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Glyph despawn animations for enemies and yourself.

/main/staging/qol_gameplay
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c02f4862
共有 14 个文件被更改,包括 2148 次插入1118 次删除
  1. 182
      Assets/Art/Borders/GlyphController.controller
  2. 2
      Assets/Art/Borders/Glyph_Unclicked.anim
  3. 44
      Assets/Prefabs/NGO/InGameLogic.prefab
  4. 4
      Assets/Scripts/NGO/IInGameInputHandler.cs
  5. 48
      Assets/Scripts/NGO/InGameRunner.cs
  6. 2
      Assets/Scripts/NGO/SymbolKillVolume.cs
  7. 40
      Assets/Scripts/NGO/SymbolObject.cs
  8. 1001
      Assets/Art/Borders/Glyph_Death_LocalPlayer.anim
  9. 934
      Assets/Art/Borders/Glyph_Death_OtherPlayer.anim
  10. 8
      Assets/Art/Borders/Glyph_Death_OtherPlayer.anim.meta
  11. 1001
      Assets/Art/Borders/InternalMaskHide.anim
  12. 0
      /Assets/Art/Borders/Glyph_Death_LocalPlayer.anim.meta
  13. 0
      /Assets/Art/Borders/Glyph_Unclicked.anim.meta
  14. 0
      /Assets/Art/Borders/Glyph_Unclicked.anim

182
Assets/Art/Borders/GlyphController.controller


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2
Assets/Art/Borders/Glyph_Unclicked.anim


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44
Assets/Prefabs/NGO/InGameLogic.prefab


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4
Assets/Scripts/NGO/IInGameInputHandler.cs


/// </summary>
public interface IInGameInputHandler : IProvidable<IInGameInputHandler>
{
void OnPlayerInput(ulong id, SymbolObject selectedSymbol);
void OnPlayerInput(ulong playerId, SymbolObject selectedSymbol);
public void OnPlayerInput(ulong id, SymbolObject selectedSymbol) { }
public void OnPlayerInput(ulong playerId, SymbolObject selectedSymbol) { }
public void OnReProvided(IInGameInputHandler previousProvider) { }
}
}

48
Assets/Scripts/NGO/InGameRunner.cs


private float m_timeout = 10;
private bool m_hasConnected = false;
[SerializeField] private NetworkObject m_playerCursorPrefab = default;
[SerializeField] private NetworkObject m_symbolContainerPrefab = default;
[SerializeField] private NetworkObject m_symbolObjectPrefab = default;
[SerializeField] private SequenceSelector m_sequenceSelector = default;
[SerializeField] private Scorer m_scorer = default;
[SerializeField] private SymbolKillVolume m_killVolume = default;
[SerializeField] private IntroOutroRunner m_introOutroRunner = default;
[SerializeField] private NetworkedDataStore m_dataStore = default;
[SerializeField] private BoxCollider m_collider;
[SerializeField]
private NetworkObject m_playerCursorPrefab = default;
[SerializeField]
private NetworkObject m_symbolContainerPrefab = default;
[SerializeField]
private NetworkObject m_symbolObjectPrefab = default;
[SerializeField]
private SequenceSelector m_sequenceSelector = default;
[SerializeField]
private Scorer m_scorer = default;
[SerializeField]
private SymbolKillVolume m_killVolume = default;
[SerializeField]
private IntroOutroRunner m_introOutroRunner = default;
[SerializeField]
private NetworkedDataStore m_dataStore = default;
[SerializeField]
private BoxCollider m_collider;
private Transform m_symbolContainerInstance;
private PlayerData m_localUserData; // This has an ID that's not necessarily the OwnerClientId, since all clients will see all spawned objects regardless of ownership.

private void VerifyConnection_ServerRpc(ulong clientId)
{
VerifyConnection_ClientRpc(clientId);
// While we could start pooling symbol objects now, incoming clients would be flooded with the Spawn calls.
// This could lead to dropped packets such that the InGameRunner's Spawn call fails to occur, so we'll wait until all players join.
// (Besides, we will need to display instructions, which has downtime during which symbol objects can be spawned.)

if (clientId == m_localUserData.id)
VerifyConnectionConfirm_ServerRpc(m_localUserData);
}
/// <summary>
/// Once the connection is confirmed, spawn a player cursor and check if all players have connected.
/// </summary>

}
}
}
void SpawnNewSymbol()
{
int index = SequenceSelector.k_symbolCount - m_pendingSymbolPositions.Count;

/// <summary>
/// Called while on the host to determine if incoming input has scored or not.
/// </summary>
public void OnPlayerInput(ulong id, SymbolObject selectedSymbol)
public void OnPlayerInput(ulong playerId, SymbolObject selectedSymbol)
if (m_sequenceSelector.ConfirmSymbolCorrect(id, selectedSymbol.symbolIndex.Value))
if (selectedSymbol.Clicked)
return;
if (m_sequenceSelector.ConfirmSymbolCorrect(playerId, selectedSymbol.symbolIndex.Value))
selectedSymbol.Destroy_ServerRpc();
m_scorer.ScoreSuccess(id);
selectedSymbol.ClickedSequence_ServerRpc(playerId);
m_scorer.ScoreSuccess(playerId);
m_scorer.ScoreFailure(id);
m_scorer.ScoreFailure(playerId);
}
public void OnSymbolDeactivated()

m_onGameEnd();
}
public void OnReProvided(IInGameInputHandler previousProvider) { /*No-op*/ }
public void OnReProvided(IInGameInputHandler previousProvider)
{
/*No-op*/
}
}
}

2
Assets/Scripts/NGO/SymbolKillVolume.cs


SymbolObject symbolObj = other.GetComponent<SymbolObject>();
if (symbolObj != null)
{
symbolObj.Destroy_ServerRpc();
symbolObj.HideSymbol_ServerRpc();
m_onSymbolCollided?.Invoke();
}
}

40
Assets/Scripts/NGO/SymbolObject.cs


using Unity.Netcode;
using System.Collections;
using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.ngo

/// </summary>
public class SymbolObject : NetworkBehaviour
{
[SerializeField] private SymbolData m_symbolData;
[SerializeField] private SpriteRenderer m_renderer;
[SerializeField] private Animator m_animator;
[SerializeField] private SymbolData m_symbolData;
[SerializeField] private SpriteRenderer m_renderer;
[SerializeField] private Animator m_animator;
public bool Clicked { get; private set; }
[HideInInspector] public NetworkVariable<int> symbolIndex; // The index into SymbolData, not the index of this object.
public override void OnNetworkSpawn()

}
[ServerRpc]
public void Destroy_ServerRpc()
public void ClickedSequence_ServerRpc(ulong clickerPlayerId)
//The animation calls RemoveSymbol
m_animator.SetBool("dead", true);
Clicked = true;
Clicked_ClientRpc(clickerPlayerId);
StartCoroutine(HideSymbolAnimDelay());
public void RemoveSymbol()
[ClientRpc]
public void Clicked_ClientRpc(ulong clickerPlayerId)
{
if (this.NetworkManager.LocalClientId == clickerPlayerId)
m_animator.SetTrigger("iClicked");
else
{
m_animator.SetTrigger("theyClicked");
}
}
[ServerRpc]
public void HideSymbol_ServerRpc()
//The animation calls RemoveSymbol(only for server
//It's easier to have the post-animation symbol "deletion" happen entirely in server world rather than depend on client-side animation triggers.
IEnumerator HideSymbolAnimDelay()
{
yield return new WaitForSeconds(0.3f);
HideSymbol_ServerRpc();
}
}
}

1001
Assets/Art/Borders/Glyph_Death_LocalPlayer.anim
文件差异内容过多而无法显示
查看文件

934
Assets/Art/Borders/Glyph_Death_OtherPlayer.anim


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8
Assets/Art/Borders/Glyph_Death_OtherPlayer.anim.meta


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1001
Assets/Art/Borders/InternalMaskHide.anim
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/Assets/Art/Borders/InternalMaskHide.anim.meta → /Assets/Art/Borders/Glyph_Death_LocalPlayer.anim.meta

/Assets/Art/Borders/InternalMaskShow.anim.meta → /Assets/Art/Borders/Glyph_Unclicked.anim.meta

/Assets/Art/Borders/InternalMaskShow.anim → /Assets/Art/Borders/Glyph_Unclicked.anim

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