Added UI to Furnance, fixed carry and drag obj and added fish
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.InputSystem;
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|
||||
public class ItemPipe : MonoBehaviour
|
||||
[RequireComponent(typeof(NetworkObject))]
|
||||
public sealed class ItemPipe : NetworkBehaviour
|
||||
{
|
||||
[Header("Pipe")]
|
||||
[SerializeField] private Transform spawnPoint;
|
||||
@@ -11,84 +13,192 @@ public class ItemPipe : MonoBehaviour
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private ItemPipeConfig config;
|
||||
|
||||
[Header("Temporary testing")]
|
||||
[SerializeField] private bool spawnOnE = true;
|
||||
private readonly NetworkVariable<bool> spawnSequenceActive = new(
|
||||
false,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
|
||||
private bool isSpawning;
|
||||
private readonly NetworkVariable<double> cooldownEndsAt = new(
|
||||
0d,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
|
||||
private Coroutine spawnRoutine;
|
||||
|
||||
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
|
||||
public float CooldownRemaining { get; private set; }
|
||||
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
|
||||
public bool CanSpawnItems => config != null && !isSpawning && CooldownRemaining <= 0f;
|
||||
|
||||
private void Update()
|
||||
public float CooldownRemaining
|
||||
{
|
||||
if (CooldownRemaining > 0f)
|
||||
CooldownRemaining = Mathf.Max(0f, CooldownRemaining - Time.deltaTime);
|
||||
get
|
||||
{
|
||||
double now = NetworkManager != null
|
||||
? NetworkManager.ServerTime.Time
|
||||
: Time.timeAsDouble;
|
||||
return Mathf.Max(0f, (float)(cooldownEndsAt.Value - now));
|
||||
}
|
||||
}
|
||||
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
|
||||
public bool IsSpawning => spawnSequenceActive.Value;
|
||||
public bool CanSpawnItems =>
|
||||
IsSpawned &&
|
||||
config != null &&
|
||||
!spawnSequenceActive.Value &&
|
||||
CooldownRemaining <= 0f;
|
||||
|
||||
if (!spawnOnE || Keyboard.current == null)
|
||||
public event Action Changed;
|
||||
|
||||
private void Reset() => spawnPoint = transform;
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
spawnSequenceActive.OnValueChanged += HandleSpawnStateChanged;
|
||||
cooldownEndsAt.OnValueChanged += HandleCooldownChanged;
|
||||
|
||||
if (IsServer)
|
||||
{
|
||||
spawnSequenceActive.Value = false;
|
||||
cooldownEndsAt.Value = 0d;
|
||||
}
|
||||
|
||||
Changed?.Invoke();
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
spawnSequenceActive.OnValueChanged -= HandleSpawnStateChanged;
|
||||
cooldownEndsAt.OnValueChanged -= HandleCooldownChanged;
|
||||
|
||||
if (spawnRoutine != null)
|
||||
{
|
||||
StopCoroutine(spawnRoutine);
|
||||
spawnRoutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts one configured batch. Safe to connect directly to a Button or UnityEvent.
|
||||
/// Calls made on a client are forwarded to the server.
|
||||
/// </summary>
|
||||
public void SpawnItems()
|
||||
{
|
||||
if (!IsSpawned)
|
||||
return;
|
||||
|
||||
if (Keyboard.current.eKey.wasPressedThisFrame)
|
||||
if (IsServer)
|
||||
TryStartSpawnSequenceOnServer();
|
||||
else
|
||||
RequestSpawnItemsRpc();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UnityEvent<bool> adapter for a lever. Only the true edge starts a batch;
|
||||
/// returning a momentary lever to false does not cancel the current batch.
|
||||
/// </summary>
|
||||
public void SpawnItems(bool activated)
|
||||
{
|
||||
if (activated)
|
||||
SpawnItems();
|
||||
}
|
||||
|
||||
public void SpawnItems()
|
||||
/// <summary>
|
||||
/// Starts while true and cancels the current batch while false. Use this when
|
||||
/// the lever position must control whether the pipe is allowed to keep running.
|
||||
/// </summary>
|
||||
public void SetSpawning(bool shouldSpawn)
|
||||
{
|
||||
if (!CanSpawnItems)
|
||||
return;
|
||||
|
||||
StartCoroutine(SpawnSequence(config));
|
||||
if (shouldSpawn)
|
||||
SpawnItems();
|
||||
else
|
||||
StopSpawning();
|
||||
}
|
||||
|
||||
private IEnumerator SpawnSequence(ItemPipeConfig activeConfig)
|
||||
public void StopSpawning()
|
||||
{
|
||||
isSpawning = true;
|
||||
if (!IsSpawned)
|
||||
return;
|
||||
|
||||
if (IsServer)
|
||||
StopSpawnSequenceOnServer(applyCooldown: true);
|
||||
else
|
||||
RequestStopSpawningRpc();
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
private void RequestSpawnItemsRpc() => TryStartSpawnSequenceOnServer();
|
||||
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
private void RequestStopSpawningRpc() =>
|
||||
StopSpawnSequenceOnServer(applyCooldown: true);
|
||||
|
||||
private bool TryStartSpawnSequenceOnServer()
|
||||
{
|
||||
if (!IsServer || !CanSpawnItems)
|
||||
return false;
|
||||
|
||||
spawnSequenceActive.Value = true;
|
||||
spawnRoutine = StartCoroutine(SpawnSequenceOnServer(config));
|
||||
return true;
|
||||
}
|
||||
|
||||
private IEnumerator SpawnSequenceOnServer(ItemPipeConfig activeConfig)
|
||||
{
|
||||
List<GameObject> spawnQueue = BuildSpawnQueue(activeConfig);
|
||||
|
||||
for (int i = 0; i < spawnQueue.Count; i++)
|
||||
for (int index = 0; index < spawnQueue.Count; index++)
|
||||
{
|
||||
Spawn(spawnQueue[i], activeConfig);
|
||||
SpawnNetworkItemOnServer(spawnQueue[index], activeConfig);
|
||||
|
||||
if (i < spawnQueue.Count - 1)
|
||||
if (index < spawnQueue.Count - 1)
|
||||
yield return new WaitForSeconds(activeConfig.SpawnInterval);
|
||||
}
|
||||
|
||||
isSpawning = false;
|
||||
CooldownRemaining = activeConfig.SpawnCooldown;
|
||||
spawnRoutine = null;
|
||||
cooldownEndsAt.Value =
|
||||
NetworkManager.ServerTime.Time + activeConfig.SpawnCooldown;
|
||||
spawnSequenceActive.Value = false;
|
||||
}
|
||||
|
||||
private List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
|
||||
private void StopSpawnSequenceOnServer(bool applyCooldown)
|
||||
{
|
||||
if (!IsServer || !spawnSequenceActive.Value)
|
||||
return;
|
||||
|
||||
if (spawnRoutine != null)
|
||||
{
|
||||
StopCoroutine(spawnRoutine);
|
||||
spawnRoutine = null;
|
||||
}
|
||||
|
||||
cooldownEndsAt.Value = applyCooldown && config != null
|
||||
? NetworkManager.ServerTime.Time + config.SpawnCooldown
|
||||
: 0d;
|
||||
spawnSequenceActive.Value = false;
|
||||
}
|
||||
|
||||
private static List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
|
||||
{
|
||||
List<GameObject> queue = new();
|
||||
|
||||
// Добавляем предметы в точном количестве.
|
||||
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
|
||||
{
|
||||
if (item.prefab == null)
|
||||
continue;
|
||||
|
||||
for (int i = 0; i < item.amount; i++)
|
||||
for (int index = 0; index < item.amount; index++)
|
||||
queue.Add(item.prefab);
|
||||
}
|
||||
|
||||
// Выбираем указанное количество случайных предметов.
|
||||
for (int i = 0; i < activeConfig.RandomItemCount; i++)
|
||||
for (int index = 0; index < activeConfig.RandomItemCount; index++)
|
||||
{
|
||||
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
|
||||
|
||||
if (selectedPrefab != null)
|
||||
queue.Add(selectedPrefab);
|
||||
}
|
||||
|
||||
// Перемешиваем гарантированные и случайные предметы вместе.
|
||||
Shuffle(queue);
|
||||
|
||||
return queue;
|
||||
}
|
||||
|
||||
private GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
||||
private static GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
||||
{
|
||||
float totalWeight = 0f;
|
||||
|
||||
@@ -101,64 +211,81 @@ public class ItemPipe : MonoBehaviour
|
||||
if (totalWeight <= 0f)
|
||||
return null;
|
||||
|
||||
float roll = Random.value * totalWeight;
|
||||
float currentWeight = 0f;
|
||||
float roll = UnityEngine.Random.value * totalWeight;
|
||||
float accumulatedWeight = 0f;
|
||||
|
||||
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
||||
{
|
||||
if (item.prefab == null || item.weight <= 0f)
|
||||
continue;
|
||||
|
||||
currentWeight += item.weight;
|
||||
|
||||
if (roll < currentWeight)
|
||||
accumulatedWeight += item.weight;
|
||||
if (roll < accumulatedWeight)
|
||||
return item.prefab;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private void Shuffle(List<GameObject> queue)
|
||||
private static void Shuffle(List<GameObject> queue)
|
||||
{
|
||||
for (int i = queue.Count - 1; i > 0; i--)
|
||||
for (int index = queue.Count - 1; index > 0; index--)
|
||||
{
|
||||
int randomIndex = Random.Range(0, i + 1);
|
||||
|
||||
(queue[i], queue[randomIndex]) =
|
||||
(queue[randomIndex], queue[i]);
|
||||
int randomIndex = UnityEngine.Random.Range(0, index + 1);
|
||||
(queue[index], queue[randomIndex]) =
|
||||
(queue[randomIndex], queue[index]);
|
||||
}
|
||||
}
|
||||
|
||||
private void Spawn(GameObject prefab, ItemPipeConfig activeConfig)
|
||||
private void SpawnNetworkItemOnServer(
|
||||
GameObject prefab,
|
||||
ItemPipeConfig activeConfig)
|
||||
{
|
||||
if (prefab == null || spawnPoint == null)
|
||||
Transform activeSpawnPoint = spawnPoint != null ? spawnPoint : transform;
|
||||
if (prefab == null)
|
||||
return;
|
||||
|
||||
float offsetX = RandomRange(-activeConfig.RandomSpawnX, activeConfig.RandomSpawnX);
|
||||
float offsetZ = RandomRange(-activeConfig.RandomSpawnZ, activeConfig.RandomSpawnZ);
|
||||
|
||||
float offsetX = UnityEngine.Random.Range(
|
||||
-activeConfig.RandomSpawnX,
|
||||
activeConfig.RandomSpawnX);
|
||||
float offsetZ = UnityEngine.Random.Range(
|
||||
-activeConfig.RandomSpawnZ,
|
||||
activeConfig.RandomSpawnZ);
|
||||
Vector3 spawnPosition =
|
||||
spawnPoint.position +
|
||||
spawnPoint.right * offsetX +
|
||||
spawnPoint.forward * offsetZ;
|
||||
activeSpawnPoint.position +
|
||||
activeSpawnPoint.right * offsetX +
|
||||
activeSpawnPoint.forward * offsetZ;
|
||||
|
||||
GameObject item = Instantiate(
|
||||
prefab,
|
||||
spawnPosition,
|
||||
Random.rotationUniform
|
||||
);
|
||||
UnityEngine.Random.rotationUniform);
|
||||
|
||||
if (!item.TryGetComponent(out NetworkObject networkObject))
|
||||
{
|
||||
Debug.LogError(
|
||||
$"{name} cannot spawn '{prefab.name}': the prefab has no NetworkObject.",
|
||||
this);
|
||||
Destroy(item);
|
||||
return;
|
||||
}
|
||||
|
||||
networkObject.Spawn();
|
||||
|
||||
if (item.TryGetComponent(out Rigidbody body))
|
||||
{
|
||||
Vector3 worldVelocityChange =
|
||||
spawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
|
||||
|
||||
activeSpawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
|
||||
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
|
||||
}
|
||||
}
|
||||
|
||||
private float RandomRange(float min, float max)
|
||||
{
|
||||
return Random.Range(min, max);
|
||||
}
|
||||
private void HandleSpawnStateChanged(bool _, bool __) => Changed?.Invoke();
|
||||
private void HandleCooldownChanged(double _, double __) => Changed?.Invoke();
|
||||
|
||||
[ContextMenu("Debug/Spawn Batch (Network Play Mode)")]
|
||||
private void DebugSpawnBatch() => SpawnItems();
|
||||
|
||||
[ContextMenu("Debug/Stop Batch (Network Play Mode)")]
|
||||
private void DebugStopBatch() => StopSpawning();
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@ GameObject:
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serializedVersion: 6
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m_Layer: 0
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m_Name: SpawnJunk
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m_Children: []
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GlobalObjectIdHash: 0
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InScenePlacedSourceGlobalObjectIdHash: 0
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DeferredDespawnTick: 0
|
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Ownership: 1
|
||||
AlwaysReplicateAsRoot: 0
|
||||
SynchronizeTransform: 0
|
||||
m_InScenePlaced: 1
|
||||
ActiveSceneSynchronization: 0
|
||||
SceneMigrationSynchronization: 0
|
||||
SpawnWithObservers: 1
|
||||
DontDestroyWithOwner: 0
|
||||
AutoObjectParentSync: 1
|
||||
SyncOwnerTransformWhenParented: 1
|
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AllowOwnerToParent: 0
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--- !u!114 &4539542294833622770
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MonoBehaviour:
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m_Name:
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spawnPoint: {fileID: 286431562970531899}
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spawnInterval: 0.05
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localVelocityChange: {x: 0, y: -5, z: 0}
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guaranteedItems:
|
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- prefab: {fileID: 4504260422113134419, guid: 8790cd6f776403940ac664c5db12dab4, type: 3}
|
||||
amount: 1
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randomItemCount: 7
|
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randomItems:
|
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- prefab: {fileID: 2474374521670934351, guid: c91d2337125ccaf45a0c57af9a6703c8, type: 3}
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weight: 1
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- prefab: {fileID: 4728426142119307488, guid: 795e138cd804c7c42aa508895e6a61df, type: 3}
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weight: 1
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- prefab: {fileID: 4504260422113134419, guid: 8790cd6f776403940ac664c5db12dab4, type: 3}
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weight: 3
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randomSpawnX: 1
|
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randomSpawnZ: 1
|
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spawnOnE: 1
|
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config: {fileID: 11400000, guid: 3883e23238f84f748e616770b66fa885, type: 2}
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@@ -2,6 +2,14 @@ using System.Collections.Generic;
|
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using Unity.Netcode;
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
public enum DraggableMovementMode
|
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{
|
||||
Free3D = 0,
|
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KeepWorldHeight = 1,
|
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FollowGround = 2
|
||||
}
|
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|
||||
[RequireComponent(typeof(Rigidbody), typeof(NetworkRigidbody))]
|
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public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
@@ -18,7 +26,23 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
[SerializeField, Min(0.1f)] private float maximumDragSpeed = 3f;
|
||||
[SerializeField, Range(0.05f, 1f)] private float minimumSpeedMultiplier = 0.35f;
|
||||
[SerializeField, Min(0.5f)] private float maximumDraggerDistance = 4.5f;
|
||||
[SerializeField] private bool keepCurrentHeight;
|
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[SerializeField, Min(0.01f)] private float positionSmoothTime = 0.12f;
|
||||
[SerializeField, Min(0.1f)] private float rotationFollowSpeed = 8f;
|
||||
[SerializeField] private Vector3 rotationOffset;
|
||||
[FormerlySerializedAs("keepCurrentHeight")]
|
||||
[SerializeField] private DraggableMovementMode movementMode;
|
||||
|
||||
[Header("Ground Following")]
|
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[SerializeField] private LayerMask groundLayers = ~0;
|
||||
[SerializeField] private Transform groundContactPoint;
|
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[SerializeField, Min(0.01f)] private float groundProbeRadius = 0.2f;
|
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[SerializeField, Min(0.1f)] private float groundProbeHeight = 1.25f;
|
||||
[SerializeField, Min(0.1f)] private float maximumGroundDrop = 2f;
|
||||
[SerializeField, Range(0f, 89f)] private float maximumGroundAngle = 55f;
|
||||
[SerializeField, Min(0f)] private float groundClearance = 0.02f;
|
||||
[SerializeField, Min(0.1f)] private float maximumGroundVerticalSpeed = 6f;
|
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[SerializeField] private bool alignToGround = true;
|
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[SerializeField, Min(0.1f)] private float groundAlignmentSpeed = 10f;
|
||||
|
||||
[Header("Physics")]
|
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[SerializeField] private Rigidbody physicsBody;
|
||||
@@ -36,7 +60,11 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
NetworkVariableWritePermission.Server);
|
||||
|
||||
private readonly HashSet<Collider> ignoredPlayerColliders = new();
|
||||
private readonly RaycastHit[] groundHits = new RaycastHit[16];
|
||||
private float nextCollisionRefreshTime;
|
||||
private Vector3 localGroundContactPoint;
|
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private Vector3 smoothedGroundNormal = Vector3.up;
|
||||
private Vector3 dragVelocity;
|
||||
|
||||
public float Weight => weight;
|
||||
public int ActiveDraggerCount
|
||||
@@ -120,18 +148,33 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
return;
|
||||
|
||||
RemoveInvalidDraggers();
|
||||
if (!HasEnoughPullStrength || !TryGetCombinedDragTarget(out Vector3 target))
|
||||
if (!HasEnoughPullStrength ||
|
||||
!TryGetCombinedDragTarget(out Vector3 target, out Vector3 forward))
|
||||
{
|
||||
dragVelocity = Vector3.zero;
|
||||
return;
|
||||
|
||||
if (keepCurrentHeight)
|
||||
target.y = physicsBody.position.y;
|
||||
}
|
||||
|
||||
float totalStrength = ActiveDraggerCount * pullStrengthPerPlayer;
|
||||
float loadRatio = Mathf.Clamp01(weight / totalStrength);
|
||||
float speedMultiplier = Mathf.Lerp(1f, minimumSpeedMultiplier, loadRatio);
|
||||
float movementStep = maximumDragSpeed * speedMultiplier * Time.fixedDeltaTime;
|
||||
Vector3 nextPosition = Vector3.MoveTowards(physicsBody.position, target, movementStep);
|
||||
physicsBody.MovePosition(nextPosition);
|
||||
float movementSpeed = maximumDragSpeed * speedMultiplier;
|
||||
|
||||
switch (movementMode)
|
||||
{
|
||||
case DraggableMovementMode.KeepWorldHeight:
|
||||
target.y = physicsBody.position.y;
|
||||
FollowDragTarget(target, forward, movementSpeed, Vector3.up);
|
||||
break;
|
||||
|
||||
case DraggableMovementMode.FollowGround:
|
||||
MoveAlongGround(target, forward, movementSpeed);
|
||||
break;
|
||||
|
||||
default:
|
||||
FollowDragTarget(target, forward, movementSpeed, Vector3.up);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool CanInteractOnServer(ulong senderClientId) =>
|
||||
@@ -188,27 +231,42 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
return (playerObject.transform.position - physicsBody.position).sqrMagnitude <= maximumDistanceSquared;
|
||||
}
|
||||
|
||||
private bool TryGetCombinedDragTarget(out Vector3 target)
|
||||
private bool TryGetCombinedDragTarget(out Vector3 target, out Vector3 forward)
|
||||
{
|
||||
target = Vector3.zero;
|
||||
forward = Vector3.zero;
|
||||
int validTargets = 0;
|
||||
|
||||
AddDragTarget(firstDraggerClientId.Value, ref target, ref validTargets);
|
||||
AddDragTarget(secondDraggerClientId.Value, ref target, ref validTargets);
|
||||
AddDragTarget(firstDraggerClientId.Value, ref target, ref forward, ref validTargets);
|
||||
AddDragTarget(secondDraggerClientId.Value, ref target, ref forward, ref validTargets);
|
||||
|
||||
if (validTargets == 0)
|
||||
return false;
|
||||
|
||||
target /= validTargets;
|
||||
forward = Vector3.ProjectOnPlane(forward, Vector3.up);
|
||||
|
||||
if (forward.sqrMagnitude < 0.0001f)
|
||||
forward = Vector3.ProjectOnPlane(target - physicsBody.position, Vector3.up);
|
||||
|
||||
if (forward.sqrMagnitude < 0.0001f)
|
||||
forward = Vector3.ProjectOnPlane(physicsBody.transform.forward, Vector3.up);
|
||||
|
||||
forward.Normalize();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void AddDragTarget(ulong clientId, ref Vector3 target, ref int validTargets)
|
||||
private void AddDragTarget(
|
||||
ulong clientId,
|
||||
ref Vector3 target,
|
||||
ref Vector3 forward,
|
||||
ref int validTargets)
|
||||
{
|
||||
if (clientId == NoDragger || !TryGetPlayerObject(clientId, out NetworkObject playerObject))
|
||||
return;
|
||||
|
||||
target += playerObject.transform.TransformPoint(dragOffset);
|
||||
forward += playerObject.transform.forward;
|
||||
validTargets++;
|
||||
}
|
||||
|
||||
@@ -221,15 +279,32 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
{
|
||||
if (physicsBody != null)
|
||||
{
|
||||
physicsBody.isKinematic = HasAnyDragger || !IsServer;
|
||||
physicsBody.linearVelocity = Vector3.zero;
|
||||
physicsBody.angularVelocity = Vector3.zero;
|
||||
bool shouldBeKinematic = HasAnyDragger || !IsServer;
|
||||
|
||||
if (physicsBody.isKinematic && !shouldBeKinematic)
|
||||
physicsBody.isKinematic = false;
|
||||
|
||||
if (!physicsBody.isKinematic)
|
||||
{
|
||||
physicsBody.linearVelocity = Vector3.zero;
|
||||
physicsBody.angularVelocity = Vector3.zero;
|
||||
}
|
||||
|
||||
physicsBody.isKinematic = shouldBeKinematic;
|
||||
}
|
||||
|
||||
if (HasAnyDragger)
|
||||
{
|
||||
dragVelocity = Vector3.zero;
|
||||
CacheGroundContactPoint();
|
||||
smoothedGroundNormal = physicsBody != null ? physicsBody.transform.up : Vector3.up;
|
||||
IgnoreCollisionsWithPlayers();
|
||||
}
|
||||
else
|
||||
{
|
||||
dragVelocity = Vector3.zero;
|
||||
RestorePlayerCollisions();
|
||||
}
|
||||
}
|
||||
|
||||
private void ResolvePhysicsReferences()
|
||||
@@ -239,6 +314,8 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
|
||||
if (objectColliders == null || objectColliders.Length == 0)
|
||||
objectColliders = GetComponentsInChildren<Collider>(true);
|
||||
|
||||
CacheGroundContactPoint();
|
||||
}
|
||||
|
||||
private void ApplyWeight()
|
||||
@@ -247,6 +324,178 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
physicsBody.mass = Mathf.Max(0.1f, weight);
|
||||
}
|
||||
|
||||
private void FollowDragTarget(
|
||||
Vector3 target,
|
||||
Vector3 forward,
|
||||
float movementSpeed,
|
||||
Vector3 surfaceNormal)
|
||||
{
|
||||
Vector3 nextPosition = Vector3.SmoothDamp(
|
||||
physicsBody.position,
|
||||
target,
|
||||
ref dragVelocity,
|
||||
positionSmoothTime,
|
||||
movementSpeed,
|
||||
Time.fixedDeltaTime);
|
||||
|
||||
physicsBody.MovePosition(nextPosition);
|
||||
physicsBody.MoveRotation(CalculateDragRotation(forward, surfaceNormal));
|
||||
}
|
||||
|
||||
private void MoveAlongGround(
|
||||
Vector3 dragTarget,
|
||||
Vector3 forward,
|
||||
float movementSpeed)
|
||||
{
|
||||
Vector3 currentPosition = physicsBody.position;
|
||||
Vector3 planarTarget = new(dragTarget.x, currentPosition.y, dragTarget.z);
|
||||
Vector3 planarVelocity = new(dragVelocity.x, 0f, dragVelocity.z);
|
||||
Vector3 nextPlanarPosition = Vector3.SmoothDamp(
|
||||
currentPosition,
|
||||
planarTarget,
|
||||
ref planarVelocity,
|
||||
positionSmoothTime,
|
||||
movementSpeed,
|
||||
Time.fixedDeltaTime);
|
||||
nextPlanarPosition.y = currentPosition.y;
|
||||
dragVelocity = new Vector3(planarVelocity.x, dragVelocity.y, planarVelocity.z);
|
||||
|
||||
Vector3 probePosition = nextPlanarPosition;
|
||||
|
||||
if (!TryGetGroundSurface(probePosition, out Vector3 groundPoint, out Vector3 groundNormal))
|
||||
return;
|
||||
|
||||
Quaternion targetRotation = CalculateDragRotation(forward, groundNormal);
|
||||
Vector3 scaledContactPoint = Vector3.Scale(localGroundContactPoint, physicsBody.transform.lossyScale);
|
||||
float contactOffsetY = (targetRotation * scaledContactPoint).y;
|
||||
float targetHeight = groundPoint.y - contactOffsetY + groundClearance;
|
||||
float nextHeight = Mathf.MoveTowards(
|
||||
currentPosition.y,
|
||||
targetHeight,
|
||||
maximumGroundVerticalSpeed * Time.fixedDeltaTime);
|
||||
|
||||
physicsBody.MovePosition(new Vector3(nextPlanarPosition.x, nextHeight, nextPlanarPosition.z));
|
||||
|
||||
physicsBody.MoveRotation(targetRotation);
|
||||
}
|
||||
|
||||
private bool TryGetGroundSurface(
|
||||
Vector3 probePosition,
|
||||
out Vector3 groundPoint,
|
||||
out Vector3 groundNormal)
|
||||
{
|
||||
Vector3 origin = probePosition + Vector3.up * groundProbeHeight;
|
||||
float castDistance = groundProbeHeight + maximumGroundDrop;
|
||||
int hitCount = Physics.SphereCastNonAlloc(
|
||||
origin,
|
||||
groundProbeRadius,
|
||||
Vector3.down,
|
||||
groundHits,
|
||||
castDistance,
|
||||
groundLayers,
|
||||
QueryTriggerInteraction.Ignore);
|
||||
|
||||
float nearestDistance = float.PositiveInfinity;
|
||||
groundPoint = default;
|
||||
groundNormal = Vector3.up;
|
||||
|
||||
for (int index = 0; index < hitCount; index++)
|
||||
{
|
||||
RaycastHit hit = groundHits[index];
|
||||
if (hit.collider == null || IsOwnCollider(hit.collider) ||
|
||||
hit.collider.GetComponentInParent<CharacterController>() != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Vector3.Angle(Vector3.up, hit.normal) > maximumGroundAngle ||
|
||||
hit.distance >= nearestDistance)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
nearestDistance = hit.distance;
|
||||
groundPoint = hit.point;
|
||||
groundNormal = hit.normal;
|
||||
}
|
||||
|
||||
return !float.IsPositiveInfinity(nearestDistance);
|
||||
}
|
||||
|
||||
private Quaternion CalculateDragRotation(Vector3 forward, Vector3 groundNormal)
|
||||
{
|
||||
Vector3 targetUp = alignToGround ? groundNormal : Vector3.up;
|
||||
float normalBlend = 1f - Mathf.Exp(-groundAlignmentSpeed * Time.fixedDeltaTime);
|
||||
smoothedGroundNormal = Vector3.Slerp(
|
||||
smoothedGroundNormal,
|
||||
targetUp,
|
||||
normalBlend).normalized;
|
||||
|
||||
Vector3 surfaceForward = Vector3.ProjectOnPlane(forward, smoothedGroundNormal);
|
||||
if (surfaceForward.sqrMagnitude < 0.0001f)
|
||||
surfaceForward = Vector3.ProjectOnPlane(physicsBody.transform.forward, smoothedGroundNormal);
|
||||
|
||||
Quaternion desiredRotation = Quaternion.LookRotation(
|
||||
surfaceForward.normalized,
|
||||
smoothedGroundNormal) * Quaternion.Euler(rotationOffset);
|
||||
float rotationBlend = 1f - Mathf.Exp(-rotationFollowSpeed * Time.fixedDeltaTime);
|
||||
return Quaternion.Slerp(physicsBody.rotation, desiredRotation, rotationBlend);
|
||||
}
|
||||
|
||||
private void CacheGroundContactPoint()
|
||||
{
|
||||
if (physicsBody == null)
|
||||
return;
|
||||
|
||||
if (groundContactPoint != null)
|
||||
{
|
||||
localGroundContactPoint = physicsBody.transform.InverseTransformPoint(groundContactPoint.position);
|
||||
return;
|
||||
}
|
||||
|
||||
bool hasBounds = false;
|
||||
Bounds combinedBounds = default;
|
||||
|
||||
if (objectColliders != null)
|
||||
{
|
||||
foreach (Collider objectCollider in objectColliders)
|
||||
{
|
||||
if (objectCollider == null || objectCollider.isTrigger || !objectCollider.enabled)
|
||||
continue;
|
||||
|
||||
if (!hasBounds)
|
||||
{
|
||||
combinedBounds = objectCollider.bounds;
|
||||
hasBounds = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
combinedBounds.Encapsulate(objectCollider.bounds);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 contactWorldPosition = hasBounds
|
||||
? new Vector3(combinedBounds.center.x, combinedBounds.min.y, combinedBounds.center.z)
|
||||
: physicsBody.position;
|
||||
|
||||
localGroundContactPoint = physicsBody.transform.InverseTransformPoint(contactWorldPosition);
|
||||
}
|
||||
|
||||
private bool IsOwnCollider(Collider candidate)
|
||||
{
|
||||
if (objectColliders == null)
|
||||
return false;
|
||||
|
||||
foreach (Collider objectCollider in objectColliders)
|
||||
{
|
||||
if (objectCollider == candidate)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void IgnoreCollisionsWithPlayers()
|
||||
{
|
||||
foreach (CharacterController playerCollider in FindObjectsByType<CharacterController>(
|
||||
|
||||
@@ -14,6 +14,12 @@ public abstract class NetworkHeldInteractable : NetworkInteractable
|
||||
[SerializeField] private Collider[] objectColliders;
|
||||
[SerializeField, Min(0.05f)] private float collisionRefreshInterval = 0.25f;
|
||||
|
||||
[Header("Holding Follow")]
|
||||
[SerializeField, Min(0.01f)] private float positionSmoothTime = 0.12f;
|
||||
[SerializeField, Min(0.1f)] private float maximumFollowSpeed = 12f;
|
||||
[SerializeField, Min(0.1f)] private float maximumFollowDistance = 1.25f;
|
||||
[SerializeField, Min(0.1f)] private float rotationFollowSpeed = 14f;
|
||||
|
||||
[Header("Throw")]
|
||||
[SerializeField, Min(0f)] private float throwForce = 6f;
|
||||
[SerializeField, Min(0f)] private float throwUpwardForce = 0.5f;
|
||||
@@ -25,6 +31,9 @@ public abstract class NetworkHeldInteractable : NetworkInteractable
|
||||
|
||||
private readonly HashSet<Collider> ignoredPlayerColliders = new();
|
||||
private float nextCollisionRefreshTime;
|
||||
private Vector3 followVelocity;
|
||||
private Vector3 previousHolderPosition;
|
||||
private bool hasPreviousHolderPosition;
|
||||
|
||||
protected abstract Vector3 HoldingOffset { get; }
|
||||
protected abstract string DropPrompt { get; }
|
||||
@@ -79,10 +88,9 @@ public abstract class NetworkHeldInteractable : NetworkInteractable
|
||||
return;
|
||||
}
|
||||
|
||||
FollowHolderTranslation(holder.transform.position);
|
||||
Transform anchor = ResolveHoldingAnchor(holder);
|
||||
transform.SetPositionAndRotation(
|
||||
anchor.TransformPoint(HoldingOffset),
|
||||
anchor.rotation);
|
||||
FollowHoldingAnchor(anchor);
|
||||
|
||||
if (Time.time >= nextCollisionRefreshTime)
|
||||
{
|
||||
@@ -175,16 +183,70 @@ public abstract class NetworkHeldInteractable : NetworkInteractable
|
||||
return cameraController != null ? cameraController.AimTransform : holder.transform;
|
||||
}
|
||||
|
||||
private void FollowHoldingAnchor(Transform anchor)
|
||||
{
|
||||
Vector3 targetPosition = anchor.TransformPoint(HoldingOffset);
|
||||
Vector3 targetDelta = targetPosition - transform.position;
|
||||
|
||||
if (targetDelta.sqrMagnitude > maximumFollowDistance * maximumFollowDistance)
|
||||
{
|
||||
transform.position = targetPosition -
|
||||
targetDelta.normalized * maximumFollowDistance;
|
||||
followVelocity = Vector3.zero;
|
||||
}
|
||||
|
||||
transform.position = Vector3.SmoothDamp(
|
||||
transform.position,
|
||||
targetPosition,
|
||||
ref followVelocity,
|
||||
positionSmoothTime,
|
||||
maximumFollowSpeed,
|
||||
Time.deltaTime);
|
||||
|
||||
float rotationBlend = 1f - Mathf.Exp(-rotationFollowSpeed * Time.deltaTime);
|
||||
transform.rotation = Quaternion.Slerp(
|
||||
transform.rotation,
|
||||
anchor.rotation,
|
||||
rotationBlend);
|
||||
}
|
||||
|
||||
private void FollowHolderTranslation(Vector3 holderPosition)
|
||||
{
|
||||
if (!hasPreviousHolderPosition)
|
||||
{
|
||||
previousHolderPosition = holderPosition;
|
||||
hasPreviousHolderPosition = true;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 holderDelta = holderPosition - previousHolderPosition;
|
||||
previousHolderPosition = holderPosition;
|
||||
|
||||
transform.position += holderDelta;
|
||||
}
|
||||
|
||||
private void HandleHolderChanged(ulong _, ulong currentHolder) =>
|
||||
ApplyHoldingState(currentHolder != NoHolder);
|
||||
|
||||
private void ApplyHoldingState(bool isHeld)
|
||||
{
|
||||
followVelocity = Vector3.zero;
|
||||
hasPreviousHolderPosition = false;
|
||||
|
||||
if (physicsBody != null)
|
||||
{
|
||||
physicsBody.isKinematic = isHeld || !IsServer;
|
||||
physicsBody.linearVelocity = Vector3.zero;
|
||||
physicsBody.angularVelocity = Vector3.zero;
|
||||
bool shouldBeKinematic = isHeld || !IsServer;
|
||||
|
||||
if (physicsBody.isKinematic && !shouldBeKinematic)
|
||||
physicsBody.isKinematic = false;
|
||||
|
||||
if (!physicsBody.isKinematic)
|
||||
{
|
||||
physicsBody.linearVelocity = Vector3.zero;
|
||||
physicsBody.angularVelocity = Vector3.zero;
|
||||
}
|
||||
|
||||
physicsBody.isKinematic = shouldBeKinematic;
|
||||
}
|
||||
|
||||
if (isHeld)
|
||||
|
||||
@@ -16,6 +16,7 @@ public sealed class FirstPersonCameraController : NetworkBehaviour, IPlayerSyste
|
||||
private float pitch;
|
||||
private bool isInitialized;
|
||||
|
||||
public Camera PlayerCamera => playerCamera;
|
||||
public Transform AimTransform => playerCamera != null ? playerCamera.transform : transform;
|
||||
public Vector3 AimForward => AimTransform.forward;
|
||||
|
||||
@@ -38,6 +39,8 @@ public sealed class FirstPersonCameraController : NetworkBehaviour, IPlayerSyste
|
||||
if (!isLocalPlayer)
|
||||
return;
|
||||
|
||||
LocalPlayerCameraRegistry.Register(playerCamera);
|
||||
|
||||
if (playerRenderer != null)
|
||||
playerRenderer.enabled = false;
|
||||
|
||||
@@ -98,6 +101,7 @@ public sealed class FirstPersonCameraController : NetworkBehaviour, IPlayerSyste
|
||||
|
||||
if (IsOwner)
|
||||
{
|
||||
LocalPlayerCameraRegistry.Unregister(playerCamera);
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
Cursor.visible = true;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public static class LocalPlayerCameraRegistry
|
||||
{
|
||||
public static Camera Current { get; private set; }
|
||||
|
||||
public static event Action<Camera> Changed;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void ResetState()
|
||||
{
|
||||
Current = null;
|
||||
Changed = null;
|
||||
}
|
||||
|
||||
public static void Register(Camera camera)
|
||||
{
|
||||
if (camera == null || Current == camera)
|
||||
return;
|
||||
|
||||
Current = camera;
|
||||
Changed?.Invoke(Current);
|
||||
}
|
||||
|
||||
public static void Unregister(Camera camera)
|
||||
{
|
||||
if (Current != camera)
|
||||
return;
|
||||
|
||||
Current = null;
|
||||
Changed?.Invoke(null);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e3d71c247514be98407f39adb750371
|
||||
@@ -0,0 +1,52 @@
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof(Canvas))]
|
||||
public sealed class WorldSpaceCanvasCameraBinder : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Canvas targetCanvas;
|
||||
|
||||
public Canvas TargetCanvas => targetCanvas;
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
targetCanvas = GetComponent<Canvas>();
|
||||
RefreshBinding();
|
||||
}
|
||||
|
||||
private void Awake() => ResolveCanvas();
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
LocalPlayerCameraRegistry.Changed += HandleLocalCameraChanged;
|
||||
RefreshBinding();
|
||||
}
|
||||
|
||||
private void OnDisable() =>
|
||||
LocalPlayerCameraRegistry.Changed -= HandleLocalCameraChanged;
|
||||
|
||||
public void RefreshBinding()
|
||||
{
|
||||
ResolveCanvas();
|
||||
|
||||
if (targetCanvas == null || targetCanvas.renderMode != RenderMode.WorldSpace)
|
||||
return;
|
||||
|
||||
targetCanvas.worldCamera = LocalPlayerCameraRegistry.Current;
|
||||
}
|
||||
|
||||
private void ResolveCanvas()
|
||||
{
|
||||
if (targetCanvas == null)
|
||||
targetCanvas = GetComponent<Canvas>();
|
||||
}
|
||||
|
||||
private void HandleLocalCameraChanged(Camera localCamera)
|
||||
{
|
||||
if (targetCanvas != null && targetCanvas.renderMode == RenderMode.WorldSpace)
|
||||
targetCanvas.worldCamera = localCamera;
|
||||
}
|
||||
|
||||
[ContextMenu("Refresh Local Player Camera")]
|
||||
private void RefreshFromContextMenu() => RefreshBinding();
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 271d68bfa3ee4606a3ca57fa19150a49
|
||||
@@ -20,6 +20,8 @@ public sealed class FurnacePanelUIController : MonoBehaviour, IGlobalUISectionCo
|
||||
|
||||
if (furnace != null)
|
||||
furnace.Changed += Refresh;
|
||||
if (view != null)
|
||||
view.StartRequested += StartSmelting;
|
||||
|
||||
GlobalUIController.Instance?.Register(this);
|
||||
|
||||
@@ -30,6 +32,8 @@ public sealed class FurnacePanelUIController : MonoBehaviour, IGlobalUISectionCo
|
||||
{
|
||||
if (furnace != null)
|
||||
furnace.Changed -= Refresh;
|
||||
if (view != null)
|
||||
view.StartRequested -= StartSmelting;
|
||||
|
||||
GlobalUIController.Instance?.Unregister(this);
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
@@ -12,6 +13,20 @@ public sealed class FurnacePanelUIView : MonoBehaviour
|
||||
[SerializeField] private Image progressImage;
|
||||
[SerializeField] private Button startButton;
|
||||
|
||||
public event Action StartRequested;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (startButton != null)
|
||||
startButton.onClick.AddListener(HandleStartClicked);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (startButton != null)
|
||||
startButton.onClick.RemoveListener(HandleStartClicked);
|
||||
}
|
||||
|
||||
public void Render(
|
||||
float storedMetal,
|
||||
float metalCapacity,
|
||||
@@ -48,4 +63,6 @@ public sealed class FurnacePanelUIView : MonoBehaviour
|
||||
if (startButton != null)
|
||||
startButton.interactable = canStart;
|
||||
}
|
||||
|
||||
private void HandleStartClicked() => StartRequested?.Invoke();
|
||||
}
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Reference in New Issue
Block a user