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 |
@@ -1,6 +0,0 @@
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|||||||
{
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"version": "1.0",
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"components": [
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||||||
"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@@ -15,11 +15,7 @@ MonoBehaviour:
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- Assets/Bakery/examples/content/sponza/sponza.FBX
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- Assets/Bakery/examples/content/sponza/sponza.FBX
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||||||
- Assets/Rocks and Boulders 2/Rocks/Source/Models/Rock2.fbx
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- Assets/Rocks and Boulders 2/Rocks/Source/Models/Rock2.fbx
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@@ -406,22 +402,6 @@ MonoBehaviour:
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- Rock2E_LP:polySurface1
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- Rock2E_LP:polySurface1
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- Rock3_LP_smooth:polySurface1
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padding: 09000000
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- meshName:
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padding: 10000000
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unwrapper: 00000000
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assetList:
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- Assets/Bakery/examples/content/sponza/bush.FBX
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- Assets/Bakery/examples/content/sponza/bush.FBX
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- Assets/Bakery/examples/content/floor_lamp.FBX
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- Assets/Bakery/examples/content/floor_lamp.FBX
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@@ -429,10 +409,7 @@ MonoBehaviour:
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- Assets/Objects/Boxes and pallets/Res/Boxes.fbx
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- Assets/Objects/Boxes and pallets/Res/Boxes.fbx
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- Assets/Objects/Boxes and pallets/Res/Pallet.fbx
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- Assets/Objects/Boxes and pallets/Res/Pallet.fbx
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- Assets/Rocks and Boulders 2/Rocks/Source/Models/box.fbx
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- Assets/Rocks and Boulders 2/Rocks/Source/Models/box.fbx
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- Assets/Bitgem/StylisedWater/URP/Meshes/example-scene-01.fbx
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uvOverlapAssetList: 00000000ffffffff01010000010100000101000000000000
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- Assets/Fill.obj
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- Assets/CONTENT/ART/tripo_convert_afbded3b-3351-4484-9604-f5a846a051d2.fbx
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gpuName_2: NVIDIA GeForce RTX 5080
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gpuName_2: NVIDIA GeForce RTX 5080
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- Assets/Rocks and Boulders 2/Rocks/Source/Models/Rock2.fbx
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- Assets/Rocks and Boulders 2/Rocks/Source/Models/Rock2.fbx
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|
|
||||||
weight: 0.3
|
|
||||||
- prefab: {fileID: 3256751277309890899, guid: 04a6d9d9e28782a4a9f8f71ce4438fc0, type: 3}
|
|
||||||
weight: 1.5
|
|
||||||
randomSpawnX: 1
|
randomSpawnX: 1
|
||||||
randomSpawnZ: 1
|
randomSpawnZ: 1
|
||||||
|
|||||||
@@ -1,11 +1,9 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Unity.Netcode;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
[RequireComponent(typeof(NetworkObject))]
|
public class ItemPipe : MonoBehaviour
|
||||||
public sealed class ItemPipe : NetworkBehaviour
|
|
||||||
{
|
{
|
||||||
[Header("Pipe")]
|
[Header("Pipe")]
|
||||||
[SerializeField] private Transform spawnPoint;
|
[SerializeField] private Transform spawnPoint;
|
||||||
@@ -13,192 +11,84 @@ public sealed class ItemPipe : NetworkBehaviour
|
|||||||
[Header("Configuration")]
|
[Header("Configuration")]
|
||||||
[SerializeField] private ItemPipeConfig config;
|
[SerializeField] private ItemPipeConfig config;
|
||||||
|
|
||||||
private readonly NetworkVariable<bool> spawnSequenceActive = new(
|
[Header("Temporary testing")]
|
||||||
false,
|
[SerializeField] private bool spawnOnE = true;
|
||||||
NetworkVariableReadPermission.Everyone,
|
|
||||||
NetworkVariableWritePermission.Server);
|
|
||||||
|
|
||||||
private readonly NetworkVariable<double> cooldownEndsAt = new(
|
private bool isSpawning;
|
||||||
0d,
|
|
||||||
NetworkVariableReadPermission.Everyone,
|
|
||||||
NetworkVariableWritePermission.Server);
|
|
||||||
|
|
||||||
private Coroutine spawnRoutine;
|
|
||||||
|
|
||||||
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
|
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
|
||||||
public float CooldownRemaining
|
public float CooldownRemaining { get; private set; }
|
||||||
{
|
|
||||||
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 int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
|
||||||
public bool IsSpawning => spawnSequenceActive.Value;
|
public bool CanSpawnItems => config != null && !isSpawning && CooldownRemaining <= 0f;
|
||||||
public bool CanSpawnItems =>
|
|
||||||
IsSpawned &&
|
|
||||||
config != null &&
|
|
||||||
!spawnSequenceActive.Value &&
|
|
||||||
CooldownRemaining <= 0f;
|
|
||||||
|
|
||||||
public event Action Changed;
|
private void Update()
|
||||||
|
|
||||||
private void Reset() => spawnPoint = transform;
|
|
||||||
|
|
||||||
public override void OnNetworkSpawn()
|
|
||||||
{
|
{
|
||||||
spawnSequenceActive.OnValueChanged += HandleSpawnStateChanged;
|
if (CooldownRemaining > 0f)
|
||||||
cooldownEndsAt.OnValueChanged += HandleCooldownChanged;
|
CooldownRemaining = Mathf.Max(0f, CooldownRemaining - Time.deltaTime);
|
||||||
|
|
||||||
if (IsServer)
|
if (!spawnOnE || Keyboard.current == null)
|
||||||
{
|
return;
|
||||||
spawnSequenceActive.Value = false;
|
|
||||||
cooldownEndsAt.Value = 0d;
|
|
||||||
}
|
|
||||||
|
|
||||||
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()
|
public void SpawnItems()
|
||||||
{
|
{
|
||||||
if (!IsSpawned)
|
if (!CanSpawnItems)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (IsServer)
|
StartCoroutine(SpawnSequence(config));
|
||||||
TryStartSpawnSequenceOnServer();
|
|
||||||
else
|
|
||||||
RequestSpawnItemsRpc();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
private IEnumerator SpawnSequence(ItemPipeConfig activeConfig)
|
||||||
/// 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)
|
isSpawning = true;
|
||||||
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 (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);
|
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);
|
yield return new WaitForSeconds(activeConfig.SpawnInterval);
|
||||||
}
|
}
|
||||||
|
|
||||||
spawnRoutine = null;
|
isSpawning = false;
|
||||||
cooldownEndsAt.Value =
|
CooldownRemaining = activeConfig.SpawnCooldown;
|
||||||
NetworkManager.ServerTime.Time + activeConfig.SpawnCooldown;
|
|
||||||
spawnSequenceActive.Value = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void StopSpawnSequenceOnServer(bool applyCooldown)
|
private List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
|
||||||
{
|
|
||||||
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();
|
List<GameObject> queue = new();
|
||||||
|
|
||||||
|
// Добавляем предметы в точном количестве.
|
||||||
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
|
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
|
||||||
{
|
{
|
||||||
if (item.prefab == null)
|
if (item.prefab == null)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
for (int index = 0; index < item.amount; index++)
|
for (int i = 0; i < item.amount; i++)
|
||||||
queue.Add(item.prefab);
|
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);
|
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
|
||||||
|
|
||||||
if (selectedPrefab != null)
|
if (selectedPrefab != null)
|
||||||
queue.Add(selectedPrefab);
|
queue.Add(selectedPrefab);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Перемешиваем гарантированные и случайные предметы вместе.
|
||||||
Shuffle(queue);
|
Shuffle(queue);
|
||||||
|
|
||||||
return queue;
|
return queue;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
private GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
||||||
{
|
{
|
||||||
float totalWeight = 0f;
|
float totalWeight = 0f;
|
||||||
|
|
||||||
@@ -211,81 +101,64 @@ public sealed class ItemPipe : NetworkBehaviour
|
|||||||
if (totalWeight <= 0f)
|
if (totalWeight <= 0f)
|
||||||
return null;
|
return null;
|
||||||
|
|
||||||
float roll = UnityEngine.Random.value * totalWeight;
|
float roll = Random.value * totalWeight;
|
||||||
float accumulatedWeight = 0f;
|
float currentWeight = 0f;
|
||||||
|
|
||||||
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
||||||
{
|
{
|
||||||
if (item.prefab == null || item.weight <= 0f)
|
if (item.prefab == null || item.weight <= 0f)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
accumulatedWeight += item.weight;
|
currentWeight += item.weight;
|
||||||
if (roll < accumulatedWeight)
|
|
||||||
|
if (roll < currentWeight)
|
||||||
return item.prefab;
|
return item.prefab;
|
||||||
}
|
}
|
||||||
|
|
||||||
return null;
|
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);
|
int randomIndex = Random.Range(0, i + 1);
|
||||||
(queue[index], queue[randomIndex]) =
|
|
||||||
(queue[randomIndex], queue[index]);
|
(queue[i], queue[randomIndex]) =
|
||||||
|
(queue[randomIndex], queue[i]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SpawnNetworkItemOnServer(
|
private void Spawn(GameObject prefab, ItemPipeConfig activeConfig)
|
||||||
GameObject prefab,
|
|
||||||
ItemPipeConfig activeConfig)
|
|
||||||
{
|
{
|
||||||
Transform activeSpawnPoint = spawnPoint != null ? spawnPoint : transform;
|
if (prefab == null || spawnPoint == null)
|
||||||
if (prefab == null)
|
|
||||||
return;
|
return;
|
||||||
|
|
||||||
float offsetX = UnityEngine.Random.Range(
|
float offsetX = RandomRange(-activeConfig.RandomSpawnX, activeConfig.RandomSpawnX);
|
||||||
-activeConfig.RandomSpawnX,
|
float offsetZ = RandomRange(-activeConfig.RandomSpawnZ, activeConfig.RandomSpawnZ);
|
||||||
activeConfig.RandomSpawnX);
|
|
||||||
float offsetZ = UnityEngine.Random.Range(
|
|
||||||
-activeConfig.RandomSpawnZ,
|
|
||||||
activeConfig.RandomSpawnZ);
|
|
||||||
Vector3 spawnPosition =
|
Vector3 spawnPosition =
|
||||||
activeSpawnPoint.position +
|
spawnPoint.position +
|
||||||
activeSpawnPoint.right * offsetX +
|
spawnPoint.right * offsetX +
|
||||||
activeSpawnPoint.forward * offsetZ;
|
spawnPoint.forward * offsetZ;
|
||||||
|
|
||||||
GameObject item = Instantiate(
|
GameObject item = Instantiate(
|
||||||
prefab,
|
prefab,
|
||||||
spawnPosition,
|
spawnPosition,
|
||||||
UnityEngine.Random.rotationUniform);
|
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))
|
if (item.TryGetComponent(out Rigidbody body))
|
||||||
{
|
{
|
||||||
Vector3 worldVelocityChange =
|
Vector3 worldVelocityChange =
|
||||||
activeSpawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
|
spawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
|
||||||
|
|
||||||
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
|
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleSpawnStateChanged(bool _, bool __) => Changed?.Invoke();
|
private float RandomRange(float min, float max)
|
||||||
private void HandleCooldownChanged(double _, double __) => Changed?.Invoke();
|
{
|
||||||
|
return Random.Range(min, max);
|
||||||
[ContextMenu("Debug/Spawn Batch (Network Play Mode)")]
|
}
|
||||||
private void DebugSpawnBatch() => SpawnItems();
|
|
||||||
|
|
||||||
[ContextMenu("Debug/Stop Batch (Network Play Mode)")]
|
|
||||||
private void DebugStopBatch() => StopSpawning();
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,7 +9,6 @@ GameObject:
|
|||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 286431562970531899}
|
- component: {fileID: 286431562970531899}
|
||||||
- component: {fileID: 641239187450981236}
|
|
||||||
- component: {fileID: 4539542294833622770}
|
- component: {fileID: 4539542294833622770}
|
||||||
m_Layer: 0
|
m_Layer: 0
|
||||||
m_Name: SpawnJunk
|
m_Name: SpawnJunk
|
||||||
@@ -33,32 +32,6 @@ Transform:
|
|||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
--- !u!114 &641239187450981236
|
|
||||||
MonoBehaviour:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 1621409648607792275}
|
|
||||||
m_Enabled: 1
|
|
||||||
m_EditorHideFlags: 0
|
|
||||||
m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3}
|
|
||||||
m_Name:
|
|
||||||
m_EditorClassIdentifier:
|
|
||||||
GlobalObjectIdHash: 0
|
|
||||||
InScenePlacedSourceGlobalObjectIdHash: 0
|
|
||||||
DeferredDespawnTick: 0
|
|
||||||
Ownership: 1
|
|
||||||
AlwaysReplicateAsRoot: 0
|
|
||||||
SynchronizeTransform: 0
|
|
||||||
m_InScenePlaced: 1
|
|
||||||
ActiveSceneSynchronization: 0
|
|
||||||
SceneMigrationSynchronization: 0
|
|
||||||
SpawnWithObservers: 1
|
|
||||||
DontDestroyWithOwner: 0
|
|
||||||
AutoObjectParentSync: 1
|
|
||||||
SyncOwnerTransformWhenParented: 1
|
|
||||||
AllowOwnerToParent: 0
|
|
||||||
--- !u!114 &4539542294833622770
|
--- !u!114 &4539542294833622770
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@@ -73,3 +46,4 @@ MonoBehaviour:
|
|||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
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m_Name: SmeltMetalRod
|
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m_EditorClassIdentifier:
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recipeId: metal_rod
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displayName: Metal Rod
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|
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processingDuration: 2.5
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@@ -1,303 +0,0 @@
|
|||||||
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('/');
|
|
||||||
for (int index = 1; index < segments.Length; index++)
|
|
||||||
{
|
|
||||||
string next = $"{current}/{segments[index]}";
|
|
||||||
if (!AssetDatabase.IsValidFolder(next))
|
|
||||||
AssetDatabase.CreateFolder(current, segments[index]);
|
|
||||||
current = next;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void SetString(Object target, string propertyName, string value) =>
|
|
||||||
Edit(target, propertyName, property => property.stringValue = value);
|
|
||||||
|
|
||||||
private static void SetFloat(Object target, string propertyName, float value) =>
|
|
||||||
Edit(target, propertyName, property => property.floatValue = value);
|
|
||||||
|
|
||||||
private static void SetInt(Object target, string propertyName, int value) =>
|
|
||||||
Edit(target, propertyName, property => property.intValue = value);
|
|
||||||
|
|
||||||
private static void SetVector3(Object target, string propertyName, Vector3 value) =>
|
|
||||||
Edit(target, propertyName, property => property.vector3Value = value);
|
|
||||||
|
|
||||||
private static void SetObjectReference(Object target, string propertyName, Object value) =>
|
|
||||||
Edit(target, propertyName, property => property.objectReferenceValue = value);
|
|
||||||
|
|
||||||
private static void SetObjectReferenceList(
|
|
||||||
Object target,
|
|
||||||
string propertyName,
|
|
||||||
IReadOnlyList<Object> values)
|
|
||||||
{
|
|
||||||
SerializedObject serializedObject = new(target);
|
|
||||||
SerializedProperty property = serializedObject.FindProperty(propertyName);
|
|
||||||
property.arraySize = values.Count;
|
|
||||||
for (int index = 0; index < values.Count; index++)
|
|
||||||
property.GetArrayElementAtIndex(index).objectReferenceValue = values[index];
|
|
||||||
serializedObject.ApplyModifiedPropertiesWithoutUndo();
|
|
||||||
EditorUtility.SetDirty(target);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void Edit(
|
|
||||||
Object target,
|
|
||||||
string propertyName,
|
|
||||||
System.Action<SerializedProperty> edit)
|
|
||||||
{
|
|
||||||
SerializedObject serializedObject = new(target);
|
|
||||||
SerializedProperty property = serializedObject.FindProperty(propertyName);
|
|
||||||
if (property == null)
|
|
||||||
throw new System.MissingFieldException(target.GetType().Name, propertyName);
|
|
||||||
edit(property);
|
|
||||||
serializedObject.ApplyModifiedPropertiesWithoutUndo();
|
|
||||||
EditorUtility.SetDirty(target);
|
|
||||||
}
|
|
||||||
}
|
|
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|
maximumDragSpeed: 3
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minimumSpeedMultiplier: 0.35
|
minimumSpeedMultiplier: 0.35
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- {fileID: 6739897567601242453}
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@@ -2,14 +2,6 @@ using System.Collections.Generic;
|
|||||||
using Unity.Netcode;
|
using Unity.Netcode;
|
||||||
using Unity.Netcode.Components;
|
using Unity.Netcode.Components;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Serialization;
|
|
||||||
|
|
||||||
public enum DraggableMovementMode
|
|
||||||
{
|
|
||||||
Free3D = 0,
|
|
||||||
KeepWorldHeight = 1,
|
|
||||||
FollowGround = 2
|
|
||||||
}
|
|
||||||
|
|
||||||
[RequireComponent(typeof(Rigidbody), typeof(NetworkRigidbody))]
|
[RequireComponent(typeof(Rigidbody), typeof(NetworkRigidbody))]
|
||||||
public sealed class NetworkDraggableInteractable : NetworkInteractable
|
public sealed class NetworkDraggableInteractable : NetworkInteractable
|
||||||
@@ -26,23 +18,7 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
|||||||
[SerializeField, Min(0.1f)] private float maximumDragSpeed = 3f;
|
[SerializeField, Min(0.1f)] private float maximumDragSpeed = 3f;
|
||||||
[SerializeField, Range(0.05f, 1f)] private float minimumSpeedMultiplier = 0.35f;
|
[SerializeField, Range(0.05f, 1f)] private float minimumSpeedMultiplier = 0.35f;
|
||||||
[SerializeField, Min(0.5f)] private float maximumDraggerDistance = 4.5f;
|
[SerializeField, Min(0.5f)] private float maximumDraggerDistance = 4.5f;
|
||||||
[SerializeField, Min(0.01f)] private float positionSmoothTime = 0.12f;
|
[SerializeField] private bool keepCurrentHeight;
|
||||||
[SerializeField, Min(0.1f)] private float rotationFollowSpeed = 8f;
|
|
||||||
[SerializeField] private Vector3 rotationOffset;
|
|
||||||
[FormerlySerializedAs("keepCurrentHeight")]
|
|
||||||
[SerializeField] private DraggableMovementMode movementMode;
|
|
||||||
|
|
||||||
[Header("Ground Following")]
|
|
||||||
[SerializeField] private LayerMask groundLayers = ~0;
|
|
||||||
[SerializeField] private Transform groundContactPoint;
|
|
||||||
[SerializeField, Min(0.01f)] private float groundProbeRadius = 0.2f;
|
|
||||||
[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;
|
|
||||||
[SerializeField] private bool alignToGround = true;
|
|
||||||
[SerializeField, Min(0.1f)] private float groundAlignmentSpeed = 10f;
|
|
||||||
|
|
||||||
[Header("Physics")]
|
[Header("Physics")]
|
||||||
[SerializeField] private Rigidbody physicsBody;
|
[SerializeField] private Rigidbody physicsBody;
|
||||||
@@ -60,11 +36,7 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
|||||||
NetworkVariableWritePermission.Server);
|
NetworkVariableWritePermission.Server);
|
||||||
|
|
||||||
private readonly HashSet<Collider> ignoredPlayerColliders = new();
|
private readonly HashSet<Collider> ignoredPlayerColliders = new();
|
||||||
private readonly RaycastHit[] groundHits = new RaycastHit[16];
|
|
||||||
private float nextCollisionRefreshTime;
|
private float nextCollisionRefreshTime;
|
||||||
private Vector3 localGroundContactPoint;
|
|
||||||
private Vector3 smoothedGroundNormal = Vector3.up;
|
|
||||||
private Vector3 dragVelocity;
|
|
||||||
|
|
||||||
public float Weight => weight;
|
public float Weight => weight;
|
||||||
public int ActiveDraggerCount
|
public int ActiveDraggerCount
|
||||||
@@ -148,33 +120,18 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
RemoveInvalidDraggers();
|
RemoveInvalidDraggers();
|
||||||
if (!HasEnoughPullStrength ||
|
if (!HasEnoughPullStrength || !TryGetCombinedDragTarget(out Vector3 target))
|
||||||
!TryGetCombinedDragTarget(out Vector3 target, out Vector3 forward))
|
|
||||||
{
|
|
||||||
dragVelocity = Vector3.zero;
|
|
||||||
return;
|
return;
|
||||||
}
|
|
||||||
|
if (keepCurrentHeight)
|
||||||
|
target.y = physicsBody.position.y;
|
||||||
|
|
||||||
float totalStrength = ActiveDraggerCount * pullStrengthPerPlayer;
|
float totalStrength = ActiveDraggerCount * pullStrengthPerPlayer;
|
||||||
float loadRatio = Mathf.Clamp01(weight / totalStrength);
|
float loadRatio = Mathf.Clamp01(weight / totalStrength);
|
||||||
float speedMultiplier = Mathf.Lerp(1f, minimumSpeedMultiplier, loadRatio);
|
float speedMultiplier = Mathf.Lerp(1f, minimumSpeedMultiplier, loadRatio);
|
||||||
float movementSpeed = maximumDragSpeed * speedMultiplier;
|
float movementStep = maximumDragSpeed * speedMultiplier * Time.fixedDeltaTime;
|
||||||
|
Vector3 nextPosition = Vector3.MoveTowards(physicsBody.position, target, movementStep);
|
||||||
switch (movementMode)
|
physicsBody.MovePosition(nextPosition);
|
||||||
{
|
|
||||||
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) =>
|
protected override bool CanInteractOnServer(ulong senderClientId) =>
|
||||||
@@ -231,42 +188,27 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
|||||||
return (playerObject.transform.position - physicsBody.position).sqrMagnitude <= maximumDistanceSquared;
|
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;
|
target = Vector3.zero;
|
||||||
forward = Vector3.zero;
|
|
||||||
int validTargets = 0;
|
int validTargets = 0;
|
||||||
|
|
||||||
AddDragTarget(firstDraggerClientId.Value, ref target, ref forward, ref validTargets);
|
AddDragTarget(firstDraggerClientId.Value, ref target, ref validTargets);
|
||||||
AddDragTarget(secondDraggerClientId.Value, ref target, ref forward, ref validTargets);
|
AddDragTarget(secondDraggerClientId.Value, ref target, ref validTargets);
|
||||||
|
|
||||||
if (validTargets == 0)
|
if (validTargets == 0)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
target /= validTargets;
|
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;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void AddDragTarget(
|
private void AddDragTarget(ulong clientId, ref Vector3 target, ref int validTargets)
|
||||||
ulong clientId,
|
|
||||||
ref Vector3 target,
|
|
||||||
ref Vector3 forward,
|
|
||||||
ref int validTargets)
|
|
||||||
{
|
{
|
||||||
if (clientId == NoDragger || !TryGetPlayerObject(clientId, out NetworkObject playerObject))
|
if (clientId == NoDragger || !TryGetPlayerObject(clientId, out NetworkObject playerObject))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
target += playerObject.transform.TransformPoint(dragOffset);
|
target += playerObject.transform.TransformPoint(dragOffset);
|
||||||
forward += playerObject.transform.forward;
|
|
||||||
validTargets++;
|
validTargets++;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -279,32 +221,15 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
|||||||
{
|
{
|
||||||
if (physicsBody != null)
|
if (physicsBody != null)
|
||||||
{
|
{
|
||||||
bool shouldBeKinematic = HasAnyDragger || !IsServer;
|
physicsBody.isKinematic = HasAnyDragger || !IsServer;
|
||||||
|
physicsBody.linearVelocity = Vector3.zero;
|
||||||
if (physicsBody.isKinematic && !shouldBeKinematic)
|
physicsBody.angularVelocity = Vector3.zero;
|
||||||
physicsBody.isKinematic = false;
|
|
||||||
|
|
||||||
if (!physicsBody.isKinematic)
|
|
||||||
{
|
|
||||||
physicsBody.linearVelocity = Vector3.zero;
|
|
||||||
physicsBody.angularVelocity = Vector3.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
physicsBody.isKinematic = shouldBeKinematic;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (HasAnyDragger)
|
if (HasAnyDragger)
|
||||||
{
|
|
||||||
dragVelocity = Vector3.zero;
|
|
||||||
CacheGroundContactPoint();
|
|
||||||
smoothedGroundNormal = physicsBody != null ? physicsBody.transform.up : Vector3.up;
|
|
||||||
IgnoreCollisionsWithPlayers();
|
IgnoreCollisionsWithPlayers();
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
|
||||||
dragVelocity = Vector3.zero;
|
|
||||||
RestorePlayerCollisions();
|
RestorePlayerCollisions();
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ResolvePhysicsReferences()
|
private void ResolvePhysicsReferences()
|
||||||
@@ -314,8 +239,6 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
|||||||
|
|
||||||
if (objectColliders == null || objectColliders.Length == 0)
|
if (objectColliders == null || objectColliders.Length == 0)
|
||||||
objectColliders = GetComponentsInChildren<Collider>(true);
|
objectColliders = GetComponentsInChildren<Collider>(true);
|
||||||
|
|
||||||
CacheGroundContactPoint();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ApplyWeight()
|
private void ApplyWeight()
|
||||||
@@ -324,178 +247,6 @@ public sealed class NetworkDraggableInteractable : NetworkInteractable
|
|||||||
physicsBody.mass = Mathf.Max(0.1f, weight);
|
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()
|
private void IgnoreCollisionsWithPlayers()
|
||||||
{
|
{
|
||||||
foreach (CharacterController playerCollider in FindObjectsByType<CharacterController>(
|
foreach (CharacterController playerCollider in FindObjectsByType<CharacterController>(
|
||||||
|
|||||||
@@ -14,12 +14,6 @@ public abstract class NetworkHeldInteractable : NetworkInteractable
|
|||||||
[SerializeField] private Collider[] objectColliders;
|
[SerializeField] private Collider[] objectColliders;
|
||||||
[SerializeField, Min(0.05f)] private float collisionRefreshInterval = 0.25f;
|
[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")]
|
[Header("Throw")]
|
||||||
[SerializeField, Min(0f)] private float throwForce = 6f;
|
[SerializeField, Min(0f)] private float throwForce = 6f;
|
||||||
[SerializeField, Min(0f)] private float throwUpwardForce = 0.5f;
|
[SerializeField, Min(0f)] private float throwUpwardForce = 0.5f;
|
||||||
@@ -31,9 +25,6 @@ public abstract class NetworkHeldInteractable : NetworkInteractable
|
|||||||
|
|
||||||
private readonly HashSet<Collider> ignoredPlayerColliders = new();
|
private readonly HashSet<Collider> ignoredPlayerColliders = new();
|
||||||
private float nextCollisionRefreshTime;
|
private float nextCollisionRefreshTime;
|
||||||
private Vector3 followVelocity;
|
|
||||||
private Vector3 previousHolderPosition;
|
|
||||||
private bool hasPreviousHolderPosition;
|
|
||||||
|
|
||||||
protected abstract Vector3 HoldingOffset { get; }
|
protected abstract Vector3 HoldingOffset { get; }
|
||||||
protected abstract string DropPrompt { get; }
|
protected abstract string DropPrompt { get; }
|
||||||
@@ -88,9 +79,10 @@ public abstract class NetworkHeldInteractable : NetworkInteractable
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
FollowHolderTranslation(holder.transform.position);
|
|
||||||
Transform anchor = ResolveHoldingAnchor(holder);
|
Transform anchor = ResolveHoldingAnchor(holder);
|
||||||
FollowHoldingAnchor(anchor);
|
transform.SetPositionAndRotation(
|
||||||
|
anchor.TransformPoint(HoldingOffset),
|
||||||
|
anchor.rotation);
|
||||||
|
|
||||||
if (Time.time >= nextCollisionRefreshTime)
|
if (Time.time >= nextCollisionRefreshTime)
|
||||||
{
|
{
|
||||||
@@ -183,70 +175,16 @@ public abstract class NetworkHeldInteractable : NetworkInteractable
|
|||||||
return cameraController != null ? cameraController.AimTransform : holder.transform;
|
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) =>
|
private void HandleHolderChanged(ulong _, ulong currentHolder) =>
|
||||||
ApplyHoldingState(currentHolder != NoHolder);
|
ApplyHoldingState(currentHolder != NoHolder);
|
||||||
|
|
||||||
private void ApplyHoldingState(bool isHeld)
|
private void ApplyHoldingState(bool isHeld)
|
||||||
{
|
{
|
||||||
followVelocity = Vector3.zero;
|
|
||||||
hasPreviousHolderPosition = false;
|
|
||||||
|
|
||||||
if (physicsBody != null)
|
if (physicsBody != null)
|
||||||
{
|
{
|
||||||
bool shouldBeKinematic = isHeld || !IsServer;
|
physicsBody.isKinematic = isHeld || !IsServer;
|
||||||
|
physicsBody.linearVelocity = Vector3.zero;
|
||||||
if (physicsBody.isKinematic && !shouldBeKinematic)
|
physicsBody.angularVelocity = Vector3.zero;
|
||||||
physicsBody.isKinematic = false;
|
|
||||||
|
|
||||||
if (!physicsBody.isKinematic)
|
|
||||||
{
|
|
||||||
physicsBody.linearVelocity = Vector3.zero;
|
|
||||||
physicsBody.angularVelocity = Vector3.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
physicsBody.isKinematic = shouldBeKinematic;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (isHeld)
|
if (isHeld)
|
||||||
|
|||||||
@@ -19,12 +19,12 @@ public sealed class NetworkPhysicalLeverInteractable :
|
|||||||
|
|
||||||
[Header("Control")]
|
[Header("Control")]
|
||||||
[SerializeField, Min(0.5f)] private float maximumControlDistance = 4f;
|
[SerializeField, Min(0.5f)] private float maximumControlDistance = 4f;
|
||||||
|
[SerializeField] private bool returnToRestOnRelease;
|
||||||
|
[SerializeField, Range(0f, 1f)] private float restValue;
|
||||||
|
|
||||||
[Header("Two positions")]
|
[Header("Activation")]
|
||||||
[SerializeField, Range(0.05f, 0.95f)] private float switchThreshold = 0.5f;
|
[SerializeField, Range(0f, 1f)] private float activationThreshold = 0.85f;
|
||||||
[SerializeField] private bool initialPositionIsMaximum;
|
[SerializeField, Range(0f, 1f)] private float deactivationThreshold = 0.15f;
|
||||||
[SerializeField] private bool returnToInitialPositionAfterSwitch;
|
|
||||||
[SerializeField, Min(0f)] private float automaticReturnDelay = 0.25f;
|
|
||||||
[SerializeField] private UnityEvent<float> leverValueChanged;
|
[SerializeField] private UnityEvent<float> leverValueChanged;
|
||||||
[SerializeField] private UnityEvent<bool> leverStateChanged;
|
[SerializeField] private UnityEvent<bool> leverStateChanged;
|
||||||
|
|
||||||
@@ -43,10 +43,6 @@ public sealed class NetworkPhysicalLeverInteractable :
|
|||||||
NetworkVariableReadPermission.Everyone,
|
NetworkVariableReadPermission.Everyone,
|
||||||
NetworkVariableWritePermission.Server);
|
NetworkVariableWritePermission.Server);
|
||||||
|
|
||||||
private bool hasSnapTarget;
|
|
||||||
private float snapTargetValue;
|
|
||||||
private float automaticReturnTime = -1f;
|
|
||||||
|
|
||||||
public float Value => synchronizedValue.Value;
|
public float Value => synchronizedValue.Value;
|
||||||
public bool IsActivated => isActivated.Value;
|
public bool IsActivated => isActivated.Value;
|
||||||
public bool IsControlled => controllingClientId.Value != NoController;
|
public bool IsControlled => controllingClientId.Value != NoController;
|
||||||
@@ -70,7 +66,6 @@ public sealed class NetworkPhysicalLeverInteractable :
|
|||||||
private Vector3 HandleDirection => localHandleDirection.sqrMagnitude > 0.0001f
|
private Vector3 HandleDirection => localHandleDirection.sqrMagnitude > 0.0001f
|
||||||
? localHandleDirection.normalized
|
? localHandleDirection.normalized
|
||||||
: Vector3.up;
|
: Vector3.up;
|
||||||
private float InitialPositionValue => initialPositionIsMaximum ? 1f : 0f;
|
|
||||||
|
|
||||||
private void Reset()
|
private void Reset()
|
||||||
{
|
{
|
||||||
@@ -82,18 +77,13 @@ public sealed class NetworkPhysicalLeverInteractable :
|
|||||||
{
|
{
|
||||||
if (maximumAngle < minimumAngle)
|
if (maximumAngle < minimumAngle)
|
||||||
maximumAngle = minimumAngle;
|
maximumAngle = minimumAngle;
|
||||||
|
|
||||||
|
deactivationThreshold = Mathf.Min(deactivationThreshold, activationThreshold);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnNetworkSpawn()
|
public override void OnNetworkSpawn()
|
||||||
{
|
{
|
||||||
PlayerInteractionSessionRegistry.Register(this);
|
PlayerInteractionSessionRegistry.Register(this);
|
||||||
|
|
||||||
if (IsServer)
|
|
||||||
{
|
|
||||||
synchronizedValue.Value = InitialPositionValue;
|
|
||||||
isActivated.Value = initialPositionIsMaximum;
|
|
||||||
}
|
|
||||||
|
|
||||||
synchronizedValue.OnValueChanged += HandleValueChanged;
|
synchronizedValue.OnValueChanged += HandleValueChanged;
|
||||||
isActivated.OnValueChanged += HandleActivationChanged;
|
isActivated.OnValueChanged += HandleActivationChanged;
|
||||||
ApplyVisual(synchronizedValue.Value);
|
ApplyVisual(synchronizedValue.Value);
|
||||||
@@ -118,29 +108,17 @@ public sealed class NetworkPhysicalLeverInteractable :
|
|||||||
if (!TryGetPlayerObject(controllingClientId.Value, out NetworkObject playerObject) ||
|
if (!TryGetPlayerObject(controllingClientId.Value, out NetworkObject playerObject) ||
|
||||||
!IsPlayerWithinControlDistance(playerObject))
|
!IsPlayerWithinControlDistance(playerObject))
|
||||||
{
|
{
|
||||||
EndControl();
|
controllingClientId.Value = NoController;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (TryCalculateTargetValue(playerObject, out float targetValue))
|
if (TryCalculateTargetValue(playerObject, out float targetValue))
|
||||||
{
|
|
||||||
MoveTowardsValue(targetValue);
|
MoveTowardsValue(targetValue);
|
||||||
UpdateActivationAtEndpoint();
|
|
||||||
}
|
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
else if (returnToRestOnRelease)
|
||||||
if (hasSnapTarget)
|
|
||||||
{
|
{
|
||||||
if (MoveTowardsValue(snapTargetValue))
|
MoveTowardsValue(restValue);
|
||||||
CompleteSnap();
|
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (automaticReturnTime >= 0f && Time.time >= automaticReturnTime)
|
|
||||||
BeginSnap(InitialPositionValue);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsControlledBy(ulong clientId) =>
|
public bool IsControlledBy(ulong clientId) =>
|
||||||
@@ -159,72 +137,16 @@ public sealed class NetworkPhysicalLeverInteractable :
|
|||||||
ulong senderClientId,
|
ulong senderClientId,
|
||||||
NetworkObject playerObject)
|
NetworkObject playerObject)
|
||||||
{
|
{
|
||||||
if (IsControlledBy(senderClientId))
|
controllingClientId.Value = IsControlledBy(senderClientId)
|
||||||
EndControl();
|
? NoController
|
||||||
else
|
: senderClientId;
|
||||||
BeginControl(senderClientId);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||||
private void RequestReleaseServerRpc(RpcParams rpcParams = default)
|
private void RequestReleaseServerRpc(RpcParams rpcParams = default)
|
||||||
{
|
{
|
||||||
if (IsControlledBy(rpcParams.Receive.SenderClientId))
|
if (IsControlledBy(rpcParams.Receive.SenderClientId))
|
||||||
EndControl();
|
controllingClientId.Value = NoController;
|
||||||
}
|
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool IsPlayerWithinControlDistance(NetworkObject playerObject)
|
private bool IsPlayerWithinControlDistance(NetworkObject playerObject)
|
||||||
@@ -286,7 +208,7 @@ public sealed class NetworkPhysicalLeverInteractable :
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool MoveTowardsValue(float targetValue)
|
private void MoveTowardsValue(float targetValue)
|
||||||
{
|
{
|
||||||
float angleRange = Mathf.Max(0.01f, maximumAngle - minimumAngle);
|
float angleRange = Mathf.Max(0.01f, maximumAngle - minimumAngle);
|
||||||
float valueStep = movementSpeed / angleRange * Time.fixedDeltaTime;
|
float valueStep = movementSpeed / angleRange * Time.fixedDeltaTime;
|
||||||
@@ -295,10 +217,24 @@ public sealed class NetworkPhysicalLeverInteractable :
|
|||||||
Mathf.Clamp01(targetValue),
|
Mathf.Clamp01(targetValue),
|
||||||
valueStep);
|
valueStep);
|
||||||
|
|
||||||
if (!Mathf.Approximately(nextValue, synchronizedValue.Value))
|
if (Mathf.Approximately(nextValue, synchronizedValue.Value))
|
||||||
synchronizedValue.Value = nextValue;
|
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)
|
private void HandleValueChanged(float _, float currentValue)
|
||||||
@@ -323,8 +259,8 @@ public sealed class NetworkPhysicalLeverInteractable :
|
|||||||
[ContextMenu("Preview/Minimum")]
|
[ContextMenu("Preview/Minimum")]
|
||||||
private void PreviewMinimum() => ApplyVisual(0f);
|
private void PreviewMinimum() => ApplyVisual(0f);
|
||||||
|
|
||||||
[ContextMenu("Preview/Initial Position")]
|
[ContextMenu("Preview/Rest")]
|
||||||
private void PreviewInitialPosition() => ApplyVisual(InitialPositionValue);
|
private void PreviewRest() => ApplyVisual(restValue);
|
||||||
|
|
||||||
[ContextMenu("Preview/Maximum")]
|
[ContextMenu("Preview/Maximum")]
|
||||||
private void PreviewMaximum() => ApplyVisual(1f);
|
private void PreviewMaximum() => ApplyVisual(1f);
|
||||||
|
|||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 49b83c56f1d5e6d46b448c92e658fbe9
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user