Compare commits
4
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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7912604faf | ||
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d71b90c8bd | ||
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5b888fba95 | ||
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e3d5561fc8 |
+1
-1
@@ -78,4 +78,4 @@ crashlytics-build.properties
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||||
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ProjectSettings/Packages/com.unity.probuilder/Settings.json
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Assets/Editor/x64/Bakery/.uvgblog.txt
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Assets/Editor/x64/Bakery/.uvgblog.txt
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Assets/Editor/x64/Bakery/.uvgblog.txt
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@@ -1,6 +0,0 @@
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m_Script: {fileID: 11500000, guid: 142c75ae48de4c7ba6fd0daad6905872, type: 3}
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m_Name: ItemPipeConfig
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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weight: 0.3
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weight: 3
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randomSpawnX: 1
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randomSpawnZ: 1
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@@ -1,11 +1,9 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
[RequireComponent(typeof(NetworkObject))]
|
||||
public sealed class ItemPipe : NetworkBehaviour
|
||||
public class ItemPipe : MonoBehaviour
|
||||
{
|
||||
[Header("Pipe")]
|
||||
[SerializeField] private Transform spawnPoint;
|
||||
@@ -13,192 +11,84 @@ public sealed class ItemPipe : NetworkBehaviour
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private ItemPipeConfig config;
|
||||
|
||||
private readonly NetworkVariable<bool> spawnSequenceActive = new(
|
||||
false,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
[Header("Temporary testing")]
|
||||
[SerializeField] private bool spawnOnE = true;
|
||||
|
||||
private readonly NetworkVariable<double> cooldownEndsAt = new(
|
||||
0d,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
|
||||
private Coroutine spawnRoutine;
|
||||
private bool isSpawning;
|
||||
|
||||
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
|
||||
public float CooldownRemaining
|
||||
{
|
||||
get
|
||||
{
|
||||
double now = NetworkManager != null
|
||||
? NetworkManager.ServerTime.Time
|
||||
: Time.timeAsDouble;
|
||||
return Mathf.Max(0f, (float)(cooldownEndsAt.Value - now));
|
||||
}
|
||||
}
|
||||
public float CooldownRemaining { get; private set; }
|
||||
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
|
||||
public bool IsSpawning => spawnSequenceActive.Value;
|
||||
public bool CanSpawnItems =>
|
||||
IsSpawned &&
|
||||
config != null &&
|
||||
!spawnSequenceActive.Value &&
|
||||
CooldownRemaining <= 0f;
|
||||
public bool CanSpawnItems => config != null && !isSpawning && CooldownRemaining <= 0f;
|
||||
|
||||
public event Action Changed;
|
||||
|
||||
private void Reset() => spawnPoint = transform;
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
private void Update()
|
||||
{
|
||||
spawnSequenceActive.OnValueChanged += HandleSpawnStateChanged;
|
||||
cooldownEndsAt.OnValueChanged += HandleCooldownChanged;
|
||||
if (CooldownRemaining > 0f)
|
||||
CooldownRemaining = Mathf.Max(0f, CooldownRemaining - Time.deltaTime);
|
||||
|
||||
if (IsServer)
|
||||
{
|
||||
spawnSequenceActive.Value = false;
|
||||
cooldownEndsAt.Value = 0d;
|
||||
}
|
||||
if (!spawnOnE || Keyboard.current == null)
|
||||
return;
|
||||
|
||||
Changed?.Invoke();
|
||||
if (Keyboard.current.eKey.wasPressedThisFrame)
|
||||
SpawnItems();
|
||||
}
|
||||
|
||||
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)
|
||||
if (!CanSpawnItems)
|
||||
return;
|
||||
|
||||
if (IsServer)
|
||||
TryStartSpawnSequenceOnServer();
|
||||
else
|
||||
RequestSpawnItemsRpc();
|
||||
StartCoroutine(SpawnSequence(config));
|
||||
}
|
||||
|
||||
/// <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)
|
||||
private IEnumerator SpawnSequence(ItemPipeConfig activeConfig)
|
||||
{
|
||||
if (activated)
|
||||
SpawnItems();
|
||||
}
|
||||
isSpawning = true;
|
||||
|
||||
/// <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 (shouldSpawn)
|
||||
SpawnItems();
|
||||
else
|
||||
StopSpawning();
|
||||
}
|
||||
|
||||
public void StopSpawning()
|
||||
{
|
||||
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 index = 0; index < spawnQueue.Count; index++)
|
||||
for (int i = 0; i < spawnQueue.Count; i++)
|
||||
{
|
||||
SpawnNetworkItemOnServer(spawnQueue[index], activeConfig);
|
||||
Spawn(spawnQueue[i], activeConfig);
|
||||
|
||||
if (index < spawnQueue.Count - 1)
|
||||
if (i < spawnQueue.Count - 1)
|
||||
yield return new WaitForSeconds(activeConfig.SpawnInterval);
|
||||
}
|
||||
|
||||
spawnRoutine = null;
|
||||
cooldownEndsAt.Value =
|
||||
NetworkManager.ServerTime.Time + activeConfig.SpawnCooldown;
|
||||
spawnSequenceActive.Value = false;
|
||||
isSpawning = false;
|
||||
CooldownRemaining = activeConfig.SpawnCooldown;
|
||||
}
|
||||
|
||||
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)
|
||||
private 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 index = 0; index < item.amount; index++)
|
||||
for (int i = 0; i < item.amount; i++)
|
||||
queue.Add(item.prefab);
|
||||
}
|
||||
|
||||
for (int index = 0; index < activeConfig.RandomItemCount; index++)
|
||||
// Выбираем указанное количество случайных предметов.
|
||||
for (int i = 0; i < activeConfig.RandomItemCount; i++)
|
||||
{
|
||||
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
|
||||
|
||||
if (selectedPrefab != null)
|
||||
queue.Add(selectedPrefab);
|
||||
}
|
||||
|
||||
// Перемешиваем гарантированные и случайные предметы вместе.
|
||||
Shuffle(queue);
|
||||
|
||||
return queue;
|
||||
}
|
||||
|
||||
private static GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
||||
private GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
||||
{
|
||||
float totalWeight = 0f;
|
||||
|
||||
@@ -211,81 +101,64 @@ public sealed class ItemPipe : NetworkBehaviour
|
||||
if (totalWeight <= 0f)
|
||||
return null;
|
||||
|
||||
float roll = UnityEngine.Random.value * totalWeight;
|
||||
float accumulatedWeight = 0f;
|
||||
float roll = Random.value * totalWeight;
|
||||
float currentWeight = 0f;
|
||||
|
||||
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
||||
{
|
||||
if (item.prefab == null || item.weight <= 0f)
|
||||
continue;
|
||||
|
||||
accumulatedWeight += item.weight;
|
||||
if (roll < accumulatedWeight)
|
||||
currentWeight += item.weight;
|
||||
|
||||
if (roll < currentWeight)
|
||||
return item.prefab;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static void Shuffle(List<GameObject> queue)
|
||||
private void Shuffle(List<GameObject> queue)
|
||||
{
|
||||
for (int index = queue.Count - 1; index > 0; index--)
|
||||
for (int i = queue.Count - 1; i > 0; i--)
|
||||
{
|
||||
int randomIndex = UnityEngine.Random.Range(0, index + 1);
|
||||
(queue[index], queue[randomIndex]) =
|
||||
(queue[randomIndex], queue[index]);
|
||||
int randomIndex = Random.Range(0, i + 1);
|
||||
|
||||
(queue[i], queue[randomIndex]) =
|
||||
(queue[randomIndex], queue[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnNetworkItemOnServer(
|
||||
GameObject prefab,
|
||||
ItemPipeConfig activeConfig)
|
||||
private void Spawn(GameObject prefab, ItemPipeConfig activeConfig)
|
||||
{
|
||||
Transform activeSpawnPoint = spawnPoint != null ? spawnPoint : transform;
|
||||
if (prefab == null)
|
||||
if (prefab == null || spawnPoint == null)
|
||||
return;
|
||||
|
||||
float offsetX = UnityEngine.Random.Range(
|
||||
-activeConfig.RandomSpawnX,
|
||||
activeConfig.RandomSpawnX);
|
||||
float offsetZ = UnityEngine.Random.Range(
|
||||
-activeConfig.RandomSpawnZ,
|
||||
activeConfig.RandomSpawnZ);
|
||||
float offsetX = RandomRange(-activeConfig.RandomSpawnX, activeConfig.RandomSpawnX);
|
||||
float offsetZ = RandomRange(-activeConfig.RandomSpawnZ, activeConfig.RandomSpawnZ);
|
||||
|
||||
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|
||||
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|
||||
activeSpawnPoint.right * offsetX +
|
||||
activeSpawnPoint.forward * offsetZ;
|
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|
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spawnPoint.right * offsetX +
|
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spawnPoint.forward * offsetZ;
|
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|
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if (!item.TryGetComponent(out NetworkObject networkObject))
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{
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|
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|
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this);
|
||||
Destroy(item);
|
||||
return;
|
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|
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|
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networkObject.Spawn();
|
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|
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|
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|
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|
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|
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|
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|
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body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
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}
|
||||
}
|
||||
|
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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();
|
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private float RandomRange(float min, float max)
|
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{
|
||||
return Random.Range(min, max);
|
||||
}
|
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}
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@@ -1,303 +0,0 @@
|
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using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Unity.Netcode;
|
||||
using Unity.Netcode.Components;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public static class FurnacePipelinePrototypeSetup
|
||||
{
|
||||
private const string ItemDataFolder = "Assets/CONTENT/Game/Data/Items";
|
||||
private const string RecipeDataFolder = "Assets/CONTENT/Game/Data/Recipes";
|
||||
private const string ItemPrefabFolder = "Assets/CONTENT/Game/Prefabs/Items/FurnacePrototype";
|
||||
private const string WorkstationPrefabFolder = "Assets/CONTENT/Game/Prefabs/Workstations";
|
||||
private const string NetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
|
||||
|
||||
[MenuItem("FORT-BO/Prototypes/Create Furnace Pipeline")]
|
||||
public static void CreatePrototype()
|
||||
{
|
||||
EnsureFolder(ItemDataFolder);
|
||||
EnsureFolder(RecipeDataFolder);
|
||||
EnsureFolder(ItemPrefabFolder);
|
||||
EnsureFolder(WorkstationPrefabFolder);
|
||||
|
||||
ItemDefinition scrapDefinition = GetOrCreateAsset<ItemDefinition>(
|
||||
$"{ItemDataFolder}/Scrap.asset");
|
||||
ItemDefinition plateDefinition = GetOrCreateAsset<ItemDefinition>(
|
||||
$"{ItemDataFolder}/MetalPlate.asset");
|
||||
ItemDefinition rodDefinition = GetOrCreateAsset<ItemDefinition>(
|
||||
$"{ItemDataFolder}/MetalRod.asset");
|
||||
|
||||
ConfigureItemDefinition(scrapDefinition, "scrap", "Scrap", ItemCategory.Scrap);
|
||||
ConfigureItemDefinition(plateDefinition, "metal_plate", "Metal Plate", ItemCategory.SmeltedMaterial);
|
||||
ConfigureItemDefinition(rodDefinition, "metal_rod", "Metal Rod", ItemCategory.SmeltedMaterial);
|
||||
|
||||
GameObject scrapPrefab = CreateNetworkItemPrefab(
|
||||
$"{ItemPrefabFolder}/Scrap.prefab",
|
||||
"Scrap",
|
||||
scrapDefinition,
|
||||
new Vector3(0.55f, 0.4f, 0.5f),
|
||||
4f,
|
||||
25f);
|
||||
GameObject platePrefab = CreateNetworkItemPrefab(
|
||||
$"{ItemPrefabFolder}/MetalPlate.prefab",
|
||||
"MetalPlate",
|
||||
plateDefinition,
|
||||
new Vector3(0.7f, 0.12f, 0.45f),
|
||||
2f,
|
||||
0f);
|
||||
GameObject rodPrefab = CreateNetworkItemPrefab(
|
||||
$"{ItemPrefabFolder}/MetalRod.prefab",
|
||||
"MetalRod",
|
||||
rodDefinition,
|
||||
new Vector3(0.18f, 0.18f, 0.9f),
|
||||
1.5f,
|
||||
0f);
|
||||
|
||||
SetObjectReference(scrapDefinition, "worldPrefab", scrapPrefab.GetComponent<NetworkObject>());
|
||||
SetObjectReference(plateDefinition, "worldPrefab", platePrefab.GetComponent<NetworkObject>());
|
||||
SetObjectReference(rodDefinition, "worldPrefab", rodPrefab.GetComponent<NetworkObject>());
|
||||
|
||||
ItemCatalog catalog = GetOrCreateAsset<ItemCatalog>($"{ItemDataFolder}/ItemCatalog.asset");
|
||||
SetObjectReferenceList(catalog, "items", new Object[]
|
||||
{
|
||||
scrapDefinition,
|
||||
plateDefinition,
|
||||
rodDefinition
|
||||
});
|
||||
|
||||
SmeltingRecipe plateRecipe = GetOrCreateAsset<SmeltingRecipe>(
|
||||
$"{RecipeDataFolder}/SmeltMetalPlate.asset");
|
||||
ConfigureRecipe(plateRecipe, "metal_plate", "Metal Plate", plateDefinition, 25f, 3f);
|
||||
|
||||
SmeltingRecipe rodRecipe = GetOrCreateAsset<SmeltingRecipe>(
|
||||
$"{RecipeDataFolder}/SmeltMetalRod.asset");
|
||||
ConfigureRecipe(rodRecipe, "metal_rod", "Metal Rod", rodDefinition, 20f, 2.5f);
|
||||
|
||||
GameObject furnacePrefab = CreateFurnacePrefab(
|
||||
$"{WorkstationPrefabFolder}/PrototypeFurnace.prefab",
|
||||
plateRecipe,
|
||||
rodRecipe);
|
||||
|
||||
RegisterNetworkPrefabs(scrapPrefab, platePrefab, rodPrefab, furnacePrefab);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
Selection.activeObject = furnacePrefab;
|
||||
|
||||
Debug.Log("Furnace pipeline prototype created. Place PrototypeFurnace.prefab in Factory.");
|
||||
}
|
||||
|
||||
private static GameObject CreateNetworkItemPrefab(
|
||||
string path,
|
||||
string objectName,
|
||||
ItemDefinition definition,
|
||||
Vector3 scale,
|
||||
float mass,
|
||||
float metalAmount)
|
||||
{
|
||||
GameObject root = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
root.name = objectName;
|
||||
root.transform.localScale = scale;
|
||||
|
||||
root.AddComponent<NetworkObject>();
|
||||
NetworkTransform networkTransform = root.AddComponent<NetworkTransform>();
|
||||
networkTransform.AuthorityMode = NetworkTransform.AuthorityModes.Server;
|
||||
networkTransform.UseUnreliableDeltas = true;
|
||||
|
||||
Rigidbody body = root.AddComponent<Rigidbody>();
|
||||
body.mass = mass;
|
||||
body.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
body.collisionDetectionMode = CollisionDetectionMode.Continuous;
|
||||
|
||||
NetworkRigidbody networkRigidbody = root.AddComponent<NetworkRigidbody>();
|
||||
networkRigidbody.UseRigidBodyForMotion = true;
|
||||
|
||||
NetworkCarryableInteractable carryable = root.AddComponent<NetworkCarryableInteractable>();
|
||||
SetVector3(carryable, "carryOffset", new Vector3(0f, -0.3f, 1.25f));
|
||||
|
||||
NetworkItem item = root.AddComponent<NetworkItem>();
|
||||
SetObjectReference(item, "definition", definition);
|
||||
|
||||
if (metalAmount > 0f)
|
||||
{
|
||||
FurnaceMetalSource source = root.AddComponent<FurnaceMetalSource>();
|
||||
SetFloat(source, "metalAmount", metalAmount);
|
||||
}
|
||||
|
||||
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, path);
|
||||
Object.DestroyImmediate(root);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
private static GameObject CreateFurnacePrefab(
|
||||
string path,
|
||||
SmeltingRecipe plateRecipe,
|
||||
SmeltingRecipe rodRecipe)
|
||||
{
|
||||
GameObject root = new("PrototypeFurnace");
|
||||
root.AddComponent<NetworkObject>();
|
||||
FurnaceController controller = root.AddComponent<FurnaceController>();
|
||||
|
||||
GameObject body = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
body.name = "Body";
|
||||
body.transform.SetParent(root.transform, false);
|
||||
body.transform.localPosition = new Vector3(0f, 0.8f, 0f);
|
||||
body.transform.localScale = new Vector3(2.2f, 1.6f, 2f);
|
||||
|
||||
GameObject inputTrigger = new("ScrapReceiver");
|
||||
inputTrigger.transform.SetParent(root.transform, false);
|
||||
inputTrigger.transform.localPosition = new Vector3(0f, 1.7f, 0f);
|
||||
BoxCollider trigger = inputTrigger.AddComponent<BoxCollider>();
|
||||
trigger.isTrigger = true;
|
||||
trigger.size = new Vector3(1.4f, 0.8f, 1.4f);
|
||||
FurnaceScrapReceiver receiver = inputTrigger.AddComponent<FurnaceScrapReceiver>();
|
||||
SetObjectReference(receiver, "furnace", controller);
|
||||
|
||||
GameObject outputPoint = new("OutputPoint");
|
||||
outputPoint.transform.SetParent(root.transform, false);
|
||||
outputPoint.transform.localPosition = new Vector3(0f, 0.45f, 1.5f);
|
||||
|
||||
GameObject emptyPoint = new("MetalEmptyPoint");
|
||||
emptyPoint.transform.SetParent(root.transform, false);
|
||||
emptyPoint.transform.localPosition = new Vector3(0f, 0.25f, 0f);
|
||||
|
||||
GameObject fullPoint = new("MetalFullPoint");
|
||||
fullPoint.transform.SetParent(root.transform, false);
|
||||
fullPoint.transform.localPosition = new Vector3(0f, 1.25f, 0f);
|
||||
|
||||
GameObject metalVisual = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
metalVisual.name = "MoltenMetalVisual";
|
||||
metalVisual.transform.SetParent(root.transform, false);
|
||||
metalVisual.transform.localPosition = emptyPoint.transform.localPosition;
|
||||
metalVisual.transform.localScale = new Vector3(1.3f, 0.12f, 1.1f);
|
||||
Object.DestroyImmediate(metalVisual.GetComponent<Collider>());
|
||||
|
||||
FurnaceMetalLevelView levelView = metalVisual.AddComponent<FurnaceMetalLevelView>();
|
||||
SetObjectReference(levelView, "furnace", controller);
|
||||
SetObjectReference(levelView, "metalVisual", metalVisual.transform);
|
||||
SetObjectReference(levelView, "emptyLocalPosition", emptyPoint.transform);
|
||||
SetObjectReference(levelView, "fullLocalPosition", fullPoint.transform);
|
||||
|
||||
GameObject panelAnchor = new("WorldPanelAnchor");
|
||||
panelAnchor.transform.SetParent(root.transform, false);
|
||||
panelAnchor.transform.localPosition = new Vector3(1.2f, 1.2f, 1.05f);
|
||||
|
||||
SetString(controller, "workstationName", "Prototype Furnace");
|
||||
SetFloat(controller, "metalCapacity", 100f);
|
||||
SetObjectReference(controller, "outputPoint", outputPoint.transform);
|
||||
SetObjectReferenceList(controller, "recipes", new Object[] { plateRecipe, rodRecipe });
|
||||
|
||||
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, path);
|
||||
Object.DestroyImmediate(root);
|
||||
return prefab;
|
||||
}
|
||||
|
||||
private static void ConfigureItemDefinition(
|
||||
ItemDefinition definition,
|
||||
string itemId,
|
||||
string displayName,
|
||||
ItemCategory category)
|
||||
{
|
||||
SetString(definition, "itemId", itemId);
|
||||
SetString(definition, "displayName", displayName);
|
||||
SetInt(definition, "category", (int)category);
|
||||
}
|
||||
|
||||
private static void ConfigureRecipe(
|
||||
SmeltingRecipe recipe,
|
||||
string recipeId,
|
||||
string displayName,
|
||||
ItemDefinition output,
|
||||
float metalCost,
|
||||
float duration)
|
||||
{
|
||||
SetString(recipe, "recipeId", recipeId);
|
||||
SetString(recipe, "displayName", displayName);
|
||||
SetObjectReference(recipe, "outputItem", output);
|
||||
SetInt(recipe, "outputAmount", 1);
|
||||
SetFloat(recipe, "metalCost", metalCost);
|
||||
SetFloat(recipe, "processingDuration", duration);
|
||||
}
|
||||
|
||||
private static void RegisterNetworkPrefabs(params GameObject[] prefabs)
|
||||
{
|
||||
NetworkPrefabsList list = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(NetworkPrefabsPath);
|
||||
if (list == null)
|
||||
throw new FileNotFoundException("Default network prefab list was not found.", NetworkPrefabsPath);
|
||||
|
||||
foreach (GameObject prefab in prefabs)
|
||||
{
|
||||
if (prefab != null && !list.Contains(prefab))
|
||||
list.Add(new NetworkPrefab { Prefab = prefab });
|
||||
}
|
||||
|
||||
EditorUtility.SetDirty(list);
|
||||
}
|
||||
|
||||
private static T GetOrCreateAsset<T>(string path) where T : ScriptableObject
|
||||
{
|
||||
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
|
||||
if (asset != null)
|
||||
return asset;
|
||||
|
||||
asset = ScriptableObject.CreateInstance<T>();
|
||||
AssetDatabase.CreateAsset(asset, path);
|
||||
return asset;
|
||||
}
|
||||
|
||||
private static void EnsureFolder(string folderPath)
|
||||
{
|
||||
string current = "Assets";
|
||||
string[] segments = folderPath.Split('/');
|
||||
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@@ -2,14 +2,6 @@ using System.Collections.Generic;
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using Unity.Netcode;
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using Unity.Netcode.Components;
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using UnityEngine;
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using UnityEngine.Serialization;
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public enum DraggableMovementMode
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{
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Free3D = 0,
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KeepWorldHeight = 1,
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FollowGround = 2
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}
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[RequireComponent(typeof(Rigidbody), typeof(NetworkRigidbody))]
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public sealed class NetworkDraggableInteractable : NetworkInteractable
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@@ -26,23 +18,7 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
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[SerializeField, Min(0.1f)] private float maximumDragSpeed = 3f;
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[SerializeField, Range(0.05f, 1f)] private float minimumSpeedMultiplier = 0.35f;
|
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[SerializeField, Min(0.5f)] private float maximumDraggerDistance = 4.5f;
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[SerializeField, Min(0.01f)] private float positionSmoothTime = 0.12f;
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[SerializeField, Min(0.1f)] private float rotationFollowSpeed = 8f;
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[SerializeField] private Vector3 rotationOffset;
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[FormerlySerializedAs("keepCurrentHeight")]
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[SerializeField] private DraggableMovementMode movementMode;
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[Header("Ground Following")]
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[SerializeField] private LayerMask groundLayers = ~0;
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[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;
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[SerializeField, Min(0.1f)] private float maximumGroundDrop = 2f;
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[SerializeField, Range(0f, 89f)] private float maximumGroundAngle = 55f;
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[SerializeField, Min(0f)] private float groundClearance = 0.02f;
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[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;
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[SerializeField] private bool keepCurrentHeight;
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[Header("Physics")]
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[SerializeField] private Rigidbody physicsBody;
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@@ -60,11 +36,7 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
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NetworkVariableWritePermission.Server);
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private readonly HashSet<Collider> ignoredPlayerColliders = new();
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private readonly RaycastHit[] groundHits = new RaycastHit[16];
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private float nextCollisionRefreshTime;
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private Vector3 localGroundContactPoint;
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private Vector3 smoothedGroundNormal = Vector3.up;
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private Vector3 dragVelocity;
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public float Weight => weight;
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public int ActiveDraggerCount
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@@ -148,33 +120,18 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
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return;
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RemoveInvalidDraggers();
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if (!HasEnoughPullStrength ||
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!TryGetCombinedDragTarget(out Vector3 target, out Vector3 forward))
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{
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dragVelocity = Vector3.zero;
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if (!HasEnoughPullStrength || !TryGetCombinedDragTarget(out Vector3 target))
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return;
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}
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|
||||
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 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;
|
||||
}
|
||||
float movementStep = maximumDragSpeed * speedMultiplier * Time.fixedDeltaTime;
|
||||
Vector3 nextPosition = Vector3.MoveTowards(physicsBody.position, target, movementStep);
|
||||
physicsBody.MovePosition(nextPosition);
|
||||
}
|
||||
|
||||
protected override bool CanInteractOnServer(ulong senderClientId) =>
|
||||
@@ -231,42 +188,27 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
return (playerObject.transform.position - physicsBody.position).sqrMagnitude <= maximumDistanceSquared;
|
||||
}
|
||||
|
||||
private bool TryGetCombinedDragTarget(out Vector3 target, out Vector3 forward)
|
||||
private bool TryGetCombinedDragTarget(out Vector3 target)
|
||||
{
|
||||
target = Vector3.zero;
|
||||
forward = Vector3.zero;
|
||||
int validTargets = 0;
|
||||
|
||||
AddDragTarget(firstDraggerClientId.Value, ref target, ref forward, ref validTargets);
|
||||
AddDragTarget(secondDraggerClientId.Value, ref target, ref forward, ref validTargets);
|
||||
AddDragTarget(firstDraggerClientId.Value, ref target, ref validTargets);
|
||||
AddDragTarget(secondDraggerClientId.Value, ref target, 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 Vector3 forward,
|
||||
ref int validTargets)
|
||||
private void AddDragTarget(ulong clientId, ref Vector3 target, ref int validTargets)
|
||||
{
|
||||
if (clientId == NoDragger || !TryGetPlayerObject(clientId, out NetworkObject playerObject))
|
||||
return;
|
||||
|
||||
target += playerObject.transform.TransformPoint(dragOffset);
|
||||
forward += playerObject.transform.forward;
|
||||
validTargets++;
|
||||
}
|
||||
|
||||
@@ -279,32 +221,15 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
{
|
||||
if (physicsBody != null)
|
||||
{
|
||||
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;
|
||||
physicsBody.isKinematic = HasAnyDragger || !IsServer;
|
||||
physicsBody.linearVelocity = Vector3.zero;
|
||||
physicsBody.angularVelocity = Vector3.zero;
|
||||
}
|
||||
|
||||
if (HasAnyDragger)
|
||||
{
|
||||
dragVelocity = Vector3.zero;
|
||||
CacheGroundContactPoint();
|
||||
smoothedGroundNormal = physicsBody != null ? physicsBody.transform.up : Vector3.up;
|
||||
IgnoreCollisionsWithPlayers();
|
||||
}
|
||||
else
|
||||
{
|
||||
dragVelocity = Vector3.zero;
|
||||
RestorePlayerCollisions();
|
||||
}
|
||||
}
|
||||
|
||||
private void ResolvePhysicsReferences()
|
||||
@@ -314,8 +239,6 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||
|
||||
if (objectColliders == null || objectColliders.Length == 0)
|
||||
objectColliders = GetComponentsInChildren<Collider>(true);
|
||||
|
||||
CacheGroundContactPoint();
|
||||
}
|
||||
|
||||
private void ApplyWeight()
|
||||
@@ -324,178 +247,6 @@ 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>(
|
||||
|
||||
@@ -14,12 +14,6 @@ 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;
|
||||
@@ -31,9 +25,6 @@ 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; }
|
||||
@@ -88,9 +79,10 @@ public abstract class NetworkHeldInteractable : NetworkInteractable
|
||||
return;
|
||||
}
|
||||
|
||||
FollowHolderTranslation(holder.transform.position);
|
||||
Transform anchor = ResolveHoldingAnchor(holder);
|
||||
FollowHoldingAnchor(anchor);
|
||||
transform.SetPositionAndRotation(
|
||||
anchor.TransformPoint(HoldingOffset),
|
||||
anchor.rotation);
|
||||
|
||||
if (Time.time >= nextCollisionRefreshTime)
|
||||
{
|
||||
@@ -183,70 +175,16 @@ 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)
|
||||
{
|
||||
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;
|
||||
physicsBody.isKinematic = isHeld || !IsServer;
|
||||
physicsBody.linearVelocity = Vector3.zero;
|
||||
physicsBody.angularVelocity = Vector3.zero;
|
||||
}
|
||||
|
||||
if (isHeld)
|
||||
|
||||
@@ -19,12 +19,12 @@ public sealed class NetworkPhysicalLeverInteractable :
|
||||
|
||||
[Header("Control")]
|
||||
[SerializeField, Min(0.5f)] private float maximumControlDistance = 4f;
|
||||
[SerializeField] private bool returnToRestOnRelease;
|
||||
[SerializeField, Range(0f, 1f)] private float restValue;
|
||||
|
||||
[Header("Two positions")]
|
||||
[SerializeField, Range(0.05f, 0.95f)] private float switchThreshold = 0.5f;
|
||||
[SerializeField] private bool initialPositionIsMaximum;
|
||||
[SerializeField] private bool returnToInitialPositionAfterSwitch;
|
||||
[SerializeField, Min(0f)] private float automaticReturnDelay = 0.25f;
|
||||
[Header("Activation")]
|
||||
[SerializeField, Range(0f, 1f)] private float activationThreshold = 0.85f;
|
||||
[SerializeField, Range(0f, 1f)] private float deactivationThreshold = 0.15f;
|
||||
[SerializeField] private UnityEvent<float> leverValueChanged;
|
||||
[SerializeField] private UnityEvent<bool> leverStateChanged;
|
||||
|
||||
@@ -43,10 +43,6 @@ public sealed class NetworkPhysicalLeverInteractable :
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
|
||||
private bool hasSnapTarget;
|
||||
private float snapTargetValue;
|
||||
private float automaticReturnTime = -1f;
|
||||
|
||||
public float Value => synchronizedValue.Value;
|
||||
public bool IsActivated => isActivated.Value;
|
||||
public bool IsControlled => controllingClientId.Value != NoController;
|
||||
@@ -70,7 +66,6 @@ public sealed class NetworkPhysicalLeverInteractable :
|
||||
private Vector3 HandleDirection => localHandleDirection.sqrMagnitude > 0.0001f
|
||||
? localHandleDirection.normalized
|
||||
: Vector3.up;
|
||||
private float InitialPositionValue => initialPositionIsMaximum ? 1f : 0f;
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
@@ -82,18 +77,13 @@ public sealed class NetworkPhysicalLeverInteractable :
|
||||
{
|
||||
if (maximumAngle < minimumAngle)
|
||||
maximumAngle = minimumAngle;
|
||||
|
||||
deactivationThreshold = Mathf.Min(deactivationThreshold, activationThreshold);
|
||||
}
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
PlayerInteractionSessionRegistry.Register(this);
|
||||
|
||||
if (IsServer)
|
||||
{
|
||||
synchronizedValue.Value = InitialPositionValue;
|
||||
isActivated.Value = initialPositionIsMaximum;
|
||||
}
|
||||
|
||||
synchronizedValue.OnValueChanged += HandleValueChanged;
|
||||
isActivated.OnValueChanged += HandleActivationChanged;
|
||||
ApplyVisual(synchronizedValue.Value);
|
||||
@@ -118,29 +108,17 @@ public sealed class NetworkPhysicalLeverInteractable :
|
||||
if (!TryGetPlayerObject(controllingClientId.Value, out NetworkObject playerObject) ||
|
||||
!IsPlayerWithinControlDistance(playerObject))
|
||||
{
|
||||
EndControl();
|
||||
controllingClientId.Value = NoController;
|
||||
return;
|
||||
}
|
||||
|
||||
if (TryCalculateTargetValue(playerObject, out float targetValue))
|
||||
{
|
||||
MoveTowardsValue(targetValue);
|
||||
UpdateActivationAtEndpoint();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (hasSnapTarget)
|
||||
else if (returnToRestOnRelease)
|
||||
{
|
||||
if (MoveTowardsValue(snapTargetValue))
|
||||
CompleteSnap();
|
||||
|
||||
return;
|
||||
MoveTowardsValue(restValue);
|
||||
}
|
||||
|
||||
if (automaticReturnTime >= 0f && Time.time >= automaticReturnTime)
|
||||
BeginSnap(InitialPositionValue);
|
||||
}
|
||||
|
||||
public bool IsControlledBy(ulong clientId) =>
|
||||
@@ -159,72 +137,16 @@ public sealed class NetworkPhysicalLeverInteractable :
|
||||
ulong senderClientId,
|
||||
NetworkObject playerObject)
|
||||
{
|
||||
if (IsControlledBy(senderClientId))
|
||||
EndControl();
|
||||
else
|
||||
BeginControl(senderClientId);
|
||||
controllingClientId.Value = IsControlledBy(senderClientId)
|
||||
? NoController
|
||||
: senderClientId;
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
private void RequestReleaseServerRpc(RpcParams rpcParams = default)
|
||||
{
|
||||
if (IsControlledBy(rpcParams.Receive.SenderClientId))
|
||||
EndControl();
|
||||
}
|
||||
|
||||
private void BeginControl(ulong clientId)
|
||||
{
|
||||
hasSnapTarget = false;
|
||||
automaticReturnTime = -1f;
|
||||
controllingClientId.Value = clientId;
|
||||
}
|
||||
|
||||
private void EndControl()
|
||||
{
|
||||
if (!IsControlled)
|
||||
return;
|
||||
|
||||
controllingClientId.Value = NoController;
|
||||
float targetPosition = synchronizedValue.Value >= switchThreshold ? 1f : 0f;
|
||||
BeginSnap(targetPosition);
|
||||
}
|
||||
|
||||
private void BeginSnap(float targetValue)
|
||||
{
|
||||
automaticReturnTime = -1f;
|
||||
snapTargetValue = targetValue >= 0.5f ? 1f : 0f;
|
||||
hasSnapTarget = true;
|
||||
}
|
||||
|
||||
private void CompleteSnap()
|
||||
{
|
||||
hasSnapTarget = false;
|
||||
bool snappedToMaximum = snapTargetValue >= 0.5f;
|
||||
|
||||
SetActivation(snappedToMaximum);
|
||||
|
||||
bool movedAwayFromInitialPosition =
|
||||
!Mathf.Approximately(snapTargetValue, InitialPositionValue);
|
||||
automaticReturnTime = returnToInitialPositionAfterSwitch &&
|
||||
movedAwayFromInitialPosition
|
||||
? Time.time + automaticReturnDelay
|
||||
: -1f;
|
||||
}
|
||||
|
||||
private void UpdateActivationAtEndpoint()
|
||||
{
|
||||
const float endpointTolerance = 0.001f;
|
||||
|
||||
if (synchronizedValue.Value >= 1f - endpointTolerance)
|
||||
SetActivation(true);
|
||||
else if (synchronizedValue.Value <= endpointTolerance)
|
||||
SetActivation(false);
|
||||
}
|
||||
|
||||
private void SetActivation(bool activated)
|
||||
{
|
||||
if (isActivated.Value != activated)
|
||||
isActivated.Value = activated;
|
||||
controllingClientId.Value = NoController;
|
||||
}
|
||||
|
||||
private bool IsPlayerWithinControlDistance(NetworkObject playerObject)
|
||||
@@ -286,7 +208,7 @@ public sealed class NetworkPhysicalLeverInteractable :
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool MoveTowardsValue(float targetValue)
|
||||
private void MoveTowardsValue(float targetValue)
|
||||
{
|
||||
float angleRange = Mathf.Max(0.01f, maximumAngle - minimumAngle);
|
||||
float valueStep = movementSpeed / angleRange * Time.fixedDeltaTime;
|
||||
@@ -295,10 +217,24 @@ public sealed class NetworkPhysicalLeverInteractable :
|
||||
Mathf.Clamp01(targetValue),
|
||||
valueStep);
|
||||
|
||||
if (!Mathf.Approximately(nextValue, synchronizedValue.Value))
|
||||
synchronizedValue.Value = nextValue;
|
||||
if (Mathf.Approximately(nextValue, synchronizedValue.Value))
|
||||
return;
|
||||
|
||||
return Mathf.Approximately(nextValue, targetValue);
|
||||
synchronizedValue.Value = nextValue;
|
||||
UpdateActivationState(nextValue);
|
||||
}
|
||||
|
||||
private void UpdateActivationState(float currentValue)
|
||||
{
|
||||
bool nextState = isActivated.Value;
|
||||
|
||||
if (!nextState && currentValue >= activationThreshold)
|
||||
nextState = true;
|
||||
else if (nextState && currentValue <= deactivationThreshold)
|
||||
nextState = false;
|
||||
|
||||
if (nextState != isActivated.Value)
|
||||
isActivated.Value = nextState;
|
||||
}
|
||||
|
||||
private void HandleValueChanged(float _, float currentValue)
|
||||
@@ -323,8 +259,8 @@ public sealed class NetworkPhysicalLeverInteractable :
|
||||
[ContextMenu("Preview/Minimum")]
|
||||
private void PreviewMinimum() => ApplyVisual(0f);
|
||||
|
||||
[ContextMenu("Preview/Initial Position")]
|
||||
private void PreviewInitialPosition() => ApplyVisual(InitialPositionValue);
|
||||
[ContextMenu("Preview/Rest")]
|
||||
private void PreviewRest() => ApplyVisual(restValue);
|
||||
|
||||
[ContextMenu("Preview/Maximum")]
|
||||
private void PreviewMaximum() => ApplyVisual(1f);
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user