Exemple #1
0
        private IEnumerator BroadcastTransformPosition()
        {
            while (true)
            {
                if (Vector3.Magnitude(lastPosition - transform.position) > Vector3.kEpsilon)
                {
                    lastPosition     = transform.position;
                    isFinishedMoving = false;
                    SendService.SendMessage(new Sub60MovingFastPositionSetCommand(Identity.EntityId,
                                                                                  UnitScaler.UnScaleYtoZ(transform.position)).ToPayload());
                }
                else if (!isFinishedMoving)
                {
                    lastPosition     = transform.position;
                    isFinishedMoving = true;

                    //TODO: Handle rotation
                    //Send a stop if we stopped moving
                    SendService.SendMessage(new Sub60FinishedMovingCommand(Identity.EntityId,
                                                                           UnitScaler.ScaleYRotation(transform.rotation.eulerAngles.y),
                                                                           UnitScaler.UnScale(transform.position).ToNetworkVector3(), RoomQueryService.RoomIdForPlayerById(Identity.EntityId), ZoneData.ZoneId).ToPayload());
                }

                yield return(new WaitForSeconds(1.0f / BroadcastsPerSecond));
            }
        }
Exemple #2
0
        private void InitializeAckDataToEntityMappables(Sub60FinishedWarpAckCommand command, int entityGuid)
        {
            //We have to do basically what the 3 packet process does for newly joining clients
            //We need to create the world transform so that it will be known where to spawn.
            float   rotation = UnitScaler.ScaleYRotation(command.YAxisRotation);
            Vector3 position = UnitScaler.Scale(command.Position);

            WorldTransformMappable[entityGuid] = new WorldTransform(position, Quaternion.Euler(0.0f, rotation, 0.0f));

            //Then we have to actually create/set the zone data so that
            //it's known which zone the player is in
            ZoneDataMappable[entityGuid] = new PlayerZoneData(command.ZoneId);
        }
        /// <inheritdoc />
        protected override Task HandleSubMessage(IPeerMessageContext <PSOBBGamePacketPayloadClient> context, Sub60LobbySoccerBallMoveEventPayload command)
        {
            //It's possible we joined the lobby after the ball has spawned. If we havw we won't be able to see it.
            if (CurrentBall == null)
            {
                return(Task.CompletedTask);
            }

            //TODO: Move forward in direction of the rotation
            //Set the start position of the ball
            IKickable kickable = CurrentBall.GetComponent <IKickable>();

            if (kickable == null)
            {
                throw new InvalidOperationException("Ball was not kickable.");
            }

            kickable.Kick(new Vector3(UnitScaler.ScaleX(command.KickStartPosition.X), CurrentBall.transform.position.y, UnitScaler.ScaleZ(command.KickStartPosition.Y)),
                          UnitScaler.UnScaleYRotation(command.YAxisRotation));

            return(Task.CompletedTask);
        }
Exemple #4
0
    public void MakeBody()
    {
        if (!gotShaderIds)
        {
            GetShaderIDs();
        }
        flags        = new CreatureRawFlags(race.flags);
        bodyCategory = FindBodyCategory(caste);
        //If there's already any spawned parts, we need to clear them so we can remake the body from scratch.
        if (spawnedParts.Count > 0)
        {
            foreach (var part in spawnedParts)
            {
                if (part.Value != null)
                {
                    if (Application.isPlaying)
                    {
                        Destroy(part.Value.gameObject);
                    }
                    else
                    {
                        DestroyImmediate(part.Value.gameObject);
                    }
                }
            }
            spawnedParts.Clear();
        }
        //Clearing this will serve the purpose of resetting the inventory.
        inventoryModes = new InventoryMode[0];
        //They're made standing, so the current state should reflect that.
        onGround = false;
        float unitVolume = caste.adult_size;

        if (unit != null && unit.size_info != null)
        {
            unitVolume = unit.size_info.size_cur;
        }
        unitVolume = UnitScaler.GetAdjustedUnitSize(unitVolume);

        float scale = unitVolume / caste.total_relsize * 10;

        MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock();

        bodyScale = BodyDefinition.GetBodyScale(bodyCategory, race, caste);

        Vector3 unitShape = Vector3.one;

        for (int i = 0; i < caste.body_appearance_modifiers.Count; i++)
        {
            var mod   = caste.body_appearance_modifiers[i];
            int value = 100;
            if (unit != null && unit.appearance != null)
            {
                value = unit.appearance.body_modifiers[i];
            }
            else
            {
                value = UnityEngine.Random.Range(mod.mod_min, mod.mod_max);
            }
            switch (mod.type)
            {
            case "BROADNESS":
                unitShape.x = value / 100f;
                break;

            case "HEIGHT":
                unitShape.y = value / 100f;
                break;

            case "LENGTH":
                unitShape.z = value / 100f;
                break;

            default:
                break;
            }
        }

        bodyScale = BodyPart.MultiplyScales(bodyScale, unitShape);

        for (int i = 0; i < caste.body_parts.Count; i++)
        {
            var part = caste.body_parts[i];
            if (part.flags[(int)BodyPartFlags.BodyPartRawFlags.INTERNAL])
            {
                continue;
            }

            var spawnedPart = new GameObject().AddComponent <BodyPart>();
            spawnedPart.name     = string.Format("{0} ({1})", part.token, part.category);
            spawnedPart.token    = part.token;
            spawnedPart.category = part.category;
            spawnedPart.flags    = new BodyPartFlags(part.flags);
            spawnedPart.volume   = part.relsize * scale;
            spawnedPart.layers   = part.layers;



            var model = BodyDefinition.GetPart(bodyCategory, race, caste, part);
            if (model != null)
            {
#if UNITY_EDITOR
                var placedModel = (BodyPartModel)UnityEditor.PrefabUtility.InstantiatePrefab(model);
#else
                var placedModel = Instantiate(model);
#endif
                placedModel.transform.SetParent(spawnedPart.transform);
                placedModel.CollectEquipment();
                spawnedPart.modeledPart = placedModel;
            }

            if (spawnedPart.modeledPart == null)
            {
                var cube = GameObject.CreatePrimitive(PrimitiveType.Cube).AddComponent <VolumeKeeper>();
                if ((Application.isPlaying))
                {
                    Destroy(cube.GetComponent <BoxCollider>());
                }
                else
                {
                    DestroyImmediate(cube.GetComponent <BoxCollider>());
                }

                cube.name = spawnedPart.name + " cube";
                cube.transform.SetParent(spawnedPart.transform);
                cube.volume = spawnedPart.volume;
                cube.FixVolume();
                cube.gameObject.AddComponent <BodyLayer>();
                spawnedPart.placeholder = cube;
                if (skinMat == null)
                {
                    skinMat = Resources.Load <Material>("Skin");
                }
                cube.GetComponent <MeshRenderer>().sharedMaterial = skinMat;
            }
            if (spawnedPart.flags.upperbody)
            {
                upperBody = spawnedPart;
                foreach (var item in spawnedPart.GetComponentsInChildren <BodyPartChildPlaceholder>())
                {
                    if (item.category == ":ATTACH:")
                    {
                        riderPosition = item.transform;
                        break;
                    }
                }
            }
            if (spawnedPart.flags.lowerbody)
            {
                lowerBody = spawnedPart;
            }
            var modeledLayers = spawnedPart.GetComponentsInChildren <BodyLayer>();
            foreach (var modeledLayer in modeledLayers)
            {
                modeledLayer.parentPart = spawnedPart;
            }
            foreach (var layer in part.layers)
            {
                var matchedLayers = Array.FindAll(modeledLayers, x => x.layerName == layer.layer_name);
                if (matchedLayers.Length == 0)
                {
                    matchedLayers = Array.FindAll(modeledLayers, x => string.IsNullOrEmpty(x.layerName));
                    if (matchedLayers.Length == 0)
                    {
                        spawnedPart.layerModels.Add(new BodyLayerPlaceholder(layer));
                    }
                    else
                    {
                        bool matchedAny = false;
                        foreach (var matchedLayer in matchedLayers)
                        {
                            if (!matchedLayer.placed)
                            {
                                matchedLayer.layerRaw = layer;
                                spawnedPart.layerModels.Add(matchedLayer);
                                matchedLayer.placed = true;
                                matchedAny          = true;
                                break;
                            }
                        }
                        if (!matchedAny)
                        {
                            spawnedPart.layerModels.Add(new BodyLayerPlaceholder(layer));
                        }
                    }
                }
                else
                {
                    bool matchedAny = false;
                    foreach (var matchedLayer in matchedLayers)
                    {
                        if (!matchedLayer.placed)
                        {
                            matchedLayer.layerRaw = layer;
                            spawnedPart.layerModels.Add(matchedLayer);
                            matchedLayer.placed = true;
                            matchedAny          = true;
                            break;
                        }
                    }
                    if (!matchedAny)
                    {
                        spawnedPart.layerModels.Add(new BodyLayerPlaceholder(layer));
                    }
                }
            }
            foreach (var modeledLayer in modeledLayers)
            {
                if (!modeledLayer.placed)
                {
                    modeledLayer.gameObject.SetActive(false);
                }
            }

            foreach (var layerModel in spawnedPart.layerModels)
            {
                if (layerModel == null || !(layerModel is BodyLayer))
                {
                    continue;
                }
                ((BodyLayer)layerModel).ApplyMaterials(race, propertyBlock);
            }
            spawnedParts[i] = spawnedPart;
        }
        for (int modNum = 0; modNum < caste.modifier_idx.Count; modNum++)
        {
            if (!spawnedParts.ContainsKey(caste.part_idx[modNum]))
            {
                continue;
            }
            var mod  = caste.modifiers[caste.modifier_idx[modNum]];
            var part = spawnedParts[caste.part_idx[modNum]];
            if (caste.layer_idx[modNum] >= 0)
            {
                var layer = part.layerModels[caste.layer_idx[modNum]];
                if (layer != null)
                {
                    layer.AddMod(new BodyPart.ModValue(mod, (unit != null && unit.appearance != null) ? unit.appearance.bp_modifiers[modNum] : 100));
                }
            }
            else
            {
                part.mods.Add(new BodyPart.ModValue(mod, (unit != null && unit.appearance != null) ? unit.appearance.bp_modifiers[modNum] : 100));
            }
        }

        for (int modNum = 0; modNum < caste.color_modifiers.Count; modNum++)
        {
            var colorMod = caste.color_modifiers[modNum];

            int seed = Mathf.Abs(GetInstanceID() * modNum) % colorMod.patterns.Count;
            for (int i = 0; i < colorMod.body_part_id.Count; i++)
            {
                var part = spawnedParts[colorMod.body_part_id[i]];
                if (part == null || !part.gameObject.activeSelf)
                {
                    continue;
                }
                var layer = part.layerModels[colorMod.tissue_layer_id[i]];
                if (layer == null || !layer.IsActive || !(layer is BodyLayer))
                {
                    continue;
                }
                PatternDescriptor pattern;
                if (unit != null && unit.appearance != null)
                {
                    pattern = colorMod.patterns[unit.appearance.colors[modNum]];
                }
                else
                {
                    pattern = colorMod.patterns[seed];
                }
                var matIndex   = ContentLoader.GetPatternIndex(race.tissues[layer.TissueID].material);
                var shapeIndex = ContentLoader.GetShapeIndex(race.tissues[layer.TissueID].material);
                if (colorMod.start_date > 0 && unit != null)
                {
                    ((BodyLayer)layer).ApplyPattern(pattern, Mathf.InverseLerp(colorMod.start_date * 1200, colorMod.end_date * 1200, unit.age), propertyBlock, matIndex, shapeIndex);
                }
                else
                {
                    ((BodyLayer)layer).ApplyPattern(pattern, 1, propertyBlock, matIndex, shapeIndex);
                }
            }
        }
        for (int i = 0; i < caste.body_parts.Count; i++)
        {
            if (!spawnedParts.ContainsKey(i))
            {
                continue;
            }
            var part = caste.body_parts[i];
            if (!spawnedParts.ContainsKey(part.parent))
            {
                spawnedParts[i].transform.SetParent(transform);
            }
            else
            {
                spawnedParts[i].transform.SetParent(spawnedParts[part.parent].transform);
                spawnedParts[i].parent = spawnedParts[part.parent];
                spawnedParts[part.parent].children.Add(spawnedParts[i]);
            }
            if (part.parent < 0)
            {
                rootPart = spawnedParts[i];
            }
            if (spawnedParts[i].flags.stance)
            {
                stanceCount++;
            }
        }

        foreach (var part in spawnedParts)
        {
            foreach (var layer in part.Value.layerModels)
            {
                if (layer != null && (layer is BodyLayer))
                {
                    ((BodyLayer)layer).ApplyMods();
                }
            }
        }

        if (rootPart == null)
        {
            return; //There's no root part, means there's no body.
        }
        //Use this when we do body part mods.
        //for(int i = 0; i < caste.modifier_idx.Count; i++)
        //{
        //    var modifier = caste.modifiers[caste.modifier_idx[i]];
        //    var part = caste.body_parts[caste.part_idx[i]];
        //}


        rootPart.Arrange(this);
        foreach (var part in spawnedParts)
        {
            if (part.Value.flags.head)
            {
                part.Value.transform.localScale *= GameSettings.Instance.units.chibiness;
            }
        }


        if (unit != null && unit.wounds != null)
        {
            foreach (var wound in unit.wounds)
            {
                foreach (var woundPart in wound.parts)
                {
                    if (spawnedParts.ContainsKey(woundPart.body_part_id))
                    {
                        spawnedParts[woundPart.body_part_id].gameObject.SetActive(!wound.severed_part);
                    }
                }
            }
        }

        bounds = rootPart.GetComponentInChildren <MeshRenderer>().bounds;
        foreach (var item in rootPart.GetComponentsInChildren <MeshRenderer>())
        {
            bounds.Encapsulate(item.bounds);
        }
        rootPart.transform.localPosition = new Vector3(0, -bounds.min.y, 0);
    }
    void UpdateSpriteUnit(UnitDefinition unit, ref int creatureCount)
    {
        UnitFlags1 flags1 = (UnitFlags1)unit.flags1;

        //UnitFlags2 flags2 = (UnitFlags2)unit.flags2;
        //UnitFlags3 flags3 = (UnitFlags3)unit.flags3;
        if (!IsValidCreature(unit))
        {
            if (creatureList.ContainsKey(unit.id))
            {
                Destroy(creatureList[unit.id].gameObject);
                creatureList.Remove(unit.id);
            }
        }
        else
        {
            MapDataStore.Tile tile = null;
            if (MapDataStore.Main != null)
            {
                tile = MapDataStore.Main[unit.pos_x, unit.pos_y, unit.pos_z];
            }

            if (!ShouldRender(unit.pos_x, unit.pos_y, unit.pos_z, tile) && !singleRow)
            {
                if (creatureList.ContainsKey(unit.id))
                {
                    creatureList[unit.id].gameObject.SetActive(false);
                }
                return;
            }
            else if (creatureList.ContainsKey(unit.id))
            {
                creatureList[unit.id].gameObject.SetActive(true);
            }


            if (!creatureList.ContainsKey(unit.id))
            {
                creatureList[unit.id]      = Instantiate(creatureTemplate, gameObject.transform);
                creatureList[unit.id].name = "Unit_" + unit.id;
                creatureList[unit.id].transform.position = new Vector3(-3000, -3000, -3000);
            }
            if (creatureList[unit.id].gameObject.activeSelf) //Only update stuff if it's actually visible.
            {
                if (singleRow)
                {
                    creatureList[unit.id].transform.position = new Vector3(creatureCount * spacing, 0, 0);
                }
                else
                {
                    var position = GameMap.DFtoUnityCoord(unit.pos_x + unit.subpos_x, unit.pos_y + unit.subpos_y, unit.pos_z + unit.subpos_z);
                    //RaycastHit hitInfo;
                    //if (((flags1 & UnitFlags1.projectile) != UnitFlags1.projectile) && Physics.Raycast(position + new Vector3(0, 2.9f, 0), Vector3.down, out hitInfo, 3, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore))
                    //    creatureList[unit.id].TargetPos = hitInfo.point;
                    //else
                    creatureList[unit.id].TargetPos = position + new Vector3(0, GameMap.floorHeight, 0);
                }
                if (unit.rider_id >= 0 && creatureList.ContainsKey(unit.rider_id))
                {
                    creatureList[unit.id].TargetPos += new Vector3(0, creatureList[unit.rider_id].transform.localScale.y, 0);
                }
                UnitScaler unitScaler = creatureList[unit.id].GetComponentInChildren <UnitScaler>();
                if (unitScaler != null)
                {
                    unitScaler.UpdateSize(unit, creatureList[unit.id].GetComponentInChildren <LayeredSprite>());
                }

                CameraFacing cameraFacing = creatureList[unit.id].GetComponentInChildren <CameraFacing>();
                if ((flags1 & UnitFlags1.on_ground) == UnitFlags1.on_ground)
                {
                    cameraFacing.transform.localPosition = Vector3.zero;
                    cameraFacing.enabled            = false;
                    cameraFacing.transform.rotation = Quaternion.Euler(90, 0, 0);
                }
                else
                {
                    cameraFacing.transform.localPosition = new Vector3(0, 1, 0);
                    cameraFacing.enabled = true;
                }

                creatureList[unit.id].UpdateCreature(unit);
            }
            creatureCount++;
        }
    }
Exemple #6
0
    void UpdateCreatures()
    {
        if (!GameSettings.Instance.units.drawUnits)
        {
            return;
        }
        if (creatureTemplate == null)
        {
            return;
        }
        if (ContentLoader.Instance == null)
        {
            return;
        }

        var tempUnitList = DFConnection.Instance.PopUnitListUpdate();

        if (tempUnitList == null)
        {
            return;
        }
        else
        {
            Units = tempUnitList;
        }
        UnityEngine.Profiling.Profiler.BeginSample("UpdateCreatures", this);
        int creatureCount = 0;

        foreach (var unit in Units.creature_list)
        {
            if (creatureList == null)
            {
                creatureList = new Dictionary <int, Creature>();
            }
            UnitFlags1 flags1 = (UnitFlags1)unit.flags1;
            //UnitFlags2 flags2 = (UnitFlags2)unit.flags2;
            //UnitFlags3 flags3 = (UnitFlags3)unit.flags3;
            if (((flags1 & UnitFlags1.dead) == UnitFlags1.dead) ||
                ((flags1 & UnitFlags1.left) == UnitFlags1.left) ||
                ((flags1 & UnitFlags1.caged) == UnitFlags1.caged) ||
                ((flags1 & UnitFlags1.forest) == UnitFlags1.forest)
                )
            {
                if (creatureList.ContainsKey(unit.id))
                {
                    Destroy(creatureList[unit.id].gameObject);
                    creatureList.Remove(unit.id);
                }
            }
            else
            {
                if (!creatureList.ContainsKey(unit.id))
                {
                    creatureList[unit.id]      = Instantiate(creatureTemplate, gameObject.transform);
                    creatureList[unit.id].name = "Unit_" + unit.id;
                    creatureList[unit.id].transform.position = new Vector3(-3000, -3000, -3000);
                }
                if (!singleRow)
                {
                    MapDataStore.Tile tile = null;
                    if (MapDataStore.Main != null)
                    {
                        tile = MapDataStore.Main[unit.pos_x, unit.pos_y, unit.pos_z];
                    }
                    creatureList[unit.id].gameObject.SetActive(
                        (unit.pos_z < (GameMap.Instance.firstPerson ? GameMap.Instance.PosZ + GameSettings.Instance.rendering.drawRangeUp : GameMap.Instance.PosZ)) &&
                        unit.pos_z >= (GameMap.Instance.PosZ - GameSettings.Instance.rendering.drawRangeDown) &&
                        (unit.pos_x / GameMap.blockSize > (GameMap.Instance.PosXBlock - GameSettings.Instance.rendering.drawRangeSide)) &&
                        (unit.pos_x / GameMap.blockSize < (GameMap.Instance.PosXBlock + GameSettings.Instance.rendering.drawRangeSide)) &&
                        (unit.pos_y / GameMap.blockSize > (GameMap.Instance.PosYBlock - GameSettings.Instance.rendering.drawRangeSide)) &&
                        (unit.pos_y / GameMap.blockSize < (GameMap.Instance.PosYBlock + GameSettings.Instance.rendering.drawRangeSide)) &&
                        (tile != null ? !tile.Hidden : true)
                        );
                }
                if (creatureList[unit.id].gameObject.activeSelf) //Only update stuff if it's actually visible.
                {
                    if (singleRow)
                    {
                        creatureList[unit.id].transform.position = new Vector3(creatureCount * spacing, 0, 0);
                    }
                    else
                    {
                        var        position = GameMap.DFtoUnityCoord(unit.pos_x + unit.subpos_x, unit.pos_y + unit.subpos_y, unit.pos_z + unit.subpos_z);
                        RaycastHit hitInfo;
                        if (((flags1 & UnitFlags1.projectile) != UnitFlags1.projectile) && Physics.Raycast(position + new Vector3(0, 2.9f, 0), Vector3.down, out hitInfo, 3, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore))
                        {
                            creatureList[unit.id].TargetPos = hitInfo.point;
                        }
                        else
                        {
                            creatureList[unit.id].TargetPos = position + new Vector3(0, GameMap.floorHeight, 0);
                        }
                    }
                    if (unit.rider_id >= 0 && creatureList.ContainsKey(unit.rider_id))
                    {
                        creatureList[unit.id].TargetPos += new Vector3(0, creatureList[unit.rider_id].transform.localScale.y, 0);
                    }
                    UnitScaler unitScaler = creatureList[unit.id].GetComponentInChildren <UnitScaler>();
                    if (unitScaler != null)
                    {
                        unitScaler.UpdateSize(unit, creatureList[unit.id].GetComponentInChildren <LayeredSprite>());
                    }

                    CameraFacing cameraFacing = creatureList[unit.id].GetComponentInChildren <CameraFacing>();
                    if ((flags1 & UnitFlags1.on_ground) == UnitFlags1.on_ground)
                    {
                        cameraFacing.transform.localPosition = Vector3.zero;
                        cameraFacing.enabled            = false;
                        cameraFacing.transform.rotation = Quaternion.Euler(90, 0, 0);
                    }
                    else
                    {
                        cameraFacing.transform.localPosition = new Vector3(0, 1, 0);
                        cameraFacing.enabled = true;
                    }

                    creatureList[unit.id].GetComponent <Creature>().UpdateCreature(unit);
                }
                creatureCount++;
            }
        }
        UnityEngine.Profiling.Profiler.EndSample();
    }
 /// <inheritdoc />
 public Task UpdatedMovementLocation(Vector3 position, Quaternion rotation)
 {
     return(SendService.SendMessage(new Sub60MovingFastPositionSetCommand(PlayerSlotModel.SlotSelected,
                                                                          UnitScaler.UnScaleYtoZ(position)).ToPayload()));
 }
 /// <inheritdoc />
 public Task StopMovementAsync(Vector3 position, Quaternion rotation)
 {
     return(SendService.SendMessage(new Sub60FinishedMovingCommand(PlayerSlotModel.SlotSelected,
                                                                   UnitScaler.ScaleYRotation(rotation.eulerAngles.y),
                                                                   UnitScaler.UnScale(position).ToNetworkVector3(), RoomQueryService.RoomIdForPlayerById(PlayerSlotModel.SlotSelected), ZoneData.ZoneId).ToPayload()));
 }