionRequestData();
data.Read(stream);
DoActionEventClient?.Invoke(data);
}
[ServerRPC]
private void RecvDoActionServer(ulong clientId, Stream stream)
{
var data = new ActionRequestData();
data.Read(stream);
DoActionEventServer?.Invoke(data);
}
}
}

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