public override void UpdateAnimation(bool isDead, MovementState movementState, float playMoveSpeedMultiplier = 1f) { if (!animator.gameObject.activeInHierarchy) { return; } if (isDead) { // Clear action animations when dead if (animator.GetBool(ANIM_DO_ACTION)) { animator.SetBool(ANIM_DO_ACTION, false); } if (animator.GetBool(ANIM_IS_CASTING_SKILL)) { animator.SetBool(ANIM_IS_CASTING_SKILL, false); } } float moveSpeed = 0f; if (movementState.HasFlag(MovementState.Forward) || movementState.HasFlag(MovementState.Backward) || movementState.HasFlag(MovementState.Right) || movementState.HasFlag(MovementState.Left)) { moveSpeed = 1; } // Set animator parameters animator.SetFloat(ANIM_MOVE_SPEED, isDead ? 0 : moveSpeed); animator.SetFloat(ANIM_MOVE_CLIP_MULTIPLIER, playMoveSpeedMultiplier); animator.SetBool(ANIM_IS_DEAD, isDead); }
public override void UpdateAnimation(bool isDead, MovementState movementState, float playMoveSpeedMultiplier = 1) { if (playingAction) { return; } if (isDead) { Play(deadAnimation2D, CurrentDirectionType); } else { if (movementState.HasFlag(MovementState.Forward) || movementState.HasFlag(MovementState.Backward) || movementState.HasFlag(MovementState.Right) || movementState.HasFlag(MovementState.Left)) { Play(moveAnimation2D, CurrentDirectionType); } else { Play(idleAnimation2D, CurrentDirectionType); } } }
public override void KeyMovement(Vector3 direction, MovementState movementState) { if (IsDead()) { return; } if (useNavMeshForKeyMovement) { PointClickMovement(CacheTransform.position + tempInputDirection); return; } switch (movementSecure) { case MovementSecure.ServerAuthoritative: // Multiply with 100 and cast to sbyte to reduce packet size // then it will be devided with 100 later on server side CallNetFunction(NetFuncKeyMovement, FunctionReceivers.Server, (sbyte)(direction.x * 100), (sbyte)(direction.z * 100), (byte)movementState); break; case MovementSecure.NotSecure: tempInputDirection = direction; tempMovementState = movementState; if (!IsJumping) { IsJumping = IsGrounded && movementState.HasFlag(MovementState.IsJump); } break; } }
protected void NetFuncKeyMovement(sbyte horizontalInput, sbyte verticalInput, byte movementState) { if (IsDead()) { return; } // Devide inputs to float value tempInputDirection = new Vector3((float)horizontalInput / 100f, 0, (float)verticalInput / 100f); if (tempInputDirection.magnitude != 0) { currentNpcDialog = null; } tempMovementState = (MovementState)movementState; if (!IsJumping) { IsJumping = IsGrounded && tempMovementState.HasFlag(MovementState.IsJump); } }
public bool HasFlag(MovementState flag) { return(State.HasFlag(flag)); }
protected override void Update() { if (PlayerCharacterEntity == null || !PlayerCharacterEntity.IsOwnerClient) { return; } base.Update(); UpdateLookAtTarget(); tempDeltaTime = Time.deltaTime; turnTimeCounter += tempDeltaTime; // Hide construction UI if (CurrentBuildingEntity == null) { if (CacheUISceneGameplay.uiConstructBuilding.IsVisible()) { CacheUISceneGameplay.uiConstructBuilding.Hide(); } } if (ActiveBuildingEntity == null) { if (CacheUISceneGameplay.uiCurrentBuilding.IsVisible()) { CacheUISceneGameplay.uiCurrentBuilding.Hide(); } } IsBlockController = CacheUISceneGameplay.IsBlockController(); // Lock cursor when not show UIs Cursor.lockState = !IsBlockController ? CursorLockMode.Locked : CursorLockMode.None; Cursor.visible = IsBlockController; CacheGameplayCameraControls.updateRotation = !IsBlockController; // Clear selected entity SelectedEntity = null; // Update crosshair (with states from last update) if (isDoingAction) { UpdateCrosshair(currentCrosshairSetting, currentCrosshairSetting.expandPerFrameWhileAttacking); } else if (movementState.HasFlag(MovementState.Forward) || movementState.HasFlag(MovementState.Backward) || movementState.HasFlag(MovementState.Left) || movementState.HasFlag(MovementState.Right) || movementState.HasFlag(MovementState.IsJump)) { UpdateCrosshair(currentCrosshairSetting, currentCrosshairSetting.expandPerFrameWhileMoving); } else { UpdateCrosshair(currentCrosshairSetting, -currentCrosshairSetting.shrinkPerFrame); } // Clear controlling states from last update isDoingAction = false; movementState = MovementState.None; UpdateActivatedWeaponAbility(tempDeltaTime); if (IsBlockController || GenericUtils.IsFocusInputField()) { mustReleaseFireKey = false; PlayerCharacterEntity.KeyMovement(Vector3.zero, MovementState.None); DeactivateWeaponAbility(); return; } // Find target character Ray ray = CacheGameplayCameraControls.CacheCamera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); Vector3 forward = CacheGameplayCameraControls.CacheCameraTransform.forward; Vector3 right = CacheGameplayCameraControls.CacheCameraTransform.right; float distanceFromOrigin = Vector3.Distance(ray.origin, PlayerCharacterEntity.CacheTransform.position); float aimDistance = distanceFromOrigin; // Calculating aim distance, also read attack inputs here // Attack inputs will be used to calculate attack distance if (CurrentBuildingEntity == null) { // Attack with right hand weapon tempPressAttackRight = InputManager.GetButton("Fire1"); if (weaponAbility == null && leftHandWeapon != null) { // Attack with left hand weapon if left hand weapon not empty tempPressAttackLeft = InputManager.GetButton("Fire2"); } else if (weaponAbility != null) { // Use weapon ability if it can tempPressWeaponAbility = InputManager.GetButtonDown("Fire2"); } // Is left hand attack when not attacking with right hand // So priority is right > left isLeftHandAttacking = !tempPressAttackRight && tempPressAttackLeft; // Calculate aim distance by skill or weapon if (queueSkill != null && queueSkill.IsAttack()) { // Increase aim distance by skill attack distance aimDistance += PlayerCharacterEntity.GetSkillAttackDistance(queueSkill, isLeftHandAttacking); } else { // Increase aim distance by attack distance aimDistance += PlayerCharacterEntity.GetAttackDistance(isLeftHandAttacking); } } actionLookDirection = aimPosition = ray.origin + ray.direction * aimDistance; actionLookDirection.y = PlayerCharacterEntity.CacheTransform.position.y; actionLookDirection = actionLookDirection - PlayerCharacterEntity.CacheTransform.position; actionLookDirection.Normalize(); // Prepare variables to find nearest raycasted hit point float tempDistance; float tempNearestDistance = float.MaxValue; // Find for enemy character if (CurrentBuildingEntity == null) { int tempCount = Physics.RaycastNonAlloc(ray, raycasts, aimDistance); for (int tempCounter = 0; tempCounter < tempCount; ++tempCounter) { tempHitInfo = raycasts[tempCounter]; tempEntity = tempHitInfo.collider.GetComponent <BaseGameEntity>(); // Find building entity from building material if (tempEntity == null) { tempBuildingMaterial = tempHitInfo.collider.GetComponent <BuildingMaterial>(); if (tempBuildingMaterial != null) { tempEntity = tempBuildingMaterial.buildingEntity; } } if (tempEntity == null || tempEntity == PlayerCharacterEntity) { continue; } // Target must be alive if (tempEntity is IDamageableEntity && (tempEntity as IDamageableEntity).IsDead()) { continue; } // Target must be in front of player character if (!PlayerCharacterEntity.IsPositionInFov(15f, tempEntity.CacheTransform.position, forward)) { continue; } // Set aim position and found target tempDistance = Vector3.Distance(CacheGameplayCameraControls.CacheCameraTransform.position, tempHitInfo.point); if (tempDistance < tempNearestDistance) { tempNearestDistance = tempDistance; aimPosition = tempHitInfo.point; if (tempEntity != null) { SelectedEntity = tempEntity; } } } // Show target hp/mp CacheUISceneGameplay.SetTargetEntity(SelectedEntity); } else { // Clear area before next find CurrentBuildingEntity.buildingArea = null; // Find for position to construction building bool foundSnapBuildPosition = false; int tempCount = Physics.RaycastNonAlloc(ray, raycasts, gameInstance.buildDistance); BuildingArea buildingArea = null; for (int tempCounter = 0; tempCounter < tempCount; ++tempCounter) { tempHitInfo = raycasts[tempCounter]; tempEntity = tempHitInfo.collider.GetComponentInParent <BuildingEntity>(); if (tempEntity == null || tempEntity == CurrentBuildingEntity) { continue; } buildingArea = tempHitInfo.transform.GetComponent <BuildingArea>(); if (buildingArea == null || (buildingArea.buildingEntity != null && buildingArea.buildingEntity == CurrentBuildingEntity) || !CurrentBuildingEntity.buildingType.Equals(buildingArea.buildingType)) { continue; } // Set aim position tempDistance = Vector3.Distance(CacheGameplayCameraControls.CacheCameraTransform.position, tempHitInfo.point); if (tempDistance < tempNearestDistance) { aimPosition = tempHitInfo.point; CurrentBuildingEntity.buildingArea = buildingArea; if (buildingArea.snapBuildingObject) { foundSnapBuildPosition = true; break; } } } // Update building position if (!foundSnapBuildPosition) { CurrentBuildingEntity.CacheTransform.position = aimPosition; // Rotate to camera Vector3 direction = (aimPosition - CacheGameplayCameraControls.CacheCameraTransform.position).normalized; direction.y = 0; CurrentBuildingEntity.transform.rotation = Quaternion.LookRotation(direction); } } // If mobile platforms, don't receive input raw to make it smooth bool raw = !InputManager.useMobileInputOnNonMobile && !Application.isMobilePlatform; Vector3 moveDirection = Vector3.zero; forward.y = 0f; right.y = 0f; forward.Normalize(); right.Normalize(); float inputV = InputManager.GetAxis("Vertical", raw); float inputH = InputManager.GetAxis("Horizontal", raw); moveDirection += forward * inputV; moveDirection += right * inputH; // Set movement state by inputs switch (mode) { case Mode.Adventure: if (inputV > 0.5f || inputV < -0.5f || inputH > 0.5f || inputH < -0.5f) { movementState = MovementState.Forward; } moveLookDirection = moveDirection; break; case Mode.Combat: moveDirection += forward * inputV; moveDirection += right * inputH; if (inputV > 0.5f) { movementState |= MovementState.Forward; } else if (inputV < -0.5f) { movementState |= MovementState.Backward; } if (inputH > 0.5f) { movementState |= MovementState.Right; } else if (inputH < -0.5f) { movementState |= MovementState.Left; } moveLookDirection = actionLookDirection; break; } // normalize input if it exceeds 1 in combined length: if (moveDirection.sqrMagnitude > 1) { moveDirection.Normalize(); } if (CurrentBuildingEntity != null) { mustReleaseFireKey = false; // Building tempPressAttackRight = InputManager.GetButtonUp("Fire1"); if (tempPressAttackRight) { if (showConfirmConstructionUI) { // Show confirm UI if (!CacheUISceneGameplay.uiConstructBuilding.IsVisible()) { CacheUISceneGameplay.uiConstructBuilding.Show(); } } else { // Build when click ConfirmBuild(); } } else { // Update move direction if (moveDirection.magnitude != 0f) { targetLookDirection = moveLookDirection; } } } else { // Have to release fire key, then check press fire key later on next frame if (mustReleaseFireKey) { tempPressAttackRight = false; tempPressAttackLeft = false; if (!isLeftHandAttacking && (InputManager.GetButtonUp("Fire1") || !InputManager.GetButton("Fire1"))) { mustReleaseFireKey = false; } if (isLeftHandAttacking && (InputManager.GetButtonUp("Fire2") || !InputManager.GetButton("Fire2"))) { mustReleaseFireKey = false; } } // Not building so it is attacking tempPressActivate = InputManager.GetButtonDown("Activate"); tempPressPickupItem = InputManager.GetButtonDown("PickUpItem"); tempPressReload = InputManager.GetButtonDown("Reload"); if (queueSkill != null || tempPressAttackRight || tempPressAttackLeft || tempPressActivate || PlayerCharacterEntity.IsPlayingActionAnimation()) { // Find forward character / npc / building / warp entity from camera center targetPlayer = null; targetNpc = null; targetBuilding = null; if (tempPressActivate && !tempPressAttackRight && !tempPressAttackLeft) { if (SelectedEntity is BasePlayerCharacterEntity) { targetPlayer = SelectedEntity as BasePlayerCharacterEntity; } if (SelectedEntity is NpcEntity) { targetNpc = SelectedEntity as NpcEntity; } if (SelectedEntity is BuildingEntity) { targetBuilding = SelectedEntity as BuildingEntity; } } // While attacking turn to camera forward tempCalculateAngle = Vector3.Angle(PlayerCharacterEntity.CacheTransform.forward, actionLookDirection); if (tempCalculateAngle > 15f) { if (queueSkill != null && queueSkill.IsAttack()) { turningState = TurningState.UseSkill; } else if (tempPressAttackRight || tempPressAttackLeft) { turningState = TurningState.Attack; } else if (tempPressActivate) { turningState = TurningState.Activate; } turnTimeCounter = ((180f - tempCalculateAngle) / 180f) * turnToTargetDuration; targetLookDirection = actionLookDirection; // Set movement state by inputs if (inputV > 0.5f) { movementState |= MovementState.Forward; } else if (inputV < -0.5f) { movementState |= MovementState.Backward; } if (inputH > 0.5f) { movementState |= MovementState.Right; } else if (inputH < -0.5f) { movementState |= MovementState.Left; } } else { // Attack immediately if character already look at target if (queueSkill != null && queueSkill.IsAttack()) { UseSkill(isLeftHandAttacking, aimPosition); isDoingAction = true; } else if (tempPressAttackRight || tempPressAttackLeft) { Attack(isLeftHandAttacking); isDoingAction = true; } else if (tempPressActivate) { Activate(); } } // If skill is not attack skill, use it immediately if (queueSkill != null && !queueSkill.IsAttack()) { UseSkill(false); } queueSkill = null; } else if (tempPressWeaponAbility) { switch (weaponAbilityState) { case WeaponAbilityState.Activated: case WeaponAbilityState.Activating: DeactivateWeaponAbility(); break; case WeaponAbilityState.Deactivated: case WeaponAbilityState.Deactivating: ActivateWeaponAbility(); break; } } else if (tempPressPickupItem) { // Find for item to pick up if (SelectedEntity != null) { PlayerCharacterEntity.RequestPickupItem((SelectedEntity as ItemDropEntity).ObjectId); } } else if (tempPressReload) { // Reload ammo when press the button ReloadAmmo(); } else { // Update move direction if (moveDirection.magnitude != 0f) { targetLookDirection = moveLookDirection; } } // Setup releasing state if (tempPressAttackRight && rightHandWeapon != null && rightHandWeapon.fireType == FireType.SingleFire) { // The weapon's fire mode is single fire, so player have to release fire key for next fire mustReleaseFireKey = true; } else if (tempPressAttackLeft && leftHandWeapon != null && leftHandWeapon.fireType == FireType.SingleFire) { // The weapon's fire mode is single fire, so player have to release fire key for next fire mustReleaseFireKey = true; } // Auto reload if (!tempPressAttackRight && !tempPressAttackLeft && !tempPressReload && (PlayerCharacterEntity.EquipWeapons.rightHand.IsAmmoEmpty() || PlayerCharacterEntity.EquipWeapons.leftHand.IsAmmoEmpty())) { // Reload ammo when empty and not press any keys ReloadAmmo(); } } SetAimPosition(aimPosition); // Hide Npc UIs when move if (moveDirection.magnitude != 0f) { HideNpcDialogs(); PlayerCharacterEntity.StopMove(); PlayerCharacterEntity.SetTargetEntity(null); } // If jumping add jump state if (InputManager.GetButtonDown("Jump")) { movementState |= MovementState.IsJump; } PlayerCharacterEntity.KeyMovement(moveDirection, movementState); }
public override void KeyMovement(Vector3 moveDirection, MovementState movementState) { if (!CacheEntity.CanMove()) { return; } switch (CacheEntity.MovementSecure) { case MovementSecure.ServerAuthoritative: // Multiply with 100 and cast to sbyte to reduce packet size // then it will be devided with 100 later on server side CallNetFunction(NetFuncKeyMovement, DeliveryMethod.Sequenced, FunctionReceivers.Server, new DirectionVector3(moveDirection), movementState); break; case MovementSecure.NotSecure: tempInputDirection = moveDirection; tempMovementState = movementState; if (tempInputDirection.sqrMagnitude > 0) { navPaths = null; } if (canFly && !CacheOpenCharacterController.isGrounded && !isUnderWater && tempMovementState.HasFlag(MovementState.IsJump)) { isFlying = true; isJumping = false; applyingJumpForce = false; } if (!isJumping && !applyingJumpForce) { isJumping = (isUnderWater || CacheOpenCharacterController.isGrounded) && tempMovementState.HasFlag(MovementState.IsJump); } break; } }
protected void NetFuncKeyMovement(DirectionVector3 inputDirection, MovementState movementState) { if (!CacheEntity.CanMove()) { return; } tempInputDirection = inputDirection; tempMovementState = movementState; if (tempInputDirection.sqrMagnitude > 0) { navPaths = null; } if (canFly && !CacheOpenCharacterController.isGrounded && !isUnderWater && tempMovementState.HasFlag(MovementState.IsJump)) { isFlying = true; isJumping = false; applyingJumpForce = false; } if (!isJumping && !applyingJumpForce) { isJumping = (CacheOpenCharacterController.isGrounded || isUnderWater) && tempMovementState.HasFlag(MovementState.IsJump); } }
public override void UpdateAnimation(bool isDead, MovementState movementState, float playMoveSpeedMultiplier = 1f) { if (isDead) { CrossFadeLegacyAnimation(CLIP_DEAD, deadClipFadeLength, WrapMode.Once); } else { if (legacyAnimation.GetClip(CLIP_ACTION) != null && legacyAnimation.IsPlaying(CLIP_ACTION)) { return; } if (legacyAnimation.GetClip(CLIP_CAST_SKILL) != null && legacyAnimation.IsPlaying(CLIP_CAST_SKILL)) { return; } if (!movementState.HasFlag(MovementState.IsGrounded)) { CrossFadeLegacyAnimation(CLIP_FALL, fallClipFadeLength, WrapMode.Loop); } else { // Forward Right if (movementState.HasFlag(MovementState.Forward) && movementState.HasFlag(MovementState.Right)) { CrossFadeLegacyAnimation(CLIP_MOVE_FORWARD_RIGHT, moveClipFadeLength, WrapMode.Loop); } // Forward Left else if (movementState.HasFlag(MovementState.Forward) && movementState.HasFlag(MovementState.Left)) { CrossFadeLegacyAnimation(CLIP_MOVE_FORWARD_LEFT, moveClipFadeLength, WrapMode.Loop); } // Backward Right else if (movementState.HasFlag(MovementState.Backward) && movementState.HasFlag(MovementState.Right)) { CrossFadeLegacyAnimation(CLIP_MOVE_BACKWARD_RIGHT, moveClipFadeLength, WrapMode.Loop); } // Backward Left else if (movementState.HasFlag(MovementState.Backward) && movementState.HasFlag(MovementState.Left)) { CrossFadeLegacyAnimation(CLIP_MOVE_BACKWARD_LEFT, moveClipFadeLength, WrapMode.Loop); } // Forward else if (movementState.HasFlag(MovementState.Forward)) { CrossFadeLegacyAnimation(CLIP_MOVE, moveClipFadeLength, WrapMode.Loop); } // Backward else if (movementState.HasFlag(MovementState.Backward)) { CrossFadeLegacyAnimation(CLIP_MOVE_BACKWARD, moveClipFadeLength, WrapMode.Loop); } // Right else if (movementState.HasFlag(MovementState.Right)) { CrossFadeLegacyAnimation(CLIP_MOVE_RIGHT, moveClipFadeLength, WrapMode.Loop); } // Left else if (movementState.HasFlag(MovementState.Left)) { CrossFadeLegacyAnimation(CLIP_MOVE_LEFT, moveClipFadeLength, WrapMode.Loop); } // Idle else { CrossFadeLegacyAnimation(CLIP_IDLE, idleClipFadeLength, WrapMode.Loop); } } } }