Philipp Deschain
c90c2c46
Addressing comments
- added target id to the revive action
- caught an error in istargetingnpc check - it was actually checking for PCs
- removed sanity check from ActionPlayer - it shouldn't be needed and actions should be prevented from entereing the queue with other means.
4 年前
sorcerer_king
3e9fa8d3
API update
Using the refactored API naming.
4 年前
Luke Stampfli
aeb3eb51
feat: ClientInputSender use non alloc raycasts.
4 年前
sorcerer_king
c5c7aae2
LFS is terrorising me
I can't seem to be able to get rid of assets that need to be pointers, but aren't - it completely disrupts any work, so I'll just bite the bullet and check them in.
4 年前
Luke Stampfli
92cd88a8
refactor: Use var and fix formatting
4 年前
sorcerer_king
ae2d3e69
Adding ability to revive friends in inputs
Right-clicking on a fallen ally would make PC to run over to the dead ally and execute Revive action. If we're right-clicking an enemy - we would do a melee attack instead.
4 年前
Luke Stampfli
2065597e
refactor: Remove unused usings, use Unity asserts, small style fixes.
4 年前
sorcerer_king
71fcd0bd
Client Character animation playing
Added support for revive action animation playback in the ClientCharacterVisualisation.cs;
4 年前
Luke Stampfli
bac2c293
refactor: Explicit private declarations, Initialize events as empty delegates, move NavMeshComponents license file
4 年前
sorcerer_king
87efb0ed
Adding appropriate states to CharacterSetController.controller
Adding appropriate states: Dead, FallDown, StandUp, Action - Revive
Also adding appropriate triggers to be used from code.
4 年前
Luke Stampfli
14291b01
Fix scene merge. Move navigation test scene to separate development folder
4 年前
sorcerer_king
490c45ba
Adding ReviveAction
ReviveAction brings Fainted characters back to life. ServerCharacter only allows PCs to become Fainted - NPCs become dead instead.
HP <= 0 is the triggering condition for going from Alive to either Fainted or Dead. That also clears out the action queue and prevents NPC AIBrain from being updated.
4 年前
Luke Stampfli
aaf62377
Merge branch 'develop' into feature/pathfinding
# Conflicts:
# Assets/BossRoom/Scenes/DungeonTest.unity
# Assets/BossRoom/Scripts/Client/ClientInputSender.cs
# Assets/BossRoom/Scripts/Server/Game/Action/ChaseAction.cs
# Assets/BossRoom/Scripts/Server/ServerCharacterMovement.cs
# ProjectSettings/DynamicsManager.asset
# ProjectSettings/NavMeshAreas.asset
# ProjectSettings/TagManager.asset
4 年前
sorcerer_king
196ebfa8
Adding LifeState enum
LifeState represents if the chacater is Alive, Dead or Fainted.
4 年前
Luke Stampfli
d30db778
feature: Create readme
4 年前
GitHub
758dc87d
Merge pull request #33 from Unity-Technologies/sfdev
taking sfdev to develop
4 年前
David Woodruff
84add18e
reversing light_flicker script move so that it can hang out in a separate PR
4 年前
Luke Stampfli
80e334fa
Feat: Update client input sender to improve position input.
4 年前
David Woodruff
93cc4c2e
taking merge
4 年前
Luke Stampfli
aafae870
feat: Update existing scenes and fix nav meshes
4 年前
David Woodruff
b122cdd9
fixing asset of Jeff's that had clientcharactervisualization erroneously turned on
4 年前
Luke Stampfli
22676f5d
feat: Add navigation test scene
4 年前
CGerrits SF
b2817aec
removed model swap as it has been fully replaced
4 年前
David Woodruff
95ccb450
taking origin merge
4 年前
Luke Stampfli
8b80dddb
refactor: fix comments
4 年前
CGerrits SF
03c925d2
added missing comment update
4 年前
GitHub
219d40db
Merge pull request #31 from Unity-Technologies/jdp_bb_art
Added imp enemy to character lineup. Updated Boss with his own animation controller and replaced old boss prefab with new one that now has the cape rigged and animated
4 年前
Luke Stampfli
197c682f
feat: Update ChaseAction to new navigation system.
This improves performance because the navigation paths don't have to be recalculated each frame.
4 年前
CGerrits SF
fa3262fc
Tweaks per PR feedback
4 年前
David Woodruff
82c1a99a
renaming GameNetHub to GameNetPortal
4 年前
GitHub
1fc1cdf0
Merge pull request #28 from Unity-Technologies/jdp_br_ui
Adjusted main menu so it stretches and the font for text input is higher rez. Rendering path is now set to Deferred
4 年前
David Woodruff
2639dfd4
removing photon from prefab as well
4 年前
Luke Stampfli
eb592cde
feat: Update ServerCharacterMovement to new navigation system.
4 年前
CGerrits SF
10777a5f
tweaks to line up with intended functionality
4 年前
jdepuy
ca2318ea
Added imp enemy to character lineup. Updated Boss with his own animation controller and replaced old boss prefab with new one that now has the cape rigged and animated
4 年前
David Woodruff
2b755ff1
taking sfdev merge
4 年前
David Woodruff
a17a40e5
taking asset removal merge
4 年前
David Woodruff
4c1fe0b4
initial pass at asset removal
4 年前
David Woodruff
54cda961
initial remove of photon
4 年前
Luke Stampfli
9ece9209
feat: Add navigation system and support classes.
4 年前
CGerrits SF
c46f5de0
Updated prefab to not have hotkey selected by default, cleaned up accordingly
4 年前
CGerrits SF
7a938c4b
fixed incorrect naming convention
4 年前
jdepuy
df59e229
Merge branch 'sfdev' into jdp_bb_art
4 年前
jdepuy
ebc9ae60
Adjusted Main menu so it stretches and the font for text input is higher rez. Rendering path is now set to Deferred
4 年前
David Woodruff
4e0d4420
taking feedback from holiday PRs
4 年前
David Woodruff
8c65ea88
taking develop merge
4 年前
Luke Stampfli
3d4a7c76
feat: Add NavMeshComponents
NavMeshComponents are needed to fix some of our navmesh issues. Mainly NavMeshSurface helps us to patch the iron bar tiles with lava underneath which weren't captured in the bake.
4 年前
CGerrits SF
dcc35d9f
fixed material issue with rogue Eyes
4 年前
CGerrits SF
6cfc5061
Removed accidental addition of CharacterSwap
4 年前
jdepuy
9bd318c1
Replaced Boss with new Prefab that contains a cape rig, materials correctly setup for Boss Eyes and Face, raw models (rigged) are in for Imp, dungeon lightsetup updated
4 年前