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FORT-BO/Assets/CONTENT/Game/Scripts/Effects/Shockwaves/PlayerImpactController.cs
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        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
2026-08-29 13:45:55 +03:00

111 lines
3.3 KiB
C#

using System;
using Unity.Netcode;
using UnityEngine;
public struct PlayerImpactState : INetworkSerializable, IEquatable<PlayerImpactState>
{
public uint Sequence;
public Vector3 Impulse;
public float ShakeAmplitude;
public float ShakeDuration;
public float ShakeFrequency;
public float ShakeSeed;
public PlayerImpactState(
uint sequence,
Vector3 impulse,
float shakeAmplitude,
float shakeDuration,
float shakeFrequency,
float shakeSeed)
{
Sequence = sequence;
Impulse = impulse;
ShakeAmplitude = shakeAmplitude;
ShakeDuration = shakeDuration;
ShakeFrequency = shakeFrequency;
ShakeSeed = shakeSeed;
}
public void NetworkSerialize<T>(BufferSerializer<T> serializer)
where T : IReaderWriter
{
serializer.SerializeValue(ref Sequence);
serializer.SerializeValue(ref Impulse);
serializer.SerializeValue(ref ShakeAmplitude);
serializer.SerializeValue(ref ShakeDuration);
serializer.SerializeValue(ref ShakeFrequency);
serializer.SerializeValue(ref ShakeSeed);
}
public bool Equals(PlayerImpactState other) =>
Sequence == other.Sequence && Impulse == other.Impulse &&
ShakeAmplitude.Equals(other.ShakeAmplitude) &&
ShakeDuration.Equals(other.ShakeDuration) &&
ShakeFrequency.Equals(other.ShakeFrequency) &&
ShakeSeed.Equals(other.ShakeSeed);
}
[DisallowMultipleComponent]
public sealed class PlayerImpactController : NetworkBehaviour, IPlayerSystem
{
private readonly NetworkVariable<PlayerImpactState> impactState = new(
default,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private PlayerController movement;
private PlayerCameraShakeController cameraShake;
public uint LastImpactSequence => impactState.Value.Sequence;
public event Action<PlayerImpactState> ImpactApplied;
public void Initialize(PlayerFacade facade)
{
movement = GetComponent<PlayerController>();
cameraShake = GetComponent<PlayerCameraShakeController>();
}
public override void OnNetworkSpawn()
{
impactState.OnValueChanged += HandleImpactChanged;
}
public override void OnNetworkDespawn()
{
impactState.OnValueChanged -= HandleImpactChanged;
}
public bool ApplyImpactOnServer(Vector3 impulse, ShockwaveZone zone)
{
if (!IsServer || !IsSpawned)
return false;
impactState.Value = new PlayerImpactState(
impactState.Value.Sequence + 1,
impulse,
zone.CameraShakeAmplitude,
zone.CameraShakeDuration,
zone.CameraShakeFrequency,
UnityEngine.Random.Range(0f, 1000f));
return true;
}
private void HandleImpactChanged(PlayerImpactState previous, PlayerImpactState current)
{
if (current.Sequence == 0 || current.Sequence == previous.Sequence)
return;
ImpactApplied?.Invoke(current);
if (!IsOwner)
return;
movement?.AddImpulse(current.Impulse);
cameraShake?.PlayShake(
current.ShakeAmplitude,
current.ShakeDuration,
current.ShakeFrequency,
current.ShakeSeed);
}
}