783 lines
29 KiB
C#
Executable File
783 lines
29 KiB
C#
Executable File
using R3;
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using RebootKit.Engine.Extensions;
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using RebootKit.Engine.Foundation;
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using RebootKit.Engine.Main;
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using RebootKit.Engine.Simulation;
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using RebootKit.Engine.Simulation.Sensors;
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using RebootReality.jelycho.Items;
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using Unity.Collections;
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using Unity.Mathematics;
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using Unity.Netcode;
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using UnityEngine;
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using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RebootReality.jelycho.Player {
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public class PlayerActor : Actor {
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static readonly Logger s_Logger = new Logger(nameof(PlayerActor));
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[SerializeField] Animator m_Animator;
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[Header("Movement")]
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[SerializeField] PlayerFPPLocomotion m_Locomotion;
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[Header("Camera")]
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[SerializeField] FPPCamera m_Camera;
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[SerializeField] CameraSpring m_CameraSpring;
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[SerializeField, Range(0.0f, 1.0f), Tooltip("Percentage of run speed")]
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float m_EnableCameraBobbingPercentThreshold = 0.5f;
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[SerializeField] float m_SprintCameraBobbing = 1.0f;
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[SerializeField] float m_RunCameraBobbing = 0.5f;
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[SerializeField] float m_IdleCameraBobbing = 0.0f;
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[SerializeField] float m_CameraBobbingTransitionSpeed = 5.0f;
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float m_TargetCameraBobbing = 0.0f;
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float m_CurrentCameraBobbing = 0.0f;
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[Header("Character")]
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[SerializeField] Transform m_CharacterRootTransform;
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[SerializeField] Transform m_HeadBoneTransform;
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[SerializeField] Transform m_HeadAimTargetTransform;
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[SerializeField] Transform m_CharacterForwardTransform;
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[SerializeField, Range(0.0f, 90.0f)] float m_CharacterRotateDeadAngle = 5.0f;
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[SerializeField, Range(0.0f, 90.0f)] float m_CharacterRotateSoftAngle = 90.0f;
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[SerializeField] float m_CharacterRotateSpeed = 180.0f;
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[SerializeField] float m_CharacterRotateFastSpeed = 720.0f;
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float m_CharacterTurnVelocity = 0.0f;
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[Header("Dragging")]
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[SerializeField] Transform m_DragGutStartPosition;
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[SerializeField] PhysicsObjectDragger m_PhysicsDragger;
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[SerializeField] FloatRange m_DragDistanceRange = new FloatRange(1.0f, 5.0f);
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[Header("Beacon location picking")]
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[SerializeField] LayerMask m_BeaconPlacementLayerMask = 0;
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[SerializeField] float m_BeaconPlacementMaxDistance = 15.0f;
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[SerializeField] float m_NormalDotUpThreshold = 0.5f;
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[Header("Sensors")]
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[SerializeField] SingleRaySensor<IInteractable> m_InteractablesSensor;
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[Header("Network")]
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[SerializeField] float m_MinTeleportDistance = 0.5f;
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[SerializeField] float m_ItemPickupDistance = 2.0f;
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bool m_IsSetupAsOwner = false;
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float m_SyncRemoteStateTimer = 0.0f;
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RemotePlayerActorState m_RemoteState;
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[Header("Inventory")]
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[SerializeField] int m_InventorySize = 10;
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public Inventory Inventory { get; private set; }
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ItemActor m_EquippedItem;
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public ReactiveProperty<int> SelectedInventorySlot { get; private set; } = new ReactiveProperty<int>(0);
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public float3 LookDirection {
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get {
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float pitchRad = math.radians(-m_Camera.Pitch);
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float yawRad = math.radians(m_Camera.Yaw);
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return new float3(math.sin(yawRad) * math.cos(pitchRad),
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math.sin(pitchRad),
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math.cos(yawRad) * math.cos(pitchRad));
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}
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}
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readonly ReactiveProperty<IInteractable> m_TargetInteractable = new ReactiveProperty<IInteractable>(null);
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public ReadOnlyReactiveProperty<IInteractable> TargetInteractable {
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get {
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return m_TargetInteractable;
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}
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}
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protected override IActorData CreateActorData() {
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return new PlayerActorData { };
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}
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void Awake() {
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Inventory = new Inventory(m_InventorySize);
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// @NOTE: By default player actor should be set up as remote
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SetupAsRemote();
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}
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void Start() {
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m_CameraSpring.Initialize();
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}
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void OnEnable() {
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Inventory.OnItemPickedUp += OnItemPickedUp;
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Inventory.OnItemDropped += OnItemDropped;
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}
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void OnDisable() {
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Inventory.OnItemPickedUp -= OnItemPickedUp;
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Inventory.OnItemDropped -= OnItemDropped;
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}
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//
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// @MARK: Actor
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//
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public override void OnServerTick(float deltaTime) {
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base.OnServerTick(deltaTime);
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// Update actor data
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// PlayerActorData data = DataAs<PlayerActorData>();
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// IsDataDirty = true;
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NativeArray<byte> remoteStateData = DataSerializationUtils.Serialize(m_RemoteState);
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SendActorEvent((ushort) PlayerActorEvents.UpdatedRemoteState, remoteStateData);
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}
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public override void OnClientTick(float deltaTime) {
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base.OnClientTick(deltaTime);
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if (m_IsSetupAsOwner) {
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TickCamera();
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UpdateAnimator(m_Locomotion.Velocity);
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SenseInteractable();
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m_SyncRemoteStateTimer -= deltaTime;
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if (m_SyncRemoteStateTimer <= 0.0f) {
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m_SyncRemoteStateTimer = 1.0f / RR.TickRate.IndexValue;
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RemotePlayerActorState remoteState = new RemotePlayerActorState {
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Position = transform.position,
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Velocity = m_Locomotion.Velocity,
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LookPitch = m_Camera.Pitch,
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LookYaw = m_Camera.Yaw,
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IsGrounded = m_Locomotion.IsGrounded
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};
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NativeArray<byte> data = DataSerializationUtils.Serialize(remoteState);
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SendActorCommand((ushort) PlayerActorCommands.UpdateRemoteState, data);
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}
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} else {
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InterpolateActorState(deltaTime);
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}
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TickCharacterRotation();
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}
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protected override void OnActorCommandServer(ActorCommand actorCommand) {
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base.OnActorCommandServer(actorCommand);
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// @TODO: SECURITY, Check if commands come from the owner
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if (actorCommand.CommandID == (ushort) PlayerActorCommands.UpdateRemoteState) {
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RemotePlayerActorState remoteState = new RemotePlayerActorState();
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DataSerializationUtils.Deserialize(actorCommand.Data, ref remoteState);
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m_RemoteState = remoteState;
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} else if (actorCommand.CommandID == (ushort) PlayerActorCommands.PickupItem) {
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PlayerActorPickupItemCommand command = new PlayerActorPickupItemCommand();
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DataSerializationUtils.Deserialize(actorCommand.Data, ref command);
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Actor itemActor = RR.FindSpawnedActor(command.ItemActorID);
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if (itemActor is ItemActor item) {
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if (math.distancesq(itemActor.transform.position, m_HeadBoneTransform.position) <=
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m_ItemPickupDistance * m_ItemPickupDistance) {
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if (Inventory.TryPickup(item)) {
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s_Logger.Info($"Item {item.name} picked up successfully by player {name}.");
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UpdateEquippedItem();
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} else {
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s_Logger.Info($"Failed to pick up item {item.name}. Inventory is full.");
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}
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} else {
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s_Logger.Info($"Item actor {item.name} is too far away to pick up.");
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}
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} else {
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s_Logger.Error($"Item actor with ID {command.ItemActorID} not found.");
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}
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} else if (actorCommand.CommandID == (ushort) PlayerActorCommands.SelectItemSlot) {
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PlayerActorSelectItemSlotCommand command = new PlayerActorSelectItemSlotCommand();
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DataSerializationUtils.Deserialize(actorCommand.Data, ref command);
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if (command.SlotIndex < 0 || command.SlotIndex >= Inventory.SlotsCount) {
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s_Logger.Error($"Invalid slot index {command.SlotIndex}. Must be between 0 and {Inventory.SlotsCount - 1}.");
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return;
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}
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SelectedInventorySlot.Value = command.SlotIndex;
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UpdateEquippedItem();
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} else if (actorCommand.CommandID == (ushort) PlayerActorCommands.DropItem) {
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PlayerActorDropItemCommand command = new PlayerActorDropItemCommand();
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DataSerializationUtils.Deserialize(actorCommand.Data, ref command);
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if (command.Count == 1) {
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Inventory.TryDropOne(command.InventorySlotIndex);
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} else {
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s_Logger.Error("DropItem command with count != 1 is not supported yet.");
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}
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}
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}
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protected override void OnActorEventClient(ActorEvent actorEvent) {
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base.OnActorEventClient(actorEvent);
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if (actorEvent.EventID == (ushort) PlayerActorEvents.UpdatedRemoteState) {
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RemotePlayerActorState remoteState = new RemotePlayerActorState();
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DataSerializationUtils.Deserialize(actorEvent.Data, ref remoteState);
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m_RemoteState = remoteState;
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} else if (actorEvent.EventID == (ushort) PlayerActorEvents.PrimaryEquippedItemChanged) {
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PlayerActorPrimaryEquippedItemChangedEvent itemChangedEvent =
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new PlayerActorPrimaryEquippedItemChangedEvent();
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DataSerializationUtils.Deserialize(actorEvent.Data, ref itemChangedEvent);
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if (itemChangedEvent.ItemActorID == 0) {
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m_EquippedItem = null;
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} else {
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Actor itemActor = RR.FindSpawnedActor(itemChangedEvent.ItemActorID);
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if (itemActor is ItemActor item) {
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s_Logger.Info($"Primary equipped item changed to {item.name} for player {name}.");
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m_EquippedItem = item;
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} else {
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s_Logger.Error($"Primary equipped item with ID {itemChangedEvent.ItemActorID} not found.");
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}
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}
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}
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}
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//
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// @MARK: Controller API
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//
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public void SetSprint(bool isSprinting) {
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if (!m_IsSetupAsOwner) {
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s_Logger.Error("Cannot set sprint state when not set up as owner.");
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return;
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}
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m_Locomotion.SetSprint(isSprinting);
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}
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public void Jump() {
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if (!m_IsSetupAsOwner) {
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s_Logger.Error("Cannot jump when not set up as owner.");
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return;
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}
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m_Locomotion.Jump();
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}
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public void Look(Vector2 input) {
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if (!m_IsSetupAsOwner) {
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s_Logger.Error("Cannot look when not set up as owner.");
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return;
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}
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m_Camera.Rotate(input.x, input.y);
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}
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public void SetMoveInput(Vector2 input) {
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if (!m_IsSetupAsOwner) {
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s_Logger.Error("Cannot set move input when not set up as owner.");
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return;
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}
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float3 direction = Quaternion.AngleAxis(m_Camera.Yaw, Vector3.up) *
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new float3(input.x, 0.0f, input.y);
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m_Locomotion.SetWishDirection(direction);
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}
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public void StartDrag() {
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if (!m_IsSetupAsOwner) {
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s_Logger.Error("Cannot start dragging when not set up as owner.");
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return;
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}
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GameObject pickedGameObject = m_Camera.Sensor.Sense();
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if (pickedGameObject != null && pickedGameObject.TryGetComponent(out Rigidbody rigidbody)) {
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m_PhysicsDragger.Grab(rigidbody);
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}
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}
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public void StopDrag() {
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if (!m_IsSetupAsOwner) {
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s_Logger.Error("Cannot stop dragging when not set up as owner.");
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return;
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}
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m_PhysicsDragger.Drop();
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}
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public void DropItem() {
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if (!m_IsSetupAsOwner) {
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s_Logger.Error("Cannot drop item when not set up as owner.");
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return;
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}
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if (m_EquippedItem != null) {
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PlayerActorDropItemCommand command = new PlayerActorDropItemCommand {
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InventorySlotIndex = SelectedInventorySlot.Value,
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Count = 1
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};
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SendActorCommand((ushort) PlayerActorCommands.DropItem, ref command);
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}
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}
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public void PrimaryAction() {
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if (!m_IsSetupAsOwner) {
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s_Logger.Error("Cannot perform primary action when not set up as owner.");
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return;
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}
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// if (!IsOwner()) {
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// s_Logger.Error("Only the owner can perform primary actions.");
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// return;
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// }
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// if (TryGetBeaconPosition(out Vector3 beaconPosition)) {
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// SetAnimatorTriggerRpc(AnimatorParamHashes.Throw);
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//
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// if (RR.World.Context is WorldContext worldContext) {
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// worldContext.BaseManager.TrySpawnBeacon(beaconPosition);
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// }
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// }
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}
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public void SecondaryAction() {
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if (!m_IsSetupAsOwner) {
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s_Logger.Error("Cannot perform secondary action when not set up as owner.");
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return;
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}
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m_Animator.SetTrigger(AnimatorParamHashes.Block);
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}
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public void Interact() {
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if (!m_IsSetupAsOwner) {
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s_Logger.Error("Cannot perform interaction when not set up as owner.");
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return;
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}
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if (m_TargetInteractable.Value is ItemActor itemActor) {
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Pickup(itemActor);
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} else if (m_TargetInteractable.Value is not null) {
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m_TargetInteractable.Value.Interact();
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// SetAnimatorTriggerRpc(AnimatorParamHashes.Throw);
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}
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}
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//
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// @MARK: Owner
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//
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public void SetupAsOwner() {
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m_Camera.enabled = true;
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m_Camera.Camera.enabled = true;
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m_Locomotion.enabled = true;
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if (TryGetComponent(out Rigidbody rbody)) {
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rbody.isKinematic = false;
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}
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m_IsSetupAsOwner = true;
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}
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void TickCamera() {
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// Camera Stuff
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m_Camera.Tick();
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if (m_Locomotion.IsGrounded &&
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m_Locomotion.SpeedXZ >= m_Locomotion.runSpeed * m_EnableCameraBobbingPercentThreshold) {
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if (m_Locomotion.IsSprinting) {
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m_TargetCameraBobbing = m_SprintCameraBobbing;
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} else {
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m_TargetCameraBobbing = m_RunCameraBobbing;
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}
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} else {
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m_TargetCameraBobbing = m_IdleCameraBobbing;
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}
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m_CurrentCameraBobbing = Mathf.MoveTowards(m_CurrentCameraBobbing,
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m_TargetCameraBobbing,
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m_CameraBobbingTransitionSpeed * Time.deltaTime);
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m_Camera.SetBobbing(m_CurrentCameraBobbing);
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m_CameraSpring.UpdateSpring(Time.deltaTime,
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m_CharacterForwardTransform.up,
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m_CharacterForwardTransform.right,
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m_CharacterForwardTransform.forward);
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}
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void SenseInteractable() {
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IInteractable interactable = m_InteractablesSensor.Sense();
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if (interactable != m_TargetInteractable.Value) {
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m_TargetInteractable.Value = interactable;
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}
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}
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//
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// @MARK: Remote
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//
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void SetupAsRemote() {
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m_Camera.enabled = false;
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m_Camera.Camera.enabled = false;
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m_Locomotion.enabled = false;
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if (TryGetComponent(out Rigidbody rbody)) {
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rbody.isKinematic = true;
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}
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m_IsSetupAsOwner = false;
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}
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void InterpolateActorState(float deltaTime) {
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Vector3 targetPosition = m_RemoteState.Position;
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if ((transform.position - m_RemoteState.Position).sqrMagnitude <
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m_MinTeleportDistance * m_MinTeleportDistance) {
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targetPosition = Vector3.MoveTowards(transform.position,
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m_RemoteState.Position,
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m_Locomotion.runSpeed * deltaTime);
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}
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m_Locomotion.WarpTo(targetPosition);
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m_Camera.Pitch = m_RemoteState.LookPitch;
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m_Camera.Yaw = m_RemoteState.LookYaw;
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UpdateAnimator(m_RemoteState.Velocity);
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}
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//
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// @MARK: Server
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//
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void OnItemDropped(ItemActor item) {
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if (!RR.IsServer()) {
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return;
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}
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// @BUG: Sometimes the item will not update it's physics state and will keep floating in the air. It's rare?
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UpdateEquippedItem();
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item.SetHidden(false);
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item.UnMount();
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item.transform.position = m_HeadBoneTransform.position + m_HeadBoneTransform.forward * 1.0f;
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item.transform.rotation = Quaternion.LookRotation(m_HeadBoneTransform.forward, Vector3.up);
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}
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void OnItemPickedUp(ItemActor item) {
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if (!RR.IsServer()) {
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return;
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}
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item.SetHidden(true);
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}
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void UpdateEquippedItem() {
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if (!RR.IsServer()) {
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s_Logger.Error("Only the server can update selected item.");
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return;
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}
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ItemActor itemActor = Inventory.GetFirstItem(SelectedInventorySlot.Value);
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if (itemActor == m_EquippedItem) {
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return;
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}
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if (m_EquippedItem != null) {
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m_EquippedItem.SetHidden(true);
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}
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m_EquippedItem = itemActor;
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if (m_EquippedItem != null) {
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m_EquippedItem.SetHidden(false);
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m_EquippedItem.MountTo(this, "hand_right");
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}
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PlayerActorPrimaryEquippedItemChangedEvent itemChangedEvent =
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new PlayerActorPrimaryEquippedItemChangedEvent {
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ItemActorID = m_EquippedItem != null ? m_EquippedItem.ActorID : 0
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};
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SendActorEvent((ushort) PlayerActorEvents.PrimaryEquippedItemChanged, ref itemChangedEvent);
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}
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public void WarpTo(Vector3 position) {
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if (!RR.IsServer()) {
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s_Logger.Error("Only the server can warp players.");
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return;
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}
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m_Locomotion.WarpTo(position);
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}
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//
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// @MARK: Common
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//
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void TickCharacterRotation() {
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float3 targetCharacterForward = math.normalize(LookDirection.With(y: 0.0f));
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float3 currentCharacterForward = math.normalize(m_CharacterForwardTransform.forward.With(y: 0.0f));
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float angleRad =
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math.acos(math.clamp(math.dot(targetCharacterForward, currentCharacterForward) / (math.length(targetCharacterForward) * math.length(currentCharacterForward)),
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-1f, 1f));
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float angleDeg = math.degrees(angleRad);
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bool rotateCharacter = false;
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float rotateCharacterSpeed = m_CharacterRotateSpeed;
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m_CharacterTurnVelocity = 0.0f;
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|
|
if (math.abs(angleDeg) > m_CharacterRotateDeadAngle) {
|
|
if (math.abs(angleDeg) < m_CharacterRotateSoftAngle) {
|
|
rotateCharacter = true;
|
|
} else {
|
|
rotateCharacter = true;
|
|
rotateCharacterSpeed = m_CharacterRotateFastSpeed;
|
|
}
|
|
}
|
|
|
|
float velocityForward = m_Locomotion.Velocity.z;
|
|
|
|
if (!rotateCharacter && math.abs(velocityForward) > 0.01f) {
|
|
rotateCharacter = true;
|
|
}
|
|
|
|
if (rotateCharacter) {
|
|
m_CharacterTurnVelocity = rotateCharacterSpeed * Time.deltaTime;
|
|
|
|
Vector3 newForward = Vector3.RotateTowards(currentCharacterForward,
|
|
targetCharacterForward,
|
|
math.radians(m_CharacterTurnVelocity),
|
|
0.0f);
|
|
m_CharacterForwardTransform.forward = newForward;
|
|
}
|
|
|
|
// Aim Target adjustment
|
|
m_HeadAimTargetTransform.position = (float3) m_HeadBoneTransform.position + LookDirection * 5.0f;
|
|
}
|
|
|
|
//
|
|
// @MARK: Sensors
|
|
//
|
|
bool TryGetBeaconPosition(out Vector3 position) {
|
|
Ray ray = new Ray(m_Camera.Camera.transform.position, m_Camera.Camera.transform.forward);
|
|
if (Physics.Raycast(ray, out RaycastHit hit, m_BeaconPlacementMaxDistance, m_BeaconPlacementLayerMask) &&
|
|
Vector3.Dot(hit.normal, Vector3.up) >= m_NormalDotUpThreshold) {
|
|
position = hit.point;
|
|
return true;
|
|
}
|
|
|
|
position = Vector3.zero;
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// @MARK: Inventory
|
|
//
|
|
void Pickup(ItemActor actor) {
|
|
if (!m_IsSetupAsOwner) {
|
|
s_Logger.Error("Cannot pick up items when not set up as owner.");
|
|
return;
|
|
}
|
|
|
|
PlayerActorPickupItemCommand command = new PlayerActorPickupItemCommand {
|
|
ItemActorID = actor.ActorID
|
|
};
|
|
SendActorCommand((ushort) PlayerActorCommands.PickupItem, ref command);
|
|
}
|
|
|
|
public void SelectPreviousItemSlot() {
|
|
if (!m_IsSetupAsOwner) {
|
|
s_Logger.Error("Only the owner can change inventory selection.");
|
|
return;
|
|
}
|
|
|
|
if (SelectedInventorySlot.Value > 0) {
|
|
SelectedInventorySlot.Value--;
|
|
} else {
|
|
SelectedInventorySlot.Value = Inventory.SlotsCount - 1;
|
|
}
|
|
|
|
PlayerActorSelectItemSlotCommand command = new PlayerActorSelectItemSlotCommand();
|
|
command.SlotIndex = SelectedInventorySlot.Value;
|
|
SendActorCommand((ushort) PlayerActorCommands.SelectItemSlot, ref command);
|
|
}
|
|
|
|
public void SelectNextItemSlot() {
|
|
if (!m_IsSetupAsOwner) {
|
|
s_Logger.Error("Only the owner can change inventory selection.");
|
|
return;
|
|
}
|
|
|
|
if (SelectedInventorySlot.Value < Inventory.SlotsCount - 1) {
|
|
SelectedInventorySlot.Value++;
|
|
} else {
|
|
SelectedInventorySlot.Value = 0;
|
|
}
|
|
|
|
PlayerActorSelectItemSlotCommand command = new PlayerActorSelectItemSlotCommand();
|
|
command.SlotIndex = SelectedInventorySlot.Value;
|
|
SendActorCommand((ushort) PlayerActorCommands.SelectItemSlot, ref command);
|
|
}
|
|
|
|
public void SelectItemSlot(int slotIndex) {
|
|
if (!m_IsSetupAsOwner) {
|
|
s_Logger.Error("Only the owner can change inventory selection.");
|
|
return;
|
|
}
|
|
|
|
if (slotIndex < 0 || slotIndex >= Inventory.SlotsCount) {
|
|
s_Logger.Error($"Invalid slot index {slotIndex}. Must be between 0 and {Inventory.SlotsCount - 1}.");
|
|
return;
|
|
}
|
|
|
|
SelectedInventorySlot.Value = slotIndex;
|
|
|
|
PlayerActorSelectItemSlotCommand command = new PlayerActorSelectItemSlotCommand();
|
|
command.SlotIndex = SelectedInventorySlot.Value;
|
|
SendActorCommand((ushort) PlayerActorCommands.SelectItemSlot, ref command);
|
|
}
|
|
|
|
//
|
|
// @MARK: Animations
|
|
//
|
|
|
|
struct AnimatorParamHashes {
|
|
public static readonly int VelocityForwardNormalized = Animator.StringToHash("VelocityForwardNormalized");
|
|
public static readonly int VelocityRightNormalized = Animator.StringToHash("VelocityRightNormalized");
|
|
public static readonly int TurnVelocity = Animator.StringToHash("TurnVelocity");
|
|
public static readonly int IsGrounded = Animator.StringToHash("IsGrounded");
|
|
|
|
public static readonly int Attack = Animator.StringToHash("Attack");
|
|
public static readonly int Block = Animator.StringToHash("Block");
|
|
public static readonly int Throw = Animator.StringToHash("Throw");
|
|
|
|
public static readonly int Holding = Animator.StringToHash("Holding");
|
|
}
|
|
|
|
void UpdateAnimator(Vector3 velocity) {
|
|
Vector3 localVelocity = m_CharacterForwardTransform.InverseTransformDirection(velocity);
|
|
float forwardNormalized = localVelocity.z / m_Locomotion.runSpeed;
|
|
float rightNormalized = localVelocity.x / m_Locomotion.runSpeed;
|
|
|
|
float turnVelocity = m_CharacterTurnVelocity;
|
|
if (math.abs(forwardNormalized) > 0.01f ||
|
|
math.abs(rightNormalized) > 0.01f ||
|
|
!m_Locomotion.IsGrounded) {
|
|
turnVelocity = 0.0f;
|
|
}
|
|
|
|
m_Animator.SetFloat(AnimatorParamHashes.VelocityForwardNormalized, forwardNormalized);
|
|
m_Animator.SetFloat(AnimatorParamHashes.VelocityRightNormalized, rightNormalized);
|
|
m_Animator.SetFloat(AnimatorParamHashes.TurnVelocity, turnVelocity);
|
|
|
|
m_Animator.SetBool(AnimatorParamHashes.IsGrounded, m_Locomotion.IsGrounded);
|
|
m_Animator.SetInteger(AnimatorParamHashes.Holding, 1);
|
|
}
|
|
}
|
|
|
|
public class PlayerActorData : IActorData {
|
|
public void Serialize(FastBufferWriter writer) { }
|
|
|
|
public void Deserialize(FastBufferReader reader) { }
|
|
}
|
|
|
|
public struct RemotePlayerActorState : IActorData {
|
|
public Vector3 Position;
|
|
public Vector3 Velocity;
|
|
public float LookPitch;
|
|
public float LookYaw;
|
|
public bool IsGrounded;
|
|
|
|
public void Serialize(FastBufferWriter writer) {
|
|
writer.WriteValue(Position);
|
|
writer.WriteValue(Velocity);
|
|
writer.WriteValue(LookPitch);
|
|
writer.WriteValue(LookYaw);
|
|
writer.WriteValue(IsGrounded);
|
|
}
|
|
|
|
public void Deserialize(FastBufferReader reader) {
|
|
reader.ReadValue(out Position);
|
|
reader.ReadValue(out Velocity);
|
|
reader.ReadValue(out LookPitch);
|
|
reader.ReadValue(out LookYaw);
|
|
reader.ReadValue(out IsGrounded);
|
|
}
|
|
}
|
|
|
|
// @MARK: Player Actor Commands
|
|
enum PlayerActorCommands : ushort {
|
|
None = 0x0000,
|
|
UpdateRemoteState = 0x0001,
|
|
PickupItem = 0x0002,
|
|
DropItem = 0x0003,
|
|
EquipItem = 0x0004,
|
|
SelectItemSlot = 0x0005,
|
|
}
|
|
|
|
struct PlayerActorPickupItemCommand : IActorData {
|
|
public ulong ItemActorID;
|
|
|
|
public void Serialize(FastBufferWriter writer) {
|
|
writer.WriteValue(ItemActorID);
|
|
}
|
|
|
|
public void Deserialize(FastBufferReader reader) {
|
|
reader.ReadValue(out ItemActorID);
|
|
}
|
|
}
|
|
|
|
struct PlayerActorDropItemCommand : IActorData {
|
|
public int InventorySlotIndex;
|
|
public int Count;
|
|
|
|
public void Serialize(FastBufferWriter writer) {
|
|
writer.WriteValue(InventorySlotIndex);
|
|
writer.WriteValue(Count);
|
|
}
|
|
|
|
public void Deserialize(FastBufferReader reader) {
|
|
reader.ReadValue(out InventorySlotIndex);
|
|
reader.ReadValue(out Count);
|
|
}
|
|
}
|
|
|
|
struct PlayerActorEquipItemCommand : IActorData {
|
|
public int InventorySlotIndex;
|
|
|
|
public void Serialize(FastBufferWriter writer) {
|
|
writer.WriteValue(InventorySlotIndex);
|
|
}
|
|
|
|
public void Deserialize(FastBufferReader reader) {
|
|
reader.ReadValue(out InventorySlotIndex);
|
|
}
|
|
}
|
|
|
|
struct PlayerActorSelectItemSlotCommand : IActorData {
|
|
public int SlotIndex;
|
|
|
|
public void Serialize(FastBufferWriter writer) {
|
|
writer.WriteValue(SlotIndex);
|
|
}
|
|
|
|
public void Deserialize(FastBufferReader reader) {
|
|
reader.ReadValue(out SlotIndex);
|
|
}
|
|
}
|
|
|
|
// @MARK: Player Actor Events
|
|
enum PlayerActorEvents : ushort {
|
|
None = 0x0000,
|
|
PrimaryEquippedItemChanged = 0x0001,
|
|
UpdatedRemoteState = 0x0002,
|
|
}
|
|
|
|
struct PlayerActorPrimaryEquippedItemChangedEvent : IActorData {
|
|
public ulong ItemActorID;
|
|
|
|
public void Serialize(FastBufferWriter writer) {
|
|
writer.WriteValue(ItemActorID);
|
|
}
|
|
|
|
public void Deserialize(FastBufferReader reader) {
|
|
reader.ReadValue(out ItemActorID);
|
|
}
|
|
}
|
|
} |