Compare commits
10
Commits
| Author | SHA1 | Date | |
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3c490bdae8 | ||
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36ecac038a | ||
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22df749a0e | ||
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6b1a6b83a4 | ||
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1dc80339d4 | ||
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487e0d72ff | ||
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73069d8242 | ||
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60cd55ab44 | ||
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b3079b959a | ||
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67e0bcfaaf |
@@ -77,3 +77,6 @@ crashlytics-build.properties
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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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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upperLegTwist: 0.5
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animationType: 2
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humanoidOversampling: 1
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m_Name: ItemPipeConfig
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m_EditorClassIdentifier:
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spawnInterval: 0.05
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spawnCooldown: 10
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localVelocityChange: {x: 0, y: -5, z: 0}
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guaranteedItems:
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amount: 1
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weight: 1.5
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randomSpawnX: 1
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randomSpawnZ: 1
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using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(
|
||||
fileName = "ItemPipeConfig",
|
||||
menuName = "Fort Bo/Pipe Junk/Item Pipe Config")]
|
||||
public sealed class ItemPipeConfig : ScriptableObject
|
||||
{
|
||||
[Serializable]
|
||||
public sealed class GuaranteedItem
|
||||
{
|
||||
public GameObject prefab;
|
||||
|
||||
[Min(1)]
|
||||
public int amount = 1;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public sealed class RandomItem
|
||||
{
|
||||
public GameObject prefab;
|
||||
|
||||
[Min(0f)]
|
||||
public float weight = 1f;
|
||||
}
|
||||
|
||||
[Header("Timing")]
|
||||
[SerializeField, Min(0.05f)] private float spawnInterval = 0.5f;
|
||||
[SerializeField, Min(0f)] private float spawnCooldown = 10f;
|
||||
|
||||
[Header("Instant velocity change")]
|
||||
[SerializeField] private Vector3 localVelocityChange = Vector3.forward * 4.5f;
|
||||
|
||||
[Header("Guaranteed items")]
|
||||
[SerializeField] private List<GuaranteedItem> guaranteedItems = new();
|
||||
|
||||
[Header("Random items")]
|
||||
[SerializeField, Min(0)] private int randomItemCount = 5;
|
||||
[SerializeField] private List<RandomItem> randomItems = new();
|
||||
|
||||
[Header("Spawn position randomization")]
|
||||
[SerializeField, Min(0f)] private float randomSpawnX = 0.2f;
|
||||
[SerializeField, Min(0f)] private float randomSpawnZ = 0.2f;
|
||||
|
||||
public float SpawnInterval => spawnInterval;
|
||||
public float SpawnCooldown => spawnCooldown;
|
||||
public Vector3 LocalVelocityChange => localVelocityChange;
|
||||
public IReadOnlyList<GuaranteedItem> GuaranteedItems => guaranteedItems;
|
||||
public int RandomItemCount => randomItemCount;
|
||||
public IReadOnlyList<RandomItem> RandomItems => randomItems;
|
||||
public float RandomSpawnX => randomSpawnX;
|
||||
public float RandomSpawnZ => randomSpawnZ;
|
||||
}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,110 +1,208 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class ItemPipe : MonoBehaviour
|
||||
[RequireComponent(typeof(NetworkObject))]
|
||||
public sealed class ItemPipe : NetworkBehaviour
|
||||
{
|
||||
[Serializable]
|
||||
private class GuaranteedItem
|
||||
{
|
||||
public GameObject prefab;
|
||||
|
||||
[Min(1)]
|
||||
public int amount = 1;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
private class RandomItem
|
||||
{
|
||||
public GameObject prefab;
|
||||
|
||||
[Min(0)]
|
||||
public float weight = 1f;
|
||||
}
|
||||
|
||||
[Header("Pipe")]
|
||||
[SerializeField] private Transform spawnPoint;
|
||||
[SerializeField, Min(0.05f)] private float spawnInterval = 0.5f;
|
||||
|
||||
[Header("Instant velocity change")]
|
||||
[SerializeField] private Vector3 localVelocityChange = Vector3.forward * 4.5f;
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private ItemPipeConfig config;
|
||||
|
||||
[Header("Guaranteed items")]
|
||||
[SerializeField] private List<GuaranteedItem> guaranteedItems = new();
|
||||
private readonly NetworkVariable<bool> spawnSequenceActive = new(
|
||||
false,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
|
||||
[Header("Random items")]
|
||||
[SerializeField, Min(0)] private int randomItemCount = 5;
|
||||
[SerializeField] private List<RandomItem> randomItems = new();
|
||||
private readonly NetworkVariable<double> cooldownEndsAt = new(
|
||||
0d,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server);
|
||||
|
||||
[Header("Spawn position randomization")]
|
||||
[SerializeField, Min(0f)] private float randomSpawnX = 0.2f;
|
||||
[SerializeField, Min(0f)] private float randomSpawnZ = 0.2f;
|
||||
private Coroutine spawnRoutine;
|
||||
|
||||
[Header("Temporary testing")]
|
||||
[SerializeField] private bool spawnOnE = true;
|
||||
|
||||
private bool isSpawning;
|
||||
|
||||
private void Update()
|
||||
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
|
||||
public float CooldownRemaining
|
||||
{
|
||||
if (!spawnOnE || isSpawning || Keyboard.current == null)
|
||||
return;
|
||||
|
||||
if (Keyboard.current.eKey.wasPressedThisFrame)
|
||||
StartCoroutine(SpawnSequence());
|
||||
}
|
||||
|
||||
private IEnumerator SpawnSequence()
|
||||
{
|
||||
isSpawning = true;
|
||||
|
||||
List<GameObject> spawnQueue = BuildSpawnQueue();
|
||||
|
||||
foreach (GameObject prefab in spawnQueue)
|
||||
get
|
||||
{
|
||||
Spawn(prefab);
|
||||
yield return new WaitForSeconds(spawnInterval);
|
||||
double now = NetworkManager != null
|
||||
? NetworkManager.ServerTime.Time
|
||||
: Time.timeAsDouble;
|
||||
return Mathf.Max(0f, (float)(cooldownEndsAt.Value - now));
|
||||
}
|
||||
}
|
||||
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
|
||||
public bool IsSpawning => spawnSequenceActive.Value;
|
||||
public bool CanSpawnItems =>
|
||||
IsSpawned &&
|
||||
config != null &&
|
||||
!spawnSequenceActive.Value &&
|
||||
CooldownRemaining <= 0f;
|
||||
|
||||
public event Action Changed;
|
||||
|
||||
private void Reset() => spawnPoint = transform;
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
spawnSequenceActive.OnValueChanged += HandleSpawnStateChanged;
|
||||
cooldownEndsAt.OnValueChanged += HandleCooldownChanged;
|
||||
|
||||
if (IsServer)
|
||||
{
|
||||
spawnSequenceActive.Value = false;
|
||||
cooldownEndsAt.Value = 0d;
|
||||
}
|
||||
|
||||
isSpawning = false;
|
||||
Changed?.Invoke();
|
||||
}
|
||||
|
||||
private List<GameObject> BuildSpawnQueue()
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
spawnSequenceActive.OnValueChanged -= HandleSpawnStateChanged;
|
||||
cooldownEndsAt.OnValueChanged -= HandleCooldownChanged;
|
||||
|
||||
if (spawnRoutine != null)
|
||||
{
|
||||
StopCoroutine(spawnRoutine);
|
||||
spawnRoutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts one configured batch. Safe to connect directly to a Button or UnityEvent.
|
||||
/// Calls made on a client are forwarded to the server.
|
||||
/// </summary>
|
||||
public void SpawnItems()
|
||||
{
|
||||
if (!IsSpawned)
|
||||
return;
|
||||
|
||||
if (IsServer)
|
||||
TryStartSpawnSequenceOnServer();
|
||||
else
|
||||
RequestSpawnItemsRpc();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UnityEvent<bool> adapter for a lever. Only the true edge starts a batch;
|
||||
/// returning a momentary lever to false does not cancel the current batch.
|
||||
/// </summary>
|
||||
public void SpawnItems(bool activated)
|
||||
{
|
||||
if (activated)
|
||||
SpawnItems();
|
||||
}
|
||||
|
||||
/// <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++)
|
||||
{
|
||||
SpawnNetworkItemOnServer(spawnQueue[index], activeConfig);
|
||||
|
||||
if (index < spawnQueue.Count - 1)
|
||||
yield return new WaitForSeconds(activeConfig.SpawnInterval);
|
||||
}
|
||||
|
||||
spawnRoutine = null;
|
||||
cooldownEndsAt.Value =
|
||||
NetworkManager.ServerTime.Time + activeConfig.SpawnCooldown;
|
||||
spawnSequenceActive.Value = false;
|
||||
}
|
||||
|
||||
private void StopSpawnSequenceOnServer(bool applyCooldown)
|
||||
{
|
||||
if (!IsServer || !spawnSequenceActive.Value)
|
||||
return;
|
||||
|
||||
if (spawnRoutine != null)
|
||||
{
|
||||
StopCoroutine(spawnRoutine);
|
||||
spawnRoutine = null;
|
||||
}
|
||||
|
||||
cooldownEndsAt.Value = applyCooldown && config != null
|
||||
? NetworkManager.ServerTime.Time + config.SpawnCooldown
|
||||
: 0d;
|
||||
spawnSequenceActive.Value = false;
|
||||
}
|
||||
|
||||
private static List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
|
||||
{
|
||||
List<GameObject> queue = new();
|
||||
|
||||
// Добавляем предметы в точном количестве.
|
||||
foreach (GuaranteedItem item in guaranteedItems)
|
||||
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
|
||||
{
|
||||
if (item.prefab == null)
|
||||
continue;
|
||||
|
||||
for (int i = 0; i < item.amount; i++)
|
||||
for (int index = 0; index < item.amount; index++)
|
||||
queue.Add(item.prefab);
|
||||
}
|
||||
|
||||
// Выбираем указанное количество случайных предметов.
|
||||
for (int i = 0; i < randomItemCount; i++)
|
||||
for (int index = 0; index < activeConfig.RandomItemCount; index++)
|
||||
{
|
||||
GameObject selectedPrefab = ChooseWeightedRandom();
|
||||
|
||||
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
|
||||
if (selectedPrefab != null)
|
||||
queue.Add(selectedPrefab);
|
||||
}
|
||||
|
||||
// Перемешиваем гарантированные и случайные предметы вместе.
|
||||
Shuffle(queue);
|
||||
|
||||
return queue;
|
||||
}
|
||||
|
||||
private GameObject ChooseWeightedRandom()
|
||||
private static GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
|
||||
{
|
||||
float totalWeight = 0f;
|
||||
|
||||
foreach (RandomItem item in randomItems)
|
||||
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
||||
{
|
||||
if (item.prefab != null && item.weight > 0f)
|
||||
totalWeight += item.weight;
|
||||
@@ -114,63 +212,80 @@ public class ItemPipe : MonoBehaviour
|
||||
return null;
|
||||
|
||||
float roll = UnityEngine.Random.value * totalWeight;
|
||||
float currentWeight = 0f;
|
||||
float accumulatedWeight = 0f;
|
||||
|
||||
foreach (RandomItem item in randomItems)
|
||||
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
|
||||
{
|
||||
if (item.prefab == null || item.weight <= 0f)
|
||||
continue;
|
||||
|
||||
currentWeight += item.weight;
|
||||
|
||||
if (roll < currentWeight)
|
||||
accumulatedWeight += item.weight;
|
||||
if (roll < accumulatedWeight)
|
||||
return item.prefab;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private void Shuffle(List<GameObject> queue)
|
||||
private static void Shuffle(List<GameObject> queue)
|
||||
{
|
||||
for (int i = queue.Count - 1; i > 0; i--)
|
||||
for (int index = queue.Count - 1; index > 0; index--)
|
||||
{
|
||||
int randomIndex = UnityEngine.Random.Range(0, i + 1);
|
||||
|
||||
(queue[i], queue[randomIndex]) =
|
||||
(queue[randomIndex], queue[i]);
|
||||
int randomIndex = UnityEngine.Random.Range(0, index + 1);
|
||||
(queue[index], queue[randomIndex]) =
|
||||
(queue[randomIndex], queue[index]);
|
||||
}
|
||||
}
|
||||
|
||||
private void Spawn(GameObject prefab)
|
||||
private void SpawnNetworkItemOnServer(
|
||||
GameObject prefab,
|
||||
ItemPipeConfig activeConfig)
|
||||
{
|
||||
if (prefab == null || spawnPoint == null)
|
||||
Transform activeSpawnPoint = spawnPoint != null ? spawnPoint : transform;
|
||||
if (prefab == null)
|
||||
return;
|
||||
|
||||
float offsetX = RandomRange(-randomSpawnX, randomSpawnX);
|
||||
float offsetZ = RandomRange(-randomSpawnZ, randomSpawnZ);
|
||||
|
||||
float offsetX = UnityEngine.Random.Range(
|
||||
-activeConfig.RandomSpawnX,
|
||||
activeConfig.RandomSpawnX);
|
||||
float offsetZ = UnityEngine.Random.Range(
|
||||
-activeConfig.RandomSpawnZ,
|
||||
activeConfig.RandomSpawnZ);
|
||||
Vector3 spawnPosition =
|
||||
spawnPoint.position +
|
||||
spawnPoint.right * offsetX +
|
||||
spawnPoint.forward * offsetZ;
|
||||
activeSpawnPoint.position +
|
||||
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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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|
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|
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|
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{
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|
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private void HandleCooldownChanged(double _, double __) => Changed?.Invoke();
|
||||
|
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[ContextMenu("Debug/Spawn Batch (Network Play Mode)")]
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|
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|
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[ContextMenu("Debug/Stop Batch (Network Play Mode)")]
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user