Squashed commit of the following:

commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
This commit is contained in:
2026-08-29 13:45:55 +03:00
parent 68e78fa464
commit ffa1064063
3344 changed files with 4722286 additions and 105458 deletions
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 03ef14f0e5db05941afa0b0132e3bfb3
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,126 @@
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Events;
[DisallowMultipleComponent]
public sealed class NetworkShockwaveEmitter : NetworkBehaviour
{
private const int MaximumOverlaps = 256;
[SerializeField] private ShockwaveProfile profile;
[SerializeField] private Transform origin;
[SerializeField] private LayerMask physicsLayers = ~0;
[SerializeField] private UnityEvent shockwaveEmitted;
private readonly NetworkVariable<uint> sequence = new(
0,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly Collider[] overlapBuffer = new Collider[MaximumOverlaps];
private readonly HashSet<Rigidbody> affectedBodies = new();
public ShockwaveProfile Profile => profile;
public Vector3 Origin => origin != null ? origin.position : transform.position;
public uint Sequence => sequence.Value;
public event System.Action Emitted;
public override void OnNetworkSpawn()
{
sequence.OnValueChanged += HandleSequenceChanged;
}
public override void OnNetworkDespawn()
{
sequence.OnValueChanged -= HandleSequenceChanged;
}
public bool EmitShockwave() => EmitShockwave(Origin);
public bool EmitShockwave(Vector3 worldOrigin)
{
if (!IsServer || !IsSpawned || profile == null)
return false;
ApplyToPlayers(worldOrigin);
ApplyToPhysics(worldOrigin);
sequence.Value++;
return true;
}
[ContextMenu("Debug/Emit Shockwave (Server Play Mode)")]
private void EmitFromContextMenu()
{
if (Application.isPlaying)
EmitShockwave();
}
private void ApplyToPlayers(Vector3 worldOrigin)
{
foreach (PlayerImpactController player in
FindObjectsByType<PlayerImpactController>(FindObjectsSortMode.None))
{
if (!player.IsSpawned)
continue;
Vector3 offset = player.transform.position - worldOrigin;
float distance = offset.magnitude;
if (!profile.TryEvaluate(distance, out ShockwaveZone zone))
continue;
Vector3 direction = CreateDirection(offset, zone.UpwardBias);
player.ApplyImpactOnServer(direction * zone.PlayerImpulse, zone);
}
}
private void ApplyToPhysics(Vector3 worldOrigin)
{
int count = Physics.OverlapSphereNonAlloc(
worldOrigin,
profile.MaximumRadius,
overlapBuffer,
physicsLayers,
QueryTriggerInteraction.Ignore);
affectedBodies.Clear();
for (int index = 0; index < count; index++)
{
Collider hit = overlapBuffer[index];
Rigidbody body = hit != null ? hit.attachedRigidbody : null;
if (body == null || body.isKinematic || !affectedBodies.Add(body) ||
body.GetComponentInParent<PlayerImpactController>() != null)
{
continue;
}
Vector3 offset = body.worldCenterOfMass - worldOrigin;
if (!profile.TryEvaluate(offset.magnitude, out ShockwaveZone zone) ||
zone.RigidbodyImpulse <= 0f)
{
continue;
}
body.AddForce(
CreateDirection(offset, zone.UpwardBias) * zone.RigidbodyImpulse,
ForceMode.Impulse);
}
}
private static Vector3 CreateDirection(Vector3 offset, float upwardBias)
{
if (offset.sqrMagnitude < 0.0001f)
offset = Vector3.up;
offset.Normalize();
return (offset + Vector3.up * Mathf.Clamp01(upwardBias)).normalized;
}
private void HandleSequenceChanged(uint previous, uint current)
{
if (current == previous)
return;
Emitted?.Invoke();
shockwaveEmitted?.Invoke();
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 43f56ec799f9aec4ca1bf372c88592cd
@@ -0,0 +1,110 @@
using System;
using Unity.Netcode;
using UnityEngine;
public struct PlayerImpactState : INetworkSerializable, IEquatable<PlayerImpactState>
{
public uint Sequence;
public Vector3 Impulse;
public float ShakeAmplitude;
public float ShakeDuration;
public float ShakeFrequency;
public float ShakeSeed;
public PlayerImpactState(
uint sequence,
Vector3 impulse,
float shakeAmplitude,
float shakeDuration,
float shakeFrequency,
float shakeSeed)
{
Sequence = sequence;
Impulse = impulse;
ShakeAmplitude = shakeAmplitude;
ShakeDuration = shakeDuration;
ShakeFrequency = shakeFrequency;
ShakeSeed = shakeSeed;
}
public void NetworkSerialize<T>(BufferSerializer<T> serializer)
where T : IReaderWriter
{
serializer.SerializeValue(ref Sequence);
serializer.SerializeValue(ref Impulse);
serializer.SerializeValue(ref ShakeAmplitude);
serializer.SerializeValue(ref ShakeDuration);
serializer.SerializeValue(ref ShakeFrequency);
serializer.SerializeValue(ref ShakeSeed);
}
public bool Equals(PlayerImpactState other) =>
Sequence == other.Sequence && Impulse == other.Impulse &&
ShakeAmplitude.Equals(other.ShakeAmplitude) &&
ShakeDuration.Equals(other.ShakeDuration) &&
ShakeFrequency.Equals(other.ShakeFrequency) &&
ShakeSeed.Equals(other.ShakeSeed);
}
[DisallowMultipleComponent]
public sealed class PlayerImpactController : NetworkBehaviour, IPlayerSystem
{
private readonly NetworkVariable<PlayerImpactState> impactState = new(
default,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private PlayerController movement;
private PlayerCameraShakeController cameraShake;
public uint LastImpactSequence => impactState.Value.Sequence;
public event Action<PlayerImpactState> ImpactApplied;
public void Initialize(PlayerFacade facade)
{
movement = GetComponent<PlayerController>();
cameraShake = GetComponent<PlayerCameraShakeController>();
}
public override void OnNetworkSpawn()
{
impactState.OnValueChanged += HandleImpactChanged;
}
public override void OnNetworkDespawn()
{
impactState.OnValueChanged -= HandleImpactChanged;
}
public bool ApplyImpactOnServer(Vector3 impulse, ShockwaveZone zone)
{
if (!IsServer || !IsSpawned)
return false;
impactState.Value = new PlayerImpactState(
impactState.Value.Sequence + 1,
impulse,
zone.CameraShakeAmplitude,
zone.CameraShakeDuration,
zone.CameraShakeFrequency,
UnityEngine.Random.Range(0f, 1000f));
return true;
}
private void HandleImpactChanged(PlayerImpactState previous, PlayerImpactState current)
{
if (current.Sequence == 0 || current.Sequence == previous.Sequence)
return;
ImpactApplied?.Invoke(current);
if (!IsOwner)
return;
movement?.AddImpulse(current.Impulse);
cameraShake?.PlayShake(
current.ShakeAmplitude,
current.ShakeDuration,
current.ShakeFrequency,
current.ShakeSeed);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6a7ddedc58d3467449dfbe83af1c9c51
@@ -0,0 +1,57 @@
using System.Collections;
using Unity.Netcode;
using UnityEngine;
[DisallowMultipleComponent]
[RequireComponent(typeof(NetworkRocketItem), typeof(NetworkShockwaveEmitter))]
public sealed class RocketImpactExplosion : NetworkBehaviour
{
[SerializeField] private NetworkRocketItem rocket;
[SerializeField] private NetworkShockwaveEmitter shockwave;
[SerializeField] private bool despawnAfterExplosion = true;
[SerializeField, Min(0f)] private float despawnDelay = 0.15f;
private bool exploded;
private void Reset() => ResolveReferences();
private void Awake() => ResolveReferences();
public override void OnNetworkSpawn()
{
rocket.CriticalImpact += HandleCriticalImpact;
}
public override void OnNetworkDespawn()
{
if (rocket != null)
rocket.CriticalImpact -= HandleCriticalImpact;
}
private void HandleCriticalImpact()
{
if (!IsServer || exploded)
return;
exploded = true;
shockwave.EmitShockwave(rocket.LastCriticalImpactPoint);
if (despawnAfterExplosion)
StartCoroutine(DespawnAfterDelay());
}
private IEnumerator DespawnAfterDelay()
{
if (despawnDelay > 0f)
yield return new WaitForSeconds(despawnDelay);
if (IsServer && NetworkObject != null && NetworkObject.IsSpawned)
NetworkObject.Despawn(true);
}
private void ResolveReferences()
{
if (rocket == null)
rocket = GetComponent<NetworkRocketItem>();
if (shockwave == null)
shockwave = GetComponent<NetworkShockwaveEmitter>();
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ac11f143457835f46a1a2defaa624354
@@ -0,0 +1,68 @@
using System;
using UnityEngine;
[Serializable]
public struct ShockwaveZone
{
[Min(0.1f)] public float Radius;
[Min(0f)] public float PlayerImpulse;
[Min(0f)] public float RigidbodyImpulse;
[Range(0f, 1f)] public float UpwardBias;
[Min(0f)] public float CameraShakeAmplitude;
[Min(0f)] public float CameraShakeDuration;
[Min(0.1f)] public float CameraShakeFrequency;
}
[CreateAssetMenu(
fileName = "ShockwaveProfile",
menuName = "FORT-BO/Effects/Shockwave Profile")]
public sealed class ShockwaveProfile : ScriptableObject
{
[Tooltip("Zones are evaluated from the smallest radius to the largest.")]
[SerializeField] private ShockwaveZone[] zones = Array.Empty<ShockwaveZone>();
public float MaximumRadius
{
get
{
float maximum = 0f;
foreach (ShockwaveZone zone in zones)
maximum = Mathf.Max(maximum, zone.Radius);
return maximum;
}
}
public bool TryEvaluate(float distance, out ShockwaveZone result)
{
result = default;
float bestRadius = float.PositiveInfinity;
bool found = false;
foreach (ShockwaveZone zone in zones)
{
if (distance > zone.Radius || zone.Radius >= bestRadius)
continue;
result = zone;
bestRadius = zone.Radius;
found = true;
}
return found;
}
private void OnValidate()
{
for (int index = 0; index < zones.Length; index++)
{
ShockwaveZone zone = zones[index];
zone.Radius = Mathf.Max(0.1f, zone.Radius);
zone.PlayerImpulse = Mathf.Max(0f, zone.PlayerImpulse);
zone.RigidbodyImpulse = Mathf.Max(0f, zone.RigidbodyImpulse);
zone.CameraShakeAmplitude = Mathf.Max(0f, zone.CameraShakeAmplitude);
zone.CameraShakeDuration = Mathf.Max(0f, zone.CameraShakeDuration);
zone.CameraShakeFrequency = Mathf.Max(0.1f, zone.CameraShakeFrequency);
zones[index] = zone;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 96e16f6f88696ea4c8b884f3e7cef9f7