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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
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m_Father: {fileID: 1443571007}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchoredPosition: {x: 0, y: 270}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -1302,7 +1299,7 @@ MonoBehaviour:
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m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
m_characterSpacing: 1
m_wordSpacing: 0
m_lineSpacing: 0
m_lineSpacingMax: 0
@ -1328,7 +1325,7 @@ MonoBehaviour:
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m_useMaxVisibleDescender: 1
m_pageToDisplay: 1
m_margin: {x: 0, y: 0, z: -0.40989688, w: 0}
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@ -2694,7 +2680,7 @@ Camera:
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View File

@ -10,6 +10,9 @@ using UnityEngine;
[CreateAssetMenu(fileName = "BaseShip", menuName = "ScriptableObjects/BaseShip")]
public class BaseShipProperties : ScriptableObject
{
[Header("Life")]
[Tooltip("The lifekind. Perchance.")]
public float MaximumHealth = 1000;
[Header("Basic Movement")]
[Tooltip("The acceleration applied on thrust input.")]
public float ThrustAcceleration = 2000;

View File

@ -19,6 +19,12 @@ public class ShipProperties : ScriptableObject
[Tooltip("The main color of the ship.")]
public Color ShipHullColor = Color.magenta;
[Tooltip("The lifekind. Perchance.")]
[Range(0.0f, 10.0f)]
public float healthModifier = 1;
[HideInInspector]
public float MaximumHealth => BaseProps.MaximumHealth * healthModifier;
[Tooltip("The acceleration applied on thrust input.")]
[Range(0.0f, 10.0f)]
public float thrustAccelerationModifier = 1;

View File

@ -12,6 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d4e63b7217e6a2f499d6da3911f6da33, type: 3}
m_Name: BaseShip
m_EditorClassIdentifier:
MaximumHealth: 1000
ThrustAcceleration: 2000
SteerVelocity: 360
NormalMaxVelocity: 15
@ -31,7 +32,7 @@ MonoBehaviour:
TacklingGraceTime: 0.6
TackledGraceTime: 0.6
TackledCriticalStunTime: 0.6
TackledBodyStunTime: 0.3
CriticalTacklePowerFactor: 60
NormalTacklePowerFactor: 40
TackledBodyStunTime: 0.4
CriticalTacklePowerFactor: 400
NormalTacklePowerFactor: 200
Audio: {fileID: 11400000, guid: 96db7e9f041aed7459cb776fddee1741, type: 2}

View File

@ -99,7 +99,7 @@ public class CameraOperator : MonoBehaviour
/// Zooms to keep players in frame.
/// Follows the players mid-point.
/// </summary>
private void FixedUpdate()
private void LateUpdate()
{
Vector3 center = CalculatePlayersCenter();

View File

@ -1,15 +1,24 @@
using System;
using UnityEngine;
using UnityEngine.Events;
/// <summary>
/// Used on vulnerable trigger zones for ships.
/// </summary>
public class TackleDetection : MonoBehaviour
public class HitDetection : MonoBehaviour
{
[SerializeField] private TackleKind tackleKind;
public Action<TackleKind, Collider> TackledResponse;
public Action TacklingResponse;
[SerializeField] private HitKind hitKind = HitKind.IncomingNormal;
public Action<HitKind, ProjectileDamage> HitResponse;
//ID of Owner GameObject of this hit detecting zone
[HideInInspector]
public int OwnerId = 0;
void Awake()
{
OwnerId = transform.parent.gameObject.GetInstanceID();
}
/// <summary>
/// Invokes the fitting tackle response on trigger entered.
@ -40,8 +49,20 @@ public class TackleDetection : MonoBehaviour
TacklingResponse.Invoke();
break;
}
}
public void RegisterHit(ProjectileDamage damage)
{
HitResponse(hitKind, damage);
}
}
public enum TackleKind { IncomingCritical, IncomingNormal, OutgoingCritical, OutgoingNormal }
public enum TackleKind { IncomingCritical, IncomingNormal, OutgoingCritical, OutgoingNormal }
public enum HitKind { IncomingCritical, IncomingNormal }
public struct ProjectileDamage
{
public float DamageValue;
public float ImpactMagnitude;
public Vector3 ImpactPoint;
public Vector3 ImpactDirection;
}

View File

@ -18,6 +18,10 @@ using FishNet.Transporting;
public class PredictedShip : NetworkBehaviour, IHUDOwner
{
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public event Action<float> BoostUpdated;
public event Action<float> LifeUpdated;
public int InstanceID { get; private set; }
public ShipProperties props;
public ShipState state;
@ -36,7 +40,7 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
private AffectingForcesManager forceManager;
// Saves the current input value for thrust
private bool canBoost = true;
private TackleDetection[] tackleDetectors;
private HitDetection[] tackleDetectors;
private bool isCriticalTackle = false;
private bool isTackled = false;
private float tackledTime = 0f;
@ -61,6 +65,7 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
public GameObject smoothedRepresentation;
private Rigidbody body;
void Awake()
{
if (forceManager == null)
@ -86,13 +91,13 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
void Start()
{
InstanceID = gameObject.GetInstanceID();
state.boostCapacity = props.MaxBoostCapacity;
state.BoostCapacity = props.MaxBoostCapacity;
// boostUI.SetMinBoostRatio(props.minBoostCapacity / props.maxBoostCapacity);
// GameManager.GM.RegisterPlayer(this);
cameraOperator.AddCharacter(smoothedRepresentation);
tackleDetectors = GetComponentsInChildren<TackleDetection>();
foreach (TackleDetection td in tackleDetectors)
tackleDetectors = GetComponentsInChildren<HitDetection>();
foreach (HitDetection td in tackleDetectors)
{
td.TackledResponse += TackledResponse;
td.TacklingResponse += TacklingResponse;
@ -114,11 +119,13 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
void OnDestroy()
{
ObjectCaches<PredictionRigidbody>.StoreAndDefault(ref PredictionRigidbody);
foreach (TackleDetection td in tackleDetectors)
foreach (HitDetection td in tackleDetectors)
{
td.TackledResponse = null;
td.TacklingResponse = null;
}
LifeUpdated = null;
BoostUpdated = null;
}
private void TimeManager_OnTick()
@ -145,8 +152,8 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
// // Get and apply the current Gravity
Transform gravitySource = forceManager.GetGravitySourceForInstance(InstanceID);
state.currentGravity = forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform);
PredictionRigidbody.AddForce(state.currentGravity, ForceMode.Acceleration);
state.CurrentGravity = forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform);
PredictionRigidbody.AddForce(state.CurrentGravity, ForceMode.Acceleration);
float stunFactor = isCriticalTackle ? props.StunLooseControlFactor : 1f;
@ -156,7 +163,7 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
Vector3 currentVelocity = body.velocity;
Vector3 boostedAcceleration = BoostAcceleration(acceleration, state.currentGravity);
Vector3 boostedAcceleration = BoostAcceleration(acceleration, state.CurrentGravity);
if (!isCriticalTackle)
{
@ -264,8 +271,8 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
// Get and apply the current Gravity
Transform gravitySource = forceManager.GetGravitySourceForInstance(InstanceID);
state.currentGravity = forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform);
body.AddForce(state.currentGravity, ForceMode.Acceleration);
state.CurrentGravity = forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform);
body.AddForce(state.CurrentGravity, ForceMode.Acceleration);
float stunFactor = isCriticalTackle ? props.StunLooseControlFactor : 1f;
@ -275,7 +282,7 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
Vector3 currentVelocity = body.velocity;
Vector3 boostedAcceleration = BoostAcceleration(acceleration, state.currentGravity);
Vector3 boostedAcceleration = BoostAcceleration(acceleration, state.CurrentGravity);
if (!isCriticalTackle)
{
@ -407,29 +414,29 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
/// <param name="deltaTime">Time delta of the current frame</param>
void BoostStateUpdate(float deltaTime)
{
BoostUI.UpdateFill(Math.Min(state.boostCapacity / props.MaxBoostCapacity, 1));
BoostUI.UpdateFill(Math.Min(state.BoostCapacity / props.MaxBoostCapacity, 1));
if (IsBoosting(input.boostInput))
{
state.boostCapacity -= deltaTime;
state.BoostCapacity -= deltaTime;
}
if (canBoost && zone == Zone.OutsideZone)
{
state.boostCapacity -= deltaTime * props.OutsideBoostRate;
state.BoostCapacity -= deltaTime * props.OutsideBoostRate;
}
if (state.boostCapacity <= 0)
if (state.BoostCapacity <= 0)
{
canBoost = false;
}
if ((input.boostInput <= 0 || !canBoost)
&& zone == Zone.NimbleZone
&& state.boostCapacity <= props.MaxBoostCapacity)
&& state.BoostCapacity <= props.MaxBoostCapacity)
{
state.boostCapacity += deltaTime;
state.BoostCapacity += deltaTime;
}
// When your boost capacity is still critical, you can't start boosting immediately again.
// TODO: This is not tested well enough with players.
if (canBoost == false && state.boostCapacity >= props.MinBoostCapacity)
if (canBoost == false && state.BoostCapacity >= props.MinBoostCapacity)
{
canBoost = true;
}
@ -567,7 +574,7 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
smokeTrailEffect.Play();
if (jetFlameEffect.isPlaying)
jetFlameEffect.transform.localScale = new Vector3(1.3f, 2, 1);
BoosterSound.PlayAudio(false, true);
BoosterSound.PlayAudio(false, 0.1f, true);
}
else
{
@ -577,12 +584,12 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
}
if (isTackled && !isCriticalTackle)
{
BeingTackledSound.PlayAudio(false, true);
BeingTackledSound.PlayAudio(false, 0, true);
cameraOperator.ShakeCam(0.2f);
}
if (isCriticalTackle)
{
BeingCriticallyTackledSound.PlayAudio(false, true);
BeingCriticallyTackledSound.PlayAudio(false, 0, true);
cameraOperator.ShakeCam(0.4f);
}
if (!isTackled)
@ -612,18 +619,18 @@ public class PredictedShip : NetworkBehaviour, IHUDOwner
{
return;
}
if (!gravityEffect.isPlaying && state.currentGravity != Vector3.zero)
if (!gravityEffect.isPlaying && state.CurrentGravity != Vector3.zero)
{
gravityEffect.Play();
}
else if (state.currentGravity == Vector3.zero)
else if (state.CurrentGravity == Vector3.zero)
{
gravityEffect.Stop();
}
if (gravityEffect.isPlaying)
{
float gravityAngle =
Vector3.SignedAngle(transform.parent.up, state.currentGravity, transform.forward);
Vector3.SignedAngle(transform.parent.up, state.CurrentGravity, transform.forward);
gravityEffect.gameObject.transform.localEulerAngles =
new Vector3(0, 0, gravityAngle - transform.localEulerAngles.z);

View File

@ -11,12 +11,15 @@ using System.Reflection;
using System.Collections.Generic;
using static ShipSound;
public class Ship : MonoBehaviour, IHUDOwner
public class Ship : MonoBehaviour, IHUDOwner, IDamageable
{
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public event Action<float> BoostUpdated;
public event Action<float> LifeUpdated;
public int InstanceID { get; private set; }
public BoostCapacityUI BoostUI { get; set; }
public ShipProperties Props;
public ShipState State;
public ShipInput Input;
@ -26,23 +29,28 @@ public class Ship : MonoBehaviour, IHUDOwner
public ParticleSystem GravityEffect;
public ParticleSystem JetFlameEffect;
public ParticleSystem SmokeTrailEffect;
public DamageNumberParticles DamageParticleEffect;
public MeshRenderer BodyMeshRenderer;
private F3DFXController _fireController;
private AffectingForcesManager _forceManager;
private Rigidbody _body;
public Rigidbody _body;
// Saves the current input value for thrust
private bool _canBoost = true;
private TackleDetection[] _tackleDetectors;
private HitDetection[] _tackleDetectors;
private bool _isCriticalTackle = false;
private bool _isTackled = false;
private float _tackledTime = 0f;
private Tween _tackleIgnoreTween = new();
private float _lastTackleTime = 0f;
private readonly float _minHitDelay = 0.06f;
private float _lastHitTime = 0f;
// Upcoming zone change
private Zone newZone = Zone.NimbleZone;
private WeaponEffect equippedWeapon = WeaponEffect.None;
private Dictionary<ShipSound, ManageableAudio> sounds = new();
void Awake()
{
if (_forceManager == null)
@ -57,7 +65,8 @@ public class Ship : MonoBehaviour, IHUDOwner
void Start()
{
InstanceID = gameObject.GetInstanceID();
State.boostCapacity = Props.MaxBoostCapacity;
State.BoostCapacity = Props.MaxBoostCapacity;
State.RemainingHealth = Props.MaximumHealth;
// Get manageable audio instances for the ships sounds
foreach (ShipSoundToName stn in Props.Audio.shipSounds)
@ -71,21 +80,28 @@ public class Ship : MonoBehaviour, IHUDOwner
CameraOperator.AddCharacter(gameObject);
// Connect the tackling/tackled logic to the ships detection components
_tackleDetectors = GetComponentsInChildren<TackleDetection>();
foreach (TackleDetection td in _tackleDetectors)
_tackleDetectors = GetComponentsInChildren<HitDetection>();
foreach (HitDetection td in _tackleDetectors)
{
td.TackledResponse += TackledResponse;
td.TacklingResponse += TacklingResponse;
td.HitResponse += HitResponse;
}
LifeUpdated?.Invoke(1);
BoostUpdated?.Invoke(1);
}
void OnDestroy()
{
foreach (TackleDetection td in _tackleDetectors)
foreach (HitDetection td in _tackleDetectors)
{
td.TackledResponse = null;
td.TacklingResponse = null;
td.TackledResponse -= TackledResponse;
td.TacklingResponse -= TacklingResponse;
td.HitResponse -= HitResponse;
}
BoostUpdated = null;
LifeUpdated = null;
}
// Update is called once per frame
@ -97,6 +113,7 @@ public class Ship : MonoBehaviour, IHUDOwner
{
_body.constraints = RigidbodyConstraints.FreezeAll;
UpdateSounds();
UpdateFireWeapon(equippedWeapon);
State.Zone = newZone;
return;
}
@ -109,18 +126,35 @@ public class Ship : MonoBehaviour, IHUDOwner
UpdateMovement();
BoostStateUpdate(Time.deltaTime);
UpdateTackleResponse(_isCriticalTackle);
UpdateFireWeapon(equippedWeapon);
}
void UpdateFireWeapon(WeaponEffect weapon)
{
// Stop firing
if (State.IsFiring && Input.shootInput < 1 ||
State.IsFiring && MatchManager.G.matchState != MatchState.Match)
{
State.IsFiring = false;
_fireController.Stop();
}
if (weapon == WeaponEffect.None)
{
return;
}
if (_fireController.SelectedWeaponEffect != weapon)
{
_fireController.SelectedWeaponEffect = weapon;
}
if (!State.IsFiring && Input.shootInput == 1)
{
State.IsFiring = true;
_fireController.Fire();
}
// Stop firing
if (State.IsFiring && Input.shootInput < 1)
{
State.IsFiring = false;
_fireController.Stop();
}
}
/// <summary>
@ -129,24 +163,43 @@ public class Ship : MonoBehaviour, IHUDOwner
void UpdateMovement()
{
//Debug.Log("inupdatemove " + currentThrustInput);
// Player rotation is always possible and same speed
transform.Rotate(0, 0, -Props.SteerVelocity * Input.steerInput * Time.deltaTime);
float current_angle = transform.localEulerAngles.z;
Vector2 radial = -Input.radialInput;
float goal_angle = Vector2.SignedAngle(Vector2.up, radial) + 180;
float inputThrust = 0;
if (radial.magnitude > 0.05)
{
float angle_difference = ((goal_angle - current_angle + 180) % 360) - 180;
angle_difference = angle_difference < -180 ? angle_difference + 360 : angle_difference;
float sign = math.sign(angle_difference);
float rotation = Mathf.Min(math.abs(angle_difference), Props.SteerVelocity * radial.magnitude * Time.deltaTime);
transform.Rotate(0, 0, sign * rotation);
}
else
{
transform.Rotate(0, 0, Input.steerInput * -Props.SteerVelocity * Time.deltaTime);
}
inputThrust = Input.thrustInput > inputThrust ? Input.thrustInput : inputThrust;
// Get and apply the current Gravity
Transform gravitySource = _forceManager.GetGravitySourceForInstance(InstanceID);
State.currentGravity = _forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform) * Props.GravitStrength;
_body.AddForce(State.currentGravity, ForceMode.Acceleration);
State.CurrentGravity = _forceManager.GetGravityForInstance(InstanceID)(gravitySource, transform) * Props.GravitStrength;
_body.AddForce(State.CurrentGravity, ForceMode.Acceleration);
float stunFactor = _isCriticalTackle ? Props.StunLooseControlFactor : 1f;
float thrust = IsBoosting() ? 1f : Input.thrustInput;
float thrust = IsBoosting() ? 1f : inputThrust;
Vector3 acceleration = Props.ThrustAcceleration * thrust * Time.deltaTime
* transform.up * stunFactor;
Vector3 currentVelocity = _body.velocity;
Vector3 boostedAcceleration = BoostAcceleration(acceleration, State.currentGravity);
Vector3 boostedAcceleration = BoostAcceleration(acceleration, State.CurrentGravity);
if (!_isCriticalTackle)
{
@ -280,29 +333,29 @@ public class Ship : MonoBehaviour, IHUDOwner
/// <param name="deltaTime">Time delta of the current frame</param>
void BoostStateUpdate(float deltaTime)
{
BoostUI.UpdateFill(Math.Min(State.boostCapacity / Props.MaxBoostCapacity, 1));
BoostUpdated?.Invoke(State.BoostCapacity / Props.MaxBoostCapacity);
if (IsBoosting())
{
State.boostCapacity -= deltaTime;
State.BoostCapacity -= deltaTime;
}
if (_canBoost && State.Zone == Zone.OutsideZone)
{
State.boostCapacity -= deltaTime * Props.OutsideBoostRate;
State.BoostCapacity -= deltaTime * Props.OutsideBoostRate;
}
if (State.boostCapacity <= 0)
if (State.BoostCapacity <= 0)
{
_canBoost = false;
}
if ((Input.boostInput <= 0 || !_canBoost)
&& State.Zone == Zone.NimbleZone
&& State.boostCapacity <= Props.MaxBoostCapacity)
&& State.BoostCapacity <= Props.MaxBoostCapacity)
{
State.boostCapacity += deltaTime;
State.BoostCapacity += deltaTime;
}
// When your boost capacity is still critical, you can't start boosting immediately again.
// TODO: This is not tested well enough with players.
if (_canBoost == false && State.boostCapacity >= Props.MinBoostCapacity)
if (_canBoost == false && State.BoostCapacity >= Props.MinBoostCapacity)
{
_canBoost = true;
}
@ -333,31 +386,25 @@ public class Ship : MonoBehaviour, IHUDOwner
}
}
/// <summary>
/// Disable tackle responeses for a given time
/// </summary>
async void TemporarilyIgnoreTackles(float duration)
{
if (_tackleIgnoreTween.isAlive)
return;
_tackleIgnoreTween = Tween.Delay(duration);
await _tackleIgnoreTween;
}
private bool IgnoreTackle()
{
return _tackleIgnoreTween.isAlive;
}
/// <summary>
/// Response logic if the ship is tackling an opponend.
/// </summary>
void TacklingResponse()
{
if (IgnoreTackle())
if (IgnoreTackles())
return;
Log.Debug($"{Props.ShipName} is tackling.");
TemporarilyIgnoreTackles(Props.TacklingGraceTime);
}
bool IgnoreTackles()
{
if (Time.time < _lastTackleTime + Props.TackledGraceTime)
{
return true;
}
_lastTackleTime = Time.time;
return false;
}
/// <summary>
@ -368,41 +415,61 @@ public class Ship : MonoBehaviour, IHUDOwner
/// <param name="collider">Object which has collided with the collision region.</param>
void TackledResponse(TackleKind tackleKind, Collider collider)
{
if (IgnoreTackle())
if (IgnoreTackles())
return;
TemporarilyIgnoreTackles(Props.TackledGraceTime);
float damage = 0;
float tacklePowerFactor = Props.CriticalTacklePowerFactor;
if (tackleKind == TackleKind.IncomingCritical)
{
_isCriticalTackle = true;
damage = 450;
Log.Debug($"{Props.ShipName} has been tackled critically.");
}
else if (tackleKind == TackleKind.IncomingNormal)
{
_isCriticalTackle = false;
damage = 100;
tacklePowerFactor = Props.NormalTacklePowerFactor;
Log.Debug($"{Props.ShipName} has been tackled.");
}
Vector3 colliderVelocity = collider.attachedRigidbody.velocity;
//Log.Debug("velocity " + colliderVelocity);
Vector3 colliderVelocity = collider.attachedRigidbody.velocity - _body.velocity;
//Log.Debug("angle " + angle);
//Log.Debug("outvector " + outVector);
Vector3 force = colliderVelocity * tacklePowerFactor;
Vector3 resultForce = force / Math.Max(force.magnitude / 4000, 1);
resultForce = resultForce / Math.Max(0.001f, Math.Min(resultForce.magnitude / 500, 1));
Log.Debug(resultForce.magnitude);
_body.AddForce(resultForce,
ForceMode.Acceleration);
InflictDamage(damage);
DamageParticleEffect.SpawnDamageNumber((int)damage, colliderVelocity / 2);
UpdateTackleResponse(true);
}
public void HitResponse(HitKind hitKind, ProjectileDamage damage)
{
if (Time.time < _lastHitTime + _minHitDelay)
{
return;
}
_lastHitTime = Time.time;
InflictDamage(damage.DamageValue);
Log.Info("particle spawned");
DamageParticleEffect.SpawnDamageNumber((int)damage.DamageValue, damage.ImpactDirection);
_body.AddForce(damage.ImpactDirection * damage.ImpactMagnitude, ForceMode.Impulse);
if ((this as IDamageable).IsKilled())
{
MatchManager.G.UpdateMatchCondition(new MatchConditionUpdate
{
Condition = WinCondition.Lives,
Ship = this,
Count = -1
});
}
}
void UpdateSounds()
{
if (MatchManager.G.matchState != MatchState.Match || State.IsFrozen)
@ -440,7 +507,7 @@ public class Ship : MonoBehaviour, IHUDOwner
SmokeTrailEffect.Play();
if (JetFlameEffect.isPlaying)
JetFlameEffect.transform.localScale = new Vector3(1.3f, 2, 1);
sounds[Booster].PlayAudio(false, true);
sounds[Booster].PlayAudio(false, 0.1f, true);
}
else
{
@ -450,12 +517,12 @@ public class Ship : MonoBehaviour, IHUDOwner
}
if (_isTackled && !_isCriticalTackle)
{
sounds[Tackling].PlayAudio(false, true);
sounds[Tackling].PlayAudio(false, 0, true);
CameraOperator.ShakeCam(0.2f);
}
if (_isCriticalTackle)
{
sounds[TacklingCritical].PlayAudio(false, true);
sounds[TacklingCritical].PlayAudio(false, 0, true);
CameraOperator.ShakeCam(0.4f);
}
if (!_isTackled)
@ -485,22 +552,58 @@ public class Ship : MonoBehaviour, IHUDOwner
{
return;
}
if (!GravityEffect.isPlaying && State.currentGravity != Vector3.zero)
if (!GravityEffect.isPlaying && State.CurrentGravity != Vector3.zero)
{
GravityEffect.Play();
}
else if (State.currentGravity == Vector3.zero)
else if (State.CurrentGravity == Vector3.zero)
{
GravityEffect.Stop();
}
if (GravityEffect.isPlaying)
{
float gravityAngle =
Vector3.SignedAngle(transform.parent.up, State.currentGravity, transform.forward);
Vector3.SignedAngle(transform.parent.up, State.CurrentGravity, transform.forward);
GravityEffect.gameObject.transform.localEulerAngles =
new Vector3(0, 0, gravityAngle - transform.localEulerAngles.z);
}
}
public void EquipWeapon(WeaponEffect weapon)
{
if (equippedWeapon != WeaponEffect.None)
{
_fireController.Stop();
}
equippedWeapon = weapon;
}
public float CurrentHealth()
{
return State.RemainingHealth;
}
public float MaximumHealth()
{
return Props.MaximumHealth;
}
public void SetHealth(float totalValue)
{
State.RemainingHealth = totalValue;
LifeUpdated?.Invoke(CurrentHealth() / MaximumHealth());
}
public void InflictDamage(float damageValue)
{
SetHealth(CurrentHealth() - damageValue);
}
public void ReplenishHealth(float healValue)
{
SetHealth(CurrentHealth() + healValue);
}
}

View File

@ -1,4 +1,3 @@
using FishNet.Object.Prediction;
using UnityEngine;
namespace ShipHandling
@ -13,5 +12,6 @@ namespace ShipHandling
public float shootInput = 0;
// Saves the current input for steering
public float steerInput = 0;
public Vector2 radialInput = new Vector2();
}
}

View File

@ -9,12 +9,12 @@ namespace ShipHandling
/// </summary>
public class ShipState
{
public float boostCapacity;
public Vector3 currentGravity = new Vector3();
public float BoostCapacity;
public Vector3 CurrentGravity = new Vector3();
public float RemainingHealth = 1;
public bool IsFrozen = false;
public bool IsFiring = false;
public Zone Zone;
public bool reset = false;
}
public struct ReplicateData : IReplicateData

View File

@ -0,0 +1,71 @@
using PrimeTween;
using TMPro;
using UnityEngine;
public class DamageNumberParticles : MonoBehaviour
{
public TextMeshProUGUI TextMesh;
public Camera TextCamera;
private CanvasRenderer _textRenderer;
private ParticleSystem _damageParticles;
private RenderTexture _renderTexture;
private MaterialPropertyBlock _particleMaterialProps;
private ParticleSystemRenderer _particleRenderer;
private int _lastDamageNumber = -1;
void Awake()
{
_damageParticles = gameObject.GetComponent<ParticleSystem>();
_particleRenderer = gameObject.GetComponent<ParticleSystemRenderer>();
_textRenderer = TextMesh.canvasRenderer;
_particleMaterialProps = new();
_particleRenderer.GetPropertyBlock(_particleMaterialProps, 0);
_renderTexture = new RenderTexture(256, 256, 24);
TextCamera.targetTexture = _renderTexture;
}
void Start()
{
WaitForScene();
}
async void WaitForScene()
{
await Tween.Delay(1f);
SetDamageNumber(100);
}
public void SpawnDamageNumber(int damageValue, Vector3 direction)
{
SetDamageNumber(damageValue);
var particleVelocity = _damageParticles.velocityOverLifetime;
particleVelocity.x = direction.x;
particleVelocity.y = direction.y;
particleVelocity.z = direction.z;
_damageParticles.Emit(1);
}
void SetDamageNumber(int number)
{
if (_lastDamageNumber == number) return;
TextMesh.text = number.ToString();
TextCamera.enabled = true;
TextCamera.Render();
Texture2D texture2D = new(_renderTexture.width, _renderTexture.height);
RenderTexture.active = _renderTexture;
texture2D.ReadPixels(new Rect(0, 0, _renderTexture.width, _renderTexture.height), 0, 0);
texture2D.Apply();
_particleMaterialProps.SetTexture("_MainTex", texture2D);
_particleRenderer.SetPropertyBlock(_particleMaterialProps);
TextCamera.enabled = false;
_lastDamageNumber = number;
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,62 @@
using System.Collections.Generic;
using System.Reflection;
using log4net;
using UnityEngine;
public class ForceField : MonoBehaviour
{
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
[Tooltip("Multiplied by the current gravity strength factor for the ship.")]
[Range(0, 10)]
public float StrengthFactor = 2;
private List<Ship> ships = new();
private void FixedUpdate()
{
foreach (Ship ship in ships)
{
// Direction towards center
var direction = transform.up;
ship._body.AddForce(direction * ship.Props.GravitStrength * StrengthFactor
, ForceMode.Acceleration);
}
}
/// <summary>
/// Adds a ship to the force field when in range
/// </summary>
/// <param name="collider"></param>
private void OnTriggerEnter(Collider collider)
{
if (collider.tag == "Ship")
{
if (!collider.TryGetComponent(out Ship shipComponent))
{
Log.Error($"Collider: {collider} was tagged as Ship, but has no Ship component.");
return;
}
ships.Add(shipComponent);
}
}
/// <summary>
/// Removes the player when he leaves the force field
/// </summary>
/// <param name="collider"></param>
private void OnTriggerExit(Collider collider)
{
if (collider.tag == "Ship")
{
if (!collider.TryGetComponent(out Ship shipComponent))
{
Log.Error($"Collider: {collider} was tagged as Ship, but has no Ship component.");
return;
}
ships.Remove(shipComponent);
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
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@ -6,7 +6,6 @@ using static GravityFunctionality.GravityHelpers;
namespace GravityFunctionality
{
[ExecuteInEditMode]
public class GravityChanger : MonoBehaviour
{
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

View File

@ -0,0 +1,22 @@
using System;
public interface IDamageable
{
public float CurrentHealth();
public float MaximumHealth();
public void InflictDamage(float damageValue);
public void ReplenishHealth(float healValue);
public void SetHealth(float totalValue);
public bool IsKilled()
{
if (CurrentHealth() <= 0)
{
return true;
}
return false;
}
public void ResetHealth()
{
SetHealth(MaximumHealth());
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
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@ -1,4 +1,7 @@
using System;
public interface IHUDOwner
{
public BoostCapacityUI BoostUI { get; set; }
public event Action<float> BoostUpdated;
public event Action<float> LifeUpdated;
}

View File

@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using PrimeTween;
using UnityEngine;
[ExecuteInEditMode]
public class Indicator3D : MonoBehaviour
{
void OnEnable()
{
WaitTillSpawnThenAnimate();
}
private async void WaitTillSpawnThenAnimate()
{
await Tween.Delay(0.1f);
Sequence.Create(cycles: -1, CycleMode.Rewind, Ease.Default)
.Group(Tween.LocalPosition(gameObject.transform,
gameObject.transform.localPosition - Vector3.forward * 0.001f, 4))
.Group(Tween.LocalRotation(gameObject.transform,
gameObject.transform.localRotation * Quaternion.AngleAxis(180, Vector3.forward), 4));
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
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serializedVersion: 2
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@ -1,4 +1,5 @@
using System;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Users;
using static InputActionMaps;
@ -56,6 +57,10 @@ namespace ShipHandling
{
input.shootInput = context.ReadValue<float>();
}
public void OnRadial(InputAction.CallbackContext context)
{
input.radialInput = context.ReadValue<Vector2>();
}
public void Dispose()
{

View File

@ -0,0 +1,24 @@
using System;
using TMPro;
using UnityEngine;
public class LifeMeter : MonoBehaviour
{
[HideInInspector]
public int PlayerNumber = -1;
private TextMeshProUGUI _lifeText;
void Awake()
{
_lifeText = gameObject.GetComponent<TextMeshProUGUI>();
}
public void UpdateHealth(int value)
{
UpdateText(value);
}
private void UpdateText(int value)
{
_lifeText.text = value.ToString();
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
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serializedVersion: 2
defaultReferences: []
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@ -56,7 +56,7 @@ public class ManageableAudio : MonoBehaviour
/// </summary>
/// <param name="playLooping">Should the sound loop</param>
/// <param name="isOneShot">Play sound only once until reset</param>
public void PlayAudio(bool playLooping, bool isOneShot = false)
public void PlayAudio(bool playLooping, float randomPitchRange = 0f, bool isOneShot = false)
{
if (AudioSource == null
|| IsUpdating
@ -71,6 +71,11 @@ public class ManageableAudio : MonoBehaviour
}
AudioSource.enabled = true;
AudioSource.loop = playLooping;
if (randomPitchRange != 0)
{
AudioSource.pitch =
UnityEngine.Random.Range(initialPitch - randomPitchRange, initialPitch + randomPitchRange);
}
AudioSource.Play();
}

View File

@ -20,7 +20,7 @@ public class AffectingForcesManager : MonoBehaviour
return zoneInhabitants[id];
}
public void IntroduceImpulseForce(int instanceID, Vector3 force)
public void IntroduceForce(int instanceID, Vector3 force)
{
if (!impulseForces.ContainsKey(instanceID))
{
@ -43,7 +43,7 @@ public class AffectingForcesManager : MonoBehaviour
currentGravitySource[instanceID] = gravitySource;
}
public Vector3 GetImpulseForInstance(int instanceID)
public Vector3 GetForceForInstance(int instanceID)
{
if (impulseForces.ContainsKey(instanceID))
{

View File

@ -179,6 +179,11 @@ public class ControlSchemeDetection : IPlayerActions
readControlScheme(context);
}
public void OnRadial(InputAction.CallbackContext context)
{
readControlScheme(context);
}
public void OnSteer(InputAction.CallbackContext context)
{
readControlScheme(context);
@ -205,4 +210,5 @@ public class ControlSchemeDetection : IPlayerActions
ControlSchemeDetected.Invoke(this, new UniqueControl(controlScheme,
context.control.device.deviceId));
}
}

View File

@ -185,7 +185,6 @@ namespace Managers
MatchCamera.GetComponent<CameraOperator>().RemoveCharacter(mps.Key.spawnedCharacter);
mps.Key.spawnedCharacter.TryGetComponent(out Ship ship);
ship.State.IsFrozen = true;
ship.BoostUI.SetIsOut(mps.Key);
}
}
}
@ -444,11 +443,13 @@ namespace Managers
shipGO.TryGetComponent(out Ship ship);
shipGO.TryGetComponent(out Rigidbody body);
ship.BoostUI.SetIsIn(mp);
MatchCamera.GetComponent<CameraOperator>().AddCharacter(shipGO);
ship.State.IsFrozen = false;
ship.State.boostCapacity = ship.Props.MaxBoostCapacity;
ship.State.BoostCapacity = ship.Props.MaxBoostCapacity;
ship.SetHealth(ship.Props.MaximumHealth);
ship.EquipWeapon(FORGE3D.WeaponEffect.None);
body.velocity = Vector3.zero;

View File

@ -29,13 +29,13 @@ namespace Managers
public void AddFreeFlightScore(int score)
{
FreeFlightScore += score;
UIManager.G.hUD.UpdateScore(FreeFlightScore);
UIManager.G.HUD.UpdateScore(FreeFlightScore);
}
public void ResetScore()
{
FreeFlightScore = 0;
UIManager.G.hUD.UpdateScore(FreeFlightScore);
UIManager.G.HUD.UpdateScore(FreeFlightScore);
}
}
}

View File

@ -1,5 +1,6 @@
using System.Collections.Generic;
using System.Reflection;
using GameKit.Dependencies.Utilities;
using log4net;
using UnityEngine;
@ -12,12 +13,14 @@ namespace Managers
{
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
[SerializeField] public bool IsUIActiveScene { get; set; }
public HUD hUD { get; private set; }
public HUD HUD { get; private set; }
public Announcments Announcments { get; private set; }
public PauseMenu PauseMenu { get; private set; }
public MatchEndMenu MatchEndMenu { get; private set; }
public OffScreenIndicatorManager OffScreenManager;
public ManageableAudio MatchMusic;
/// <summary>
/// Globally accessible member to use manager with.
/// </summary>
@ -42,7 +45,7 @@ namespace Managers
public bool StartManagingHUD()
{
if (hUD == null)
if (HUD == null)
{
GameObject go = GameObject.Find("HUD");
if (go == null)
@ -50,7 +53,7 @@ namespace Managers
Log.Error("Could not find HUD GameObject in loaded scenes!");
return false;
}
hUD = go.GetComponent<HUD>();
HUD = go.GetComponent<HUD>();
}
return true;
}
@ -105,9 +108,34 @@ namespace Managers
foreach (Player p in players)
{
IHUDOwner s = p.spawnedCharacter.GetComponent<IHUDOwner>();
s.BoostUI = hUD.boostCapacities[p.playerNumber - 1].GetComponent<BoostCapacityUI>();
s.BoostUI.SetPlayerName(p);
s.BoostUI.gameObject.SetActive(true);
// var BoostUI = HUD.boostCapacities[p.playerNumber - 1].GetComponent<BoostCapacityUI>();
// BoostUI.SetPlayerName(p);
// BoostUI.gameObject.SetActive(true);
// s.BoostUpdated += BoostUI.UpdateFill;
GameObject lm = Instantiate(HUD.LifeMeter);
Vector3 pos = lm.transform.localPosition;
Vector3 angles = lm.transform.localEulerAngles;
Vector3 scale = lm.transform.localScale;
lm.transform.SetParent(p.spawnedCharacter.transform);
lm.transform.localPosition = pos;
lm.transform.localEulerAngles = angles;
lm.transform.localScale = scale;
var LifeMeter = lm.GetComponent<SegmentIndicator>();
s.LifeUpdated += LifeMeter.SetFill;
GameObject bm = Instantiate(HUD.BoostMeter);
pos = bm.transform.localPosition;
angles = bm.transform.localEulerAngles;
scale = bm.transform.localScale;
bm.transform.SetParent(p.spawnedCharacter.transform);
bm.transform.localPosition = pos;
bm.transform.localEulerAngles = angles;
bm.transform.localScale = scale;
var BoostMeter = bm.GetComponent<SegmentIndicator>();
s.BoostUpdated += BoostMeter.SetFill;
OffScreenManager.AddTarget(p.spawnedCharacter, p.character.ShipHullColor);
}
// TODO: This belongs somewhere?
MatchMusic = AudioManager.G.GetGlobalSoundRandom("match_music", true);
@ -118,7 +146,7 @@ namespace Managers
{
foreach (int playerNumber in unassignedPlayers.Keys)
{
hUD.StartJoinPrompt(unassignedPlayers[playerNumber]);
HUD.StartJoinPrompt(unassignedPlayers[playerNumber]);
}
}
@ -133,34 +161,34 @@ namespace Managers
public void ShowPauseMenu(Transform transform)
{
hUD?.Hide();
HUD?.Hide();
PauseMenu?.Show(transform);
}
public void HidePauseMenu()
{
PauseMenu?.Hide();
hUD?.Show();
HUD?.Show();
}
public void ShowMatchEndMenu(Transform transform)
{
hUD?.Hide();
HUD?.Hide();
MatchEndMenu?.Show(transform);
}
public void HideMatchEndMenu()
{
MatchEndMenu?.Hide();
hUD?.Show();
HUD?.Show();
}
public void ShowHUD()
{
hUD?.Show();
HUD?.Show();
}
public void HideHUD()
{
hUD?.Hide();
HUD?.Hide();
}
}
}

View File

@ -8,9 +8,11 @@ using UnityEngine;
/// </summary>
public class HUD : MonoBehaviour
{
public BoostCapacityUI[] boostCapacities;
// public BoostCapacityUI[] boostCapacities;
public JoinPrompt[] joinPrompts;
public TextMeshProUGUI score;
public GameObject LifeMeter;
public GameObject BoostMeter;
private Canvas canvas;

View File

@ -64,7 +64,7 @@ public class MatchEndMenu : MonoBehaviour
public void OnRematch()
{
MatchManager.G.StartRematch();
UIManager.G.hUD?.Show();
UIManager.G.HUD?.Show();
Hide();
}

View File

@ -0,0 +1,120 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Managers;
using UnityEngine;
public class OffScreenIndicatorManager : MonoBehaviour
{
public GameObject[] Targets;
public GameObject IndicatorPrefab;
public Color DefaultColor = Color.yellow;
private MeshRenderer _meshRenderer;
private Camera _camera;
private Dictionary<GameObject, GameObject> _targetIndicators = new();
// Start is called before the first frame update
void Start()
{
_camera = Camera.main;
foreach (var target in Targets)
AddTarget(target);
}
// Update is called once per frame
void Update()
{
if (_camera == null)
{
if (Camera.main != null)
_camera = Camera.main;
return;
}
bool targetRemoved = false;
foreach (KeyValuePair<GameObject, GameObject> entry in _targetIndicators)
{
var target = entry.Key;
var indicator = entry.Value;
if (target != null)
{
UpdateTarget(target, indicator);
}
else
{
targetRemoved = true;
}
}
if (!targetRemoved)
return;
GameObject[] targets = _targetIndicators.Keys.ToArray();
for (int i = 0; i < targets.Count(); ++i)
{
if (targets[i] == null)
{
Destroy(_targetIndicators[targets[i]]);
_targetIndicators.Remove(targets[i]);
}
}
}
public void AddTarget(GameObject target)
{
AddTarget(target, DefaultColor);
}
public void AddTarget(GameObject target, Color color)
{
var indicator = Instantiate(IndicatorPrefab);
_meshRenderer = indicator.GetComponentInChildren<MeshRenderer>();
indicator.SetActive(false);
indicator.transform.SetParent(_camera.transform);
_targetIndicators.Add(target, indicator);
MaterialPropertyBlock materialPropertyBlock = new();
materialPropertyBlock.SetColor("_BaseColor", color);
_meshRenderer.SetPropertyBlock(materialPropertyBlock);
}
private void UpdateTarget(GameObject target, GameObject indicator)
{
if (MatchManager.G.matchState != MatchState.Match || target == null
|| !target.activeInHierarchy)
{
indicator.SetActive(false);
return;
}
var screenPos = _camera.WorldToViewportPoint(target.transform.position);
bool isOffScreen = screenPos.x <= 0 || screenPos.x >= 1 ||
screenPos.y <= 0 || screenPos.y >= 1;
if (!isOffScreen)
{
indicator.SetActive(false);
return;
}
indicator.SetActive(true);
float margin_x = 0.05f;
float margin_y = 0.05f;
screenPos.x = Mathf.Clamp(screenPos.x, margin_x, 1 - margin_x);
screenPos.y = Mathf.Clamp(screenPos.y, margin_y, 1 - margin_y);
screenPos.z = Mathf.Clamp(screenPos.z, 0, 1);
var worldPosition = _camera.ViewportToWorldPoint(screenPos);
var cameraDirection = _camera.transform.position - worldPosition;
indicator.transform.position = worldPosition;
var virtualIndicatorPosition = worldPosition + _camera.transform.localPosition.z * cameraDirection;
Vector3 direction = target.transform.position - virtualIndicatorPosition;
indicator.transform.rotation = Quaternion.FromToRotation(new Vector3(0, 0, 1), direction);
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,50 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.UI;
[ExecuteInEditMode]
public class SegmentIndicator : MonoBehaviour
{
public List<Image> SegmentImages;
public Color color;
private float _currentFill = 1;
void Start()
{
foreach (Image i in SegmentImages)
{
i.color = color;
}
}
public void SetFill(float value)
{
_currentFill = value;
float totalResultFill = value * SegmentImages.Count;
int targetSegment = (int)Math.Truncate(totalResultFill);
float targetSegmentFill = totalResultFill - targetSegment;
for (int i = 0; i < SegmentImages.Count; i++)
{
if (i < targetSegment)
{
SegmentImages[i].fillAmount = 1;
continue;
}
if (i > targetSegment)
{
SegmentImages[i].fillAmount = 0;
continue;
}
SegmentImages[i].fillAmount = targetSegmentFill;
}
}
}

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@ -0,0 +1,11 @@
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@ -12,7 +12,7 @@ https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.re
// You can spawn and edit a ripple on the surface manually over the inspector
// or use the properties accessible via script, to spawn and animate up to 5 waves simultaneously.
Shader "CustomShaders/GlossyPBRRipples" {
Shader "CustomShaders/URPLitRipples" {
Properties {
// In the regular URP shaders provided by unity, a custom shader GUI manages

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@ -0,0 +1,72 @@
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