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[SerializeField] - private int numberOfItems; [SerializeField] - private float baseWaitTime; - [SerializeField] - private AuctionSequence sequence; - private IEnumerator enumerator; + private float biddingBeginDelay = 5f; [SerializeField] private BiddingPlatform[] biddingPlatforms; - [SerializeField] private RandomisedAuctionStage[] availableAuctionStages; - -#if UNITY_EDITOR - // USING THIS PATTERN TO SHOW PROPERTIES IN EDITOR, UPON BUILD COMPILATION THIS OVERHEAD IS REMOVED - // DO NOT USE _EDITORONLY_ prepended fields outside of an UNITY_EDITOR block! - [SerializeField, Uneditable] - private BiddingRound _EDITORONLY_ActiveBiddingRound; - private BiddingRound ActiveBiddingRound - { - get - { - _EDITORONLY_ActiveBiddingRound = enumerator.Current; - return _EDITORONLY_ActiveBiddingRound; - } - } -#else - private BiddingRound ActiveBiddingRound => enumerator.Current; -#endif + private BiddingPlatform lastExtendedAuction; private HashSet playersInAuction; - private HashSet playersInAuctionRound; private Dictionary chipsInPlay = new Dictionary(); - - [SerializeField] - private Timer auctionTimer; [SerializeField] private PlayerFactory playerFactory; - -#if UNITY_EDITOR - private void OnValidate() - { - numberOfItems = Mathf.Max(1, numberOfItems); - } -#endif + + [SerializeField] + private RectTransform[] gunConstructionPanels; + private float gunConstructionScale = 8f; // Stages // BiddingStage contains a list of items (scriptableobjects) - - private void OnEnable() - { - auctionTimer.OnTimerRunStarted += GoToNextAuctionRound; - auctionTimer.OnTimerRunCompleted += FinishAuctionRound; - } - - private void OnDisable() - { - auctionTimer.OnTimerRunStarted -= GoToNextAuctionRound; - auctionTimer.OnTimerRunCompleted -= FinishAuctionRound; - } - private void Start() { + Cursor.visible = true; +#if UNITY_EDITOR + biddingBeginDelay = 2f; +#endif + availableAuctionStages = new RandomisedAuctionStage[] { StaticInfo.Singleton.BodyAuction, StaticInfo.Singleton.BarrelAuction, StaticInfo.Singleton.ExtensionAuction }; playerFactory = GetComponent(); playerFactory.InstantiatePlayersBidding(); playersInAuction = new HashSet(FindObjectsOfType()); - playersInAuctionRound = new HashSet(playersInAuction); - // TODO: Make AuctionDriver instantiate bidding platforms instead of finding them? - PopulatePlatforms(); + AnimateAuctionStart(); + StartCoroutine(PopulatePlatforms()); + } - // TODO: - // - Rewrite AuctionDriver to be a manager of bidding rounds on BiddingPlatforms - // - We /can/ use biddingRound to store relevant values (If we want to show a summary for bidding at the end or something), but it seems a bit out of scope atm - // - AuctionDriver should be the class responsible for handling all AuctionStage-related tasks - // - AuctionDriver should be responsible for detecting when all auctions are done and then trigger needed responses (preferably by calling MatchManager). - + private void AnimateAuctionStart() + { + GlobalHUDController globalHUD = GetComponentInChildren(); + StartCoroutine(globalHUD.DisplayStartScreen(biddingBeginDelay)); } - private void PopulatePlatforms() + private IEnumerator PopulatePlatforms() { + yield return new WaitForSeconds(biddingBeginDelay); if (!(availableAuctionStages.Length == biddingPlatforms.Length)) { Debug.Log("Not enough available auctionStages or biddingPlatforms!"); } + lastExtendedAuction = biddingPlatforms[0]; + lastExtendedAuction.onBiddingEnd += EndAuction; + for (int i = 0; i < biddingPlatforms.Length; i++) { availableAuctionStages[i].Promote(out BiddingRound biddingRound); biddingPlatforms[i].ActiveBiddingRound = biddingRound; biddingPlatforms[i].SetItem(biddingRound.items[0]); + biddingPlatforms[i].onBiddingExtended += SetPrioritizedPlatform; } } - private bool TryPlaceBid(PlayerManager player, int slot) + private void SetPrioritizedPlatform(BiddingPlatform biddingPlatform) { - if (!playersInAuctionRound.Contains(player)) - { - Debug.Log($"Player '{player.name}' is not in current round!"); - return false; - } - - int cost = ActiveBiddingRound.chips[slot] + 1; - if (chipsInPlay[player] + cost >= player.identity.chips) - { - Debug.Log($"Player '{player.name}' tried to place a bid " + - $"on {ActiveBiddingRound.items[slot]} without having the tokens for it!"); - // The player has no more tokens to spend! - return false; - } - - // Has someone bid on this item before? - if (ActiveBiddingRound.players[slot] != null) - { - PlayerManager outbid = ActiveBiddingRound.players[slot]; - chipsInPlay[outbid] -= ActiveBiddingRound.chips[slot]; - - Debug.Log($"Player '{player.name}' outbid Player '{outbid.name}'" + - $"for {ActiveBiddingRound.items[slot]} at a cost of {cost} chips!"); - } - - // Actually Place the bid - chipsInPlay[player] += cost; - ActiveBiddingRound.chips[slot] = cost; - ActiveBiddingRound.players[slot] = player; - return true; + lastExtendedAuction.onBiddingEnd -= EndAuction; + lastExtendedAuction = biddingPlatform; + lastExtendedAuction.onBiddingEnd += EndAuction; } - private void YieldFromAuction(PlayerManager player) + private void EndAuction(BiddingPlatform biddingPlatform) { - playersInAuction.Remove(player); - if (playersInAuction.Count == 0) - { - auctionTimer.StopTimer(); - } - } - private void YieldFromRound(PlayerManager player) - { - playersInAuctionRound.Remove(player); - if (playersInAuctionRound.Count == 0) - { - auctionTimer.EndTimerRun(); - } - } - -#if UNITY_EDITOR - [ContextMenu("Test Start Auction")] -#endif - public void StartAuction() - { - foreach (var player in playersInAuction) - chipsInPlay[player] = 0; + lastExtendedAuction.onBiddingEnd = null; - enumerator = sequence.GetEnumerator(); - auctionTimer.StartTimer(10f, repeating: true); - } - -#if UNITY_EDITOR - [ContextMenu("Test Stop Auction")] -#endif - public void StopAuction() - { - auctionTimer.StopTimer(); - } - -#if UNITY_EDITOR - [ContextMenu("GoToNextAuctionRound")] -#endif - private void GoToNextAuctionRound() - { - if (!enumerator.MoveNext()) - { - Debug.Log($"Stopping auction!"); - StopAuction(); - return; - } - // Place all players who are still in the auction into the new round - playersInAuctionRound.UnionWith(playersInAuction); - } - -#if UNITY_EDITOR - [ContextMenu("FinishAuctionRound")] -#endif - private void FinishAuctionRound() - { - Debug.Log($"Round {ActiveBiddingRound} Finished!"); - for (int i = 0; i < ActiveBiddingRound.NumberOfItems; i++) + LeanTween.alpha(gunConstructionPanels[0].parent.GetComponent(), 1f, 1f).setEase(LeanTweenType.linear); + MusicTrackManager.Singleton.SwitchTo(MusicType.CONSTRUCTION_FANFARE); + + for (int i = 0; i < playersInAuction.Count; i++) { - if (ActiveBiddingRound.players[i] != null) - { - ActiveBiddingRound.players[i].identity.PerformTransaction(ActiveBiddingRound.items[i]); - } + StartCoroutine(AnimateGunConstruction(playersInAuction.ElementAt(playersInAuction.Count-i-1), gunConstructionPanels[i])); } - } -#if UNITY_EDITOR - [ContextMenu("Yield All From Auction")] - private void YieldAllPlayersFromAuction() - { - PlayerManager[] players = playersInAuction.ToArray(); - for (int i = 0; i < players.Length; i++) - { - YieldFromAuction(players[i]); - } - } - [ContextMenu("Yield All From Round")] - private void YieldAllPlayersFromRound() - { - PlayerManager[] players = playersInAuctionRound.ToArray(); - for (int i = 0; i < players.Length; i++) - { - YieldFromRound(players[i]); - } + StartCoroutine(MatchController.Singleton.WaitAndStartNextRound()); + PlayerInputManagerController.Singleton.playerInputs.ForEach(playerInput => playerInput.RemoveListeners()); } - [ContextMenu("Yield Random Player From Auction")] - private void YieldRandomPlayerFromAuction() - { - PlayerManager yielding = playersInAuction.RandomElement(); - Debug.Log($"Player: {yielding} yielded from auction round"); - YieldFromAuction(yielding); - } - [ContextMenu("Yield Random Player From Round")] - private void YieldRandomPlayerFromRound() + private IEnumerator AnimateGunConstruction(PlayerManager playerManager, RectTransform parent) { - PlayerManager yielding = playersInAuctionRound.RandomElement(); - YieldFromRound(yielding); - Debug.Log($"Player: {yielding} yielded from auction round"); - } + yield return new WaitForSeconds(1); + GameObject body = Instantiate(playerManager.identity.Body.augment, parent); + AnimatePopUp(body); + GunBody gunBody = body.GetComponent(); + + yield return new WaitForSeconds(1); + GameObject barrel = Instantiate(playerManager.identity.Barrel.augment, gunBody.attachmentSite.position, gunBody.attachmentSite.rotation, parent); + AnimatePopUp(barrel); + GunBarrel gunBarrel = barrel.GetComponent(); - [ContextMenu("Place Random Bids")] - private void PlaceRandomBids() - { - foreach (var player in playersInAuction) + if (playerManager.identity.Extension) { - int itemSlot = Random.Range(0, ActiveBiddingRound.NumberOfItems); - PlayerManager originalHolder = ActiveBiddingRound.players[itemSlot]; //(ActiveBiddingRound.playerIDs[itemSlot] != -1) ? playersInAuction[ActiveBiddingRound.playerIDs[itemSlot]] : null; - if (TryPlaceBid(player, itemSlot)) - { - if (originalHolder != null) - RandomBiddingWar(originalHolder, player, itemSlot); - } + yield return new WaitForSeconds(1); + GameObject extension = Instantiate(playerManager.identity.Extension.augment, gunBarrel.attachmentPoints[0].position, gunBarrel.attachmentPoints[0].rotation, parent); + GunExtension gunExtension = extension.GetComponent(); + var outputs = new List(); + outputs.AddRange(gunExtension.outputs); + outputs.AddRange(gunExtension.AttachToTransforms(gunBarrel.attachmentPoints)); + AnimatePopUp(extension); } + TMP_Text name = parent.GetComponentInChildren(); + name.text = GunFactory.GetGunName(playerManager.identity.Body, playerManager.identity.Barrel, playerManager.identity.Extension); + yield return null; } - private PlayerManager RandomBiddingWar(PlayerManager originalHolder, PlayerManager newHolder, int slot, float continue_chance = 0.9f) + private void AnimatePopUp(GameObject gameObject) { - bool continueMatching = Random.value < continue_chance; - // Return winner of bidding war - if (continueMatching && TryPlaceBid(originalHolder, slot)) - { - return RandomBiddingWar(newHolder, originalHolder, slot, continue_chance - 0.1f); - } - return newHolder; + gameObject.LeanScale(new Vector3(gunConstructionScale, gunConstructionScale, gunConstructionScale), 0.5f); + gameObject.LeanRotateY(90f, 2f); } -#endif + } diff --git a/Assets/Scripts/Auction/AuctionStage.cs b/Assets/Scripts/Auction/AuctionStage.cs index c5368d52b..502df9a8d 100644 --- a/Assets/Scripts/Auction/AuctionStage.cs +++ b/Assets/Scripts/Auction/AuctionStage.cs @@ -11,6 +11,15 @@ public class AuctionStage : ScriptableObject [SerializeField] protected Item[] items; + /// + /// This method should ONLY be called by staticInfo. + /// + /// Which items exist in this AuctionStage + public void SetItems(Item[] items) + { + this.items = items; + } + public virtual bool Promote(out BiddingRound round) { if (items.Length == 0) diff --git a/Assets/Scripts/Auction/BiddingPlatform.cs b/Assets/Scripts/Auction/BiddingPlatform.cs index 6b8ea7c62..76ea22ddb 100644 --- a/Assets/Scripts/Auction/BiddingPlatform.cs +++ b/Assets/Scripts/Auction/BiddingPlatform.cs @@ -27,6 +27,9 @@ public class BiddingPlatform : MonoBehaviour [SerializeField] private TMP_Text timerText; + [SerializeField] + private GameObject modelHolder; + [SerializeField] private float baseWaitTime; @@ -41,8 +44,15 @@ public class BiddingPlatform : MonoBehaviour [SerializeField] private float borderTweenDuration = 0.2f; + private GameObject augmentModel; + private Material material; + public delegate void BiddingEvent(BiddingPlatform biddingPlatform); + + public BiddingEvent onBiddingExtended; + public BiddingEvent onBiddingEnd; + private void OnTriggerEnter(Collider other) { if (other.TryGetComponent(out PlayerManager playerManager)) @@ -77,7 +87,7 @@ private void OnDestroy() public bool TryPlaceBid(PlayerIdentity playerIdentity) { - if (ActiveBiddingRound == null) + if (ActiveBiddingRound == null || item == null || Mathf.Round(auctionTimer.ElapsedTime) <= 0) { Debug.Log("No active biddingRound on biddingPlatform!"); return false; @@ -98,7 +108,11 @@ public bool TryPlaceBid(PlayerIdentity playerIdentity) material.SetColor("_BidderColor", playerIdentity.color); LeanTween.value(gameObject, UpdateBorder, 0f, 1f, borderTweenDuration); - if ((auctionTimer.WaitTime - auctionTimer.ElapsedTime) < bumpTime) { auctionTimer.AddTime(bumpTime); } + if ((auctionTimer.WaitTime - auctionTimer.ElapsedTime) < bumpTime) + { + auctionTimer.AddTime(bumpTime); + onBiddingExtended(this); + } return true; } @@ -120,12 +134,19 @@ private void EndAuction() if (leadingBidder) { leadingBidder.PerformTransaction(item); + + // Animate weapon flying towards winner LeanTween.value(gameObject, UpdateBorder, 1f, 0f, borderTweenDuration); + augmentModel.LeanScale(40 * Vector3.one, 0.2f); + LeanTween.followLinear(augmentModel.transform, leadingBidder.transform, LeanProp.position, 20f); + Destroy(augmentModel, 0.6f); } - - //TODO: Remove this, call from auction driver or matchmanager - StartCoroutine(MatchController.Singleton.WaitAndStartNextRound()); - PlayerInputManagerController.Singleton.playerInputs.ForEach(playerInput => playerInput.RemoveListeners()); + else + { + augmentModel.LeanScale(Vector3.zero, 0.3f); + Destroy(augmentModel, 0.5f); + } + onBiddingEnd?.Invoke(this); } public void SetItem(Item item) @@ -134,6 +155,18 @@ public void SetItem(Item item) itemNameText.text = item.displayName; itemDescriptionText.text = item.displayDescription; itemCostText.text = chips.ToString(); + augmentModel = Instantiate(item.augment, modelHolder.transform); + + // All barrels have their origins skewed by design, this is the best solution to center barrels as long as that is the case. + if (item.augmentType == AugmentType.Barrel) + { + augmentModel.transform.Translate(new Vector3(-1f, 0f, 0f)); + } + + augmentModel.transform.Rotate(new Vector3(0f, 90f)); + augmentModel.LeanScale(100 * Vector3.one, 0.5f); + + #if UNITY_EDITOR auctionTimer.StartTimer(10); #else diff --git a/Assets/Scripts/Auction/RandomisedAuctionStage.cs b/Assets/Scripts/Auction/RandomisedAuctionStage.cs index f77e71eda..657a03d6d 100644 --- a/Assets/Scripts/Auction/RandomisedAuctionStage.cs +++ b/Assets/Scripts/Auction/RandomisedAuctionStage.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using UnityEngine; +[System.Serializable] [CreateAssetMenu(menuName = "Auction/Stage/Randomised")] public class RandomisedAuctionStage : AuctionStage { diff --git a/Assets/Scripts/Audio/MusicTrackManager.cs b/Assets/Scripts/Audio/MusicTrackManager.cs index 16044493c..59d34d2ce 100644 --- a/Assets/Scripts/Audio/MusicTrackManager.cs +++ b/Assets/Scripts/Audio/MusicTrackManager.cs @@ -6,6 +6,7 @@ public enum MusicType { MENU, + CONSTRUCTION_FANFARE, BATTLE, BIDDING, } @@ -31,6 +32,9 @@ public class MusicTrackManager : MonoBehaviour [SerializeField] private MusicTrack battleTheme; + [SerializeField] + private MusicTrack constructionFanfare; + private Coroutine trackSwitchingRoutine; void Awake() @@ -63,6 +67,8 @@ private MusicTrack GetTrack(MusicType type) { case MusicType.BATTLE: return battleTheme; + case MusicType.CONSTRUCTION_FANFARE: + return constructionFanfare; case MusicType.BIDDING: case MusicType.MENU: default: diff --git a/Assets/Scripts/Augment/Augment.cs b/Assets/Scripts/Augment/Augment.cs index 8d583197f..816d9c4c9 100644 --- a/Assets/Scripts/Augment/Augment.cs +++ b/Assets/Scripts/Augment/Augment.cs @@ -15,39 +15,31 @@ public abstract class Augment : MonoBehaviour // Adds simple stat modifications public Modifier[] statModifiers; - // This prefab is added as a child to the projectile in order to modify it - public GameObject bulletModifierPrefab; - - // Used to keep track of added projectile modifier to delete it - private GameObject instantiatedBulletModifier; - // Where to shoot bullets public Transform[] outputs; - public virtual void BuildStats(GunStats gunStats) { foreach (var modifier in statModifiers) { - ModifiableFloat stat = (ModifiableFloat)typeof(GunStats).GetProperty(modifier.name).GetValue(gunStats, null); - stat.AddBaseValue(modifier.addition); - stat.AddMultiplier(modifier.multiplier); - stat.AddExponential(modifier.exponential); + try + { + ModifiableFloat stat = (ModifiableFloat)typeof(GunStats).GetProperty(modifier.name).GetValue(gunStats, null); + stat.AddBaseValue(modifier.addition); + stat.AddMultiplier(modifier.multiplier); + stat.AddExponential(modifier.exponential); + } + catch (System.NullReferenceException) + { + Debug.LogError("No modifier property named: " + modifier.name); + } } gunStats.ProjectilesPerShot.AddExponential(outputs.Length); } public List GetModifiers() { - if (bulletModifierPrefab == null) - return new List(); - - if (!instantiatedBulletModifier) - { - instantiatedBulletModifier = Instantiate(bulletModifierPrefab, transform); - } - - return instantiatedBulletModifier.GetComponents().ToList(); + return GetComponents().ToList(); } } diff --git a/Assets/Scripts/Augment/AugmentImplementations/AugmentAnimator.cs b/Assets/Scripts/Augment/AugmentImplementations/AugmentAnimator.cs new file mode 100644 index 000000000..e797390cc --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/AugmentAnimator.cs @@ -0,0 +1,12 @@ +using UnityEngine; + +/// +/// Abstract for reload and fire animations. +/// Not an interface since interface types can't be editor fields :( +/// +public abstract class AugmentAnimator : MonoBehaviour +{ + public abstract void OnInitialize(GunStats stats); + public abstract void OnReload(int ammo); + public abstract void OnFire(int remainingAmmo); +} diff --git a/Assets/Scripts/Augment/AugmentImplementations/AugmentAnimator.cs.meta b/Assets/Scripts/Augment/AugmentImplementations/AugmentAnimator.cs.meta new file mode 100644 index 000000000..b1c204dc3 --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/AugmentAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 60f2b8177dd1fdafb86cc2f501465b67 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Augment/AugmentImplementations/BarrelFiringAnimator.cs b/Assets/Scripts/Augment/AugmentImplementations/BarrelFiringAnimator.cs new file mode 100644 index 000000000..d5f3911e7 --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/BarrelFiringAnimator.cs @@ -0,0 +1,24 @@ +using UnityEngine; + +/// +/// Class for starting a firing animation. +/// +public class BarrelFiringAnimator : AugmentAnimator +{ + [SerializeField] + private Animator animator; + + public override void OnInitialize(GunStats stats) + { + animator.speed = Mathf.Max(stats.Firerate, 1f); + } + + public override void OnReload(int ammo) + { + } + + public override void OnFire(int remainingAmmo) + { + animator.SetTrigger("Fire"); + } +} diff --git a/Assets/Scripts/Augment/AugmentImplementations/BarrelFiringAnimator.cs.meta b/Assets/Scripts/Augment/AugmentImplementations/BarrelFiringAnimator.cs.meta new file mode 100644 index 000000000..e9afd8cfc --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/BarrelFiringAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 320aa0cde1f535db6a61f945a936c992 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Augment/AugmentImplementations/ContinuousDamage.cs b/Assets/Scripts/Augment/AugmentImplementations/ContinuousDamage.cs new file mode 100644 index 000000000..04551a82b --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/ContinuousDamage.cs @@ -0,0 +1,40 @@ +using UnityEngine; + +public class ContinuousDamage : MonoBehaviour +{ + [SerializeField] + private float damage; + + [SerializeField] + private float damageRate; + + private float lastDamageTime = -100; + + [HideInInspector] + public PlayerManager source; + + private HitboxController hitbox; + + void Start() + { + hitbox = transform.parent.GetComponent(); + if (hitbox && hitbox.health) + { + hitbox.health.onDeath += OnDeath; + } + } + + private void OnDeath(HealthController healthController, float damage, DamageInfo info) + { + this.enabled = false; + } + + private void Update() + { + if (hitbox && Time.time - lastDamageTime > 1 / damageRate) + { + hitbox.DamageCollider(new DamageInfo(source, damage)); + lastDamageTime = Time.time; + } + } +} diff --git a/Assets/Scripts/Augment/AugmentImplementations/ContinuousDamage.cs.meta b/Assets/Scripts/Augment/AugmentImplementations/ContinuousDamage.cs.meta new file mode 100644 index 000000000..f935d0074 --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/ContinuousDamage.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8727e6f1668b135fe927644b61146688 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Augment/AugmentImplementations/DDRBody.cs b/Assets/Scripts/Augment/AugmentImplementations/DDRBody.cs new file mode 100644 index 000000000..2ee16d0be --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/DDRBody.cs @@ -0,0 +1,191 @@ +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.InputSystem; + +[System.Serializable] +public struct Precision +{ + public float range; + public string text; + public Color color; + public float awardFactor; +} +public enum ArrowDirection +{ + NORTH, + EAST, + SOUTH, + WEST +} +public class DDRBody : GunBody +{ + [SerializeField] + private SkinnedMeshRenderer meshRenderer; + + [SerializeField] + private TMP_Text precisionText; + + [SerializeField] + private AugmentAnimator animator; + + private Material ddrMaterial; + + private const int screenMaterialIndex = 2; + + private float arrowHeigth = 0; + private ArrowDirection arrowDirection = ArrowDirection.NORTH; + + private const float screenHeigth = 3.5f; + private const float errorMarginInput = 0.1f; + + private const float targetPoint = 3; + + [SerializeField] + private Precision[] precisionsGoodToBad; + + LTDescr arrowMover; + + [SerializeField] + private float secondPerArrow = 1; + private float musicPace = 0.4285714f; + + + public override void Start() + { + meshRenderer.materials[screenMaterialIndex] = Instantiate(meshRenderer.materials[screenMaterialIndex]); + ddrMaterial = meshRenderer.materials[screenMaterialIndex]; + precisionText.enabled = false; + + gunController = transform.parent.GetComponent(); + if (!gunController) + { + Debug.Log("DanceBody not attached to gun parent!"); + return; + } + + if (gunController.player) + { + gunController.player.inputManager.onFirePerformed += Fire; + gunController.player.inputManager.onMovePerformed += ArrowSelect; + arrowMover = LeanTween.value(gameObject, SetArrowHeigth, 0, screenHeigth, secondPerArrow) + .setRepeat(-1) + .setOnComplete(ResetArrow); + + LeanTween.value(gameObject, SetBackgroundZoom, 0.5f, 1.5f, musicPace) + .setLoopPingPong() + .setOnComplete( + () => animator.OnFire(0)); + + animator.OnInitialize(gunController.stats); + + } + + } + + protected override void Reload(GunStats stats) + { + Precision? precision = null; + + if (Mathf.Abs(arrowHeigth - targetPoint) <= precisionsGoodToBad[0].range) + precision = precisionsGoodToBad[0]; + else if (Mathf.Abs(arrowHeigth - targetPoint) <= precisionsGoodToBad[1].range) + precision = precisionsGoodToBad[1]; + else if (Mathf.Abs(arrowHeigth - targetPoint) <= precisionsGoodToBad[2].range) + precision = precisionsGoodToBad[2]; + else if (Mathf.Abs(arrowHeigth - targetPoint) <= precisionsGoodToBad[3].range) + precision = precisionsGoodToBad[3]; + + if (!precision.HasValue) + return; + + precisionText.enabled = true; + precisionText.text = precision.Value.text; + precisionText.color = precision.Value.color; + precisionText.gameObject.LeanScale(new Vector3(1.1f, 1.1f, 1.1f), 0.5f) + .setEasePunch() + .setOnComplete( + () => precisionText.enabled = false); + + LeanTween.value(gameObject, SetFlashFactor, 0, 20f, 0.5f).setEasePunch(); + + gunController.Reload(reloadEfficiencyPercentage*precision.Value.awardFactor); + animator.OnReload(1); + } + + private void Fire(InputAction.CallbackContext ctx) + { + animator.OnFire(gunController.stats.Ammo); + } + + private void ArrowSelect(InputAction.CallbackContext ctx) + { + switch (arrowDirection) + { + case ArrowDirection.NORTH: + if (!(gunController.player.inputManager.moveInput.y > 1 - errorMarginInput)) + return; + break; + case ArrowDirection.EAST: + if (!(gunController.player.inputManager.moveInput.x > 1 - errorMarginInput)) + return; + break; + case ArrowDirection.SOUTH: + if (!(gunController.player.inputManager.moveInput.y < -1 + errorMarginInput)) + return; + break; + case ArrowDirection.WEST: + if (!(gunController.player.inputManager.moveInput.x < -1 + errorMarginInput)) + return; + break; + } + + Reload(gunController.stats); + ResetAndStartArrowTween(); + } + + private void ResetAndStartArrowTween() + { + LeanTween.cancel(arrowMover.id); + ResetArrow(); + arrowMover = LeanTween.value(gameObject, SetArrowHeigth, 0, screenHeigth, secondPerArrow) + .setRepeat(-1) + .setOnComplete(ResetArrow); + } + + private void SetArrowHeigth(float heigth) + { + ddrMaterial.SetFloat("_ArrowYPos", heigth); + arrowHeigth = heigth; + } + + private void SetFlashFactor(float factor) + { + ddrMaterial.SetFloat("_FlashFactor", factor); + } + + private void SetBackgroundZoom(float zoom) + { + ddrMaterial.SetVector("_BackgroundZoom",new Vector4(zoom, zoom, 0, 0)); + } + + private float ArrowDirectionToDegrees(int direction) + { + // Default orientation (0 degrees) = 12 O' clock + return direction*90; + } + + private void ResetArrow() + { + arrowHeigth = 0; + arrowDirection = (ArrowDirection) Random.Range(0,4); + ddrMaterial.SetFloat("_ArrowRotationDegrees", ArrowDirectionToDegrees((int) arrowDirection)); + } + + private void OnDestroy() + { + if (gunController) + gunController.player.inputManager.onMovePerformed -= ArrowSelect; + } +} diff --git a/Assets/Scripts/Augment/AugmentImplementations/DDRBody.cs.meta b/Assets/Scripts/Augment/AugmentImplementations/DDRBody.cs.meta new file mode 100644 index 000000000..78b283d2f --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/DDRBody.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 566bc67f0e4ffa14abca4206844dd2a5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Augment/AugmentImplementations/DDRBodyAnimator.cs b/Assets/Scripts/Augment/AugmentImplementations/DDRBodyAnimator.cs new file mode 100644 index 000000000..fd243e8fa --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/DDRBodyAnimator.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DDRBodyAnimator : AugmentAnimator +{ + private Animator animator; + public override void OnFire(int remainingAmmo) + { + animator.SetTrigger("Vibrate"); + } + + public override void OnInitialize(GunStats stats) + { + animator = GetComponent(); + if (!animator) + Debug.Log("Dance Body missing Animator"); + } + + public override void OnReload(int ammo) + { + animator.SetTrigger("Vibrate"); + } +} diff --git a/Assets/Scripts/Augment/AugmentImplementations/DDRBodyAnimator.cs.meta b/Assets/Scripts/Augment/AugmentImplementations/DDRBodyAnimator.cs.meta new file mode 100644 index 000000000..3d64bee1c --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/DDRBodyAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 27323ab41a8d6154a8acac0630c360da +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Augment/AugmentImplementations/Fire.cs b/Assets/Scripts/Augment/AugmentImplementations/Fire.cs index 6ecc2996b..70d7405bf 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/Fire.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/Fire.cs @@ -17,11 +17,13 @@ void Awake() Debug.Log("Fire not attached to gun parent!"); return; } - gunController.onInitialize += AddFireToProjectile; + gunController.onInitializeGun += AddFireToProjectile; } + private void AddFireToProjectile(GunStats gunstats) { - Instantiate(fire, gunController.projectile.transform); + GameObject fireObject = Instantiate(fire, gunController.projectile.transform); + fireObject.SetActive(false); } } diff --git a/Assets/Scripts/Augment/AugmentImplementations/Hat/HatBarrel.cs b/Assets/Scripts/Augment/AugmentImplementations/Hat/HatBarrel.cs index 339fb3ff2..9674a71e6 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/Hat/HatBarrel.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/Hat/HatBarrel.cs @@ -1,52 +1,149 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; - +using UnityEngine.VFX; +using System.Linq; /// /// Class that ties the functions and properties of the completed gun to the animations of the hat barrel /// -public class HatBarrel : MonoBehaviour +public class HatBarrel : ProjectileController { - private GunController gunController; [SerializeField] - private Animator animator; + private AugmentAnimator animator; + + [SerializeField] + private int maxHatProjectiles = 300; + [SerializeField] - private HatBarrelModel hatBarrelModel; + private float hatMaxDistance = 20f; - void Awake() + [SerializeField] + private float hatSpeed = 10f; + + [SerializeField] + private float hatSize = .2f; + + private ProjectileState[] projectiles; + + private ProjectileState loadedProjectile; + + //index of last initialized state in array + private int currentStateIndex = 0; + + // texture used to update the vfx position and alive-state of particles, RGB is used for position A for alive/dead + private VFXTextureFormatter positionActiveTexture; + + [SerializeField] + private VisualEffect hatVfx; + + protected override void Awake() { - gunController = transform.parent.GetComponent(); - if (!gunController) - { - Debug.Log("HatBarrel not attached to gun parent!"); - return; - } - gunController.onInitialize += OnInitialize; - gunController.onFire += OnFire; - gunController.onReload += OnReload; + base.Awake(); + projectiles = new ProjectileState[maxHatProjectiles]; + + UpdateProjectileMovement += ProjectileMotions.MoveWithGravity; + + positionActiveTexture = new VFXTextureFormatter(maxHatProjectiles); + + hatVfx.SetTexture("Positions", positionActiveTexture.Texture); + hatVfx.SetInt("MaxParticleCount", maxHatProjectiles); + hatVfx.SendEvent("OnPlay"); } - private void OnInitialize(GunStats gunstats) + protected override void OnInitialize(GunStats gunstats) { - animator.speed = Mathf.Max(gunstats.Firerate, 1f); - hatBarrelModel.OnInitialize(gunstats.magazineSize); + animator.OnInitialize(gunstats); } - private void OnFire(GunStats gunstats) + protected override void OnReload(GunStats gunstats) { - animator.SetTrigger("Fire"); - hatBarrelModel.OnFire(gunstats.Ammo); + animator.OnReload(gunstats.Ammo); } - private void OnReload(GunStats gunstats) + public override void InitializeProjectile(GunStats stats) { - hatBarrelModel.OnReload(gunstats.Ammo); + loadedProjectile = new ProjectileState(stats, projectileOutput); + loadedProjectile.maxDistance = this.hatMaxDistance; + + animator.OnFire(stats.Ammo); } - private void OnDestroy() + public void ReleaseLoadedHat() { - gunController.onFire -= OnFire; - gunController.onInitialize -= OnInitialize; - gunController.onReload -= OnReload; + if (loadedProjectile == null) return; + + loadedProjectile.active = true; + loadedProjectile.speed = hatSpeed; + OnProjectileInit?.Invoke(ref loadedProjectile, stats); + for (int i = 0; i < maxHatProjectiles; i++) + { + if (projectiles[currentStateIndex] == null || !projectiles[currentStateIndex].active) + { + loadedProjectile.initializationTime = Time.fixedTime; + loadedProjectile.position = projectileOutput.position; + loadedProjectile.direction = projectileRotation * projectileOutput.forward; + loadedProjectile.rotation = projectileRotation * projectileOutput.rotation; + loadedProjectile.size = hatSize; + + projectiles[currentStateIndex] = loadedProjectile; + // Sets initial position of the projectile + positionActiveTexture.setValue(i, loadedProjectile.position); + positionActiveTexture.setAlpha(i, 1f); + + // Neccessary to update the actual texture, so the vfx gets the new info + positionActiveTexture.ApplyChanges(); + + currentStateIndex = (currentStateIndex + 1) % maxHatProjectiles; + loadedProjectile = null; + + return; + } + currentStateIndex = (currentStateIndex + 1) % maxHatProjectiles; + } + } + + private void FixedUpdate() + { + if (!gunController) + { + return; + } + for (int i = 0; i < maxHatProjectiles; i++) + { + var state = projectiles[i]; + if (state != null && state.active) + { + UpdateProjectile(state); + positionActiveTexture.setValue(i, state.position); + + } + positionActiveTexture.setAlpha(i, state != null && state.active ? 1f : 0f); + } + positionActiveTexture.ApplyChanges(); + } + + private void UpdateProjectile(ProjectileState state) + { + state.oldPosition = state.position; + UpdateProjectileMovement?.Invoke(state.speed * state.speedFactor * Time.fixedDeltaTime, ref state); + OnProjectileTravel?.Invoke(ref state); + + + if (state.distanceTraveled > state.maxDistance) + { + state.active = false; + } + + var collisions = ProjectileMotions.GetPathCollisions(state, collisionLayers).Select(x => x.collider).ToArray(); + + if (collisions.Length > 0) + { + state.active = false; + OnColliderHit?.Invoke(collisions[0], ref state); + HitboxController hitbox = collisions[0].GetComponent(); + + if (hitbox != null) + { + OnHitboxCollision?.Invoke(hitbox, ref state); + } + } } } diff --git a/Assets/Scripts/Augment/AugmentImplementations/Hat/HatBarrelModel.cs b/Assets/Scripts/Augment/AugmentImplementations/Hat/HatBarrelModel.cs index 3b02a8624..c7a19f287 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/Hat/HatBarrelModel.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/Hat/HatBarrelModel.cs @@ -1,18 +1,23 @@ -using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// Class for moving individual parts of the model that can't be controlled by the normal animation controller. /// -public class HatBarrelModel : MonoBehaviour +public class HatBarrelModel : AugmentAnimator { + [SerializeField] + private Animator animator; + [SerializeField] private GameObject hatPrefab; [SerializeField] private GameObject bullet; [SerializeField] - private float bulletHeigth = 0.05f; + private float bulletHeigth = 0.05f; + + [SerializeField] + private HatBarrel barrel; [SerializeField] private Transform ammunitionHolder; @@ -20,9 +25,10 @@ public class HatBarrelModel : MonoBehaviour private int magazineSize = 5; - public void OnInitialize(int magazine) + public override void OnInitialize(GunStats stats) { - magazineSize = magazine; + animator.speed = Mathf.Max(stats.Firerate, 1f); + magazineSize = stats.magazineSize; for (int i = 0; i < magazineSize; i++) { ammunition.Add(Instantiate(hatPrefab, ammunitionHolder.transform)); @@ -30,7 +36,7 @@ public void OnInitialize(int magazine) } } - public void OnReload(int ammo) + public override void OnReload(int ammo) { bullet.SetActive(true); for (int i = 0; i < ammo; i++) @@ -39,20 +45,26 @@ public void OnReload(int ammo) } } - public void OnFire(int remainingAmmo) + public override void OnFire(int remainingAmmo) { + animator.SetTrigger("Fire"); for (int i = remainingAmmo; i < magazineSize; i++) { ammunition[i].SetActive(false); } - if(remainingAmmo == 0) + if (remainingAmmo == 0) { ToggleBullet(); } } + // Called by animator! public void ToggleBullet() { bullet.SetActive(!bullet.activeInHierarchy); + if (!bullet.activeInHierarchy) + { + barrel.ReleaseLoadedHat(); + } } } diff --git a/Assets/Scripts/Augment/AugmentImplementations/PlaceholderFiringAnimator.cs b/Assets/Scripts/Augment/AugmentImplementations/PlaceholderFiringAnimator.cs new file mode 100644 index 000000000..820939cd2 --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/PlaceholderFiringAnimator.cs @@ -0,0 +1,8 @@ +using UnityEngine; + +public class PlaceholderFiringAnimator : AugmentAnimator +{ + public override void OnInitialize(GunStats stats) { } + public override void OnReload(int ammo) { } + public override void OnFire(int remainingAmmo) { } +} diff --git a/Assets/Scripts/Augment/AugmentImplementations/PlaceholderFiringAnimator.cs.meta b/Assets/Scripts/Augment/AugmentImplementations/PlaceholderFiringAnimator.cs.meta new file mode 100644 index 000000000..096a409a4 --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/PlaceholderFiringAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cd8435b3dd394d6e5b9f0f41243f73a8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Augment/AugmentImplementations/Solar/SolarBody.cs b/Assets/Scripts/Augment/AugmentImplementations/Solar/SolarBody.cs index bc21c1385..87c49d1b1 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/Solar/SolarBody.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/Solar/SolarBody.cs @@ -1,11 +1,14 @@ using System.Collections; -using System.Collections.Generic; +using System.Linq; using UnityEngine; public class SolarBody : GunBody { + [SerializeField] - private Material solarPanelMat; + private MeshRenderer meshRenderer; + + private Material solarPanelMaterial; [SerializeField, Range(0, 1)] protected float reloadEfficiencyPercentagen = 0.1f; @@ -15,12 +18,17 @@ public class SolarBody : GunBody private const float coolDownSeconds = 0.5f; private bool isCooldown = false; + private const int solarPanelMaterialIndex = 3; + public override void Start() { + meshRenderer.materials[solarPanelMaterialIndex] = Instantiate(meshRenderer.materials[solarPanelMaterialIndex]); + solarPanelMaterial = meshRenderer.materials[solarPanelMaterialIndex]; + gunController = transform.parent.GetComponent(); if (!gunController) { - Debug.Log("HatBarrel not attached to gun parent!"); + Debug.Log("SolarBody not attached to gun parent!"); return; } } @@ -30,7 +38,7 @@ protected override void Reload(GunStats gunStats) { if (isCooldown) return; - solarPanelMat.SetFloat("_On", 1); + solarPanelMaterial.SetFloat("_On", 1); gunController.Reload(reloadEfficiencyPercentagen); isCooldown = true; StartCoroutine(CoolDown()); @@ -50,7 +58,7 @@ void Update() } else { - solarPanelMat.SetFloat("_On", 0); + solarPanelMaterial.SetFloat("_On", 0); } } } diff --git a/Assets/Scripts/Augment/BulletController.cs b/Assets/Scripts/Augment/BulletController.cs index 6ed31c6cf..0275ffcc1 100644 --- a/Assets/Scripts/Augment/BulletController.cs +++ b/Assets/Scripts/Augment/BulletController.cs @@ -1,68 +1,154 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; -using System.Linq; +using UnityEngine.VFX; + public class BulletController : ProjectileController { - - public static void MoveWithGravity(float distance, ref ProjectileState state, GunStats stats) + [SerializeField] + private float maxDistance = 20; + + [SerializeField] + private int collisionSamples = 30; + + private int vfxPositionsPerSample = 3; + + private float bulletSpeed = 50f; + + [SerializeField] + private int bulletsPerShot = 1; + + private VFXTextureFormatter trailPosTexture; + + [SerializeField] + private VisualEffect trail; + + [SerializeField] + private VisualEffect flash; + + [SerializeField] + private AugmentAnimator animator; + + private ProjectileState projectile = new ProjectileState(); + + + protected override void Awake() { - //Update the position of the projectile - state.position += state.direction * distance; - - //Update the velocity of the projectile - float time = distance / state.speed; - Vector3 velocity = state.direction * state.speed; - velocity += Vector3.up * state.gravity * time; - state.speed = velocity.magnitude; - state.direction = velocity.normalized; - + base.Awake(); + UpdateProjectileMovement += ProjectileMotions.MoveWithGravity; } - public override void Start() + private void Start() { - base.Start(); - UpdateProjectileMovement += MoveWithGravity; + flash.transform.position = projectileOutput.position; + trailPosTexture = new VFXTextureFormatter(vfxPositionsPerSample * collisionSamples * bulletsPerShot); + trail.SetTexture("Position", this.trailPosTexture.Texture); + trail.SetInt("StripLength", vfxPositionsPerSample * collisionSamples); + trail.SetInt("TextureSize", vfxPositionsPerSample * collisionSamples * bulletsPerShot); + trail.SetInt("TrailsPerEvent", bulletsPerShot); } - private void FixedUpdate() + protected override void OnInitialize(GunStats gunstats) { - state.lastUpdateTime = Time.time; - state.olderPosition = state.oldPosition; - state.oldPosition = state.position; + animator.OnInitialize(gunstats); + } - Collider[] collisions; + protected override void OnReload(GunStats gunstats) + { + animator.OnReload(gunstats.Ammo); + } - UpdateProjectileMovement?.Invoke(state.speed * Time.fixedDeltaTime, ref state, stats); + public override void InitializeProjectile(GunStats stats) + { + animator.OnFire(stats.Ammo); - var direction = state.position - state.oldPosition; - RaycastHit[] rayCasts; - if (stats.ProjectileSize > 0) - { - rayCasts = Physics.SphereCastAll(transform.position, stats.ProjectileSize, direction, direction.magnitude); - } - else + // TODO: Possibly standardize this better + for (int k = 0; k < bulletsPerShot; k++) { - rayCasts = Physics.RaycastAll(transform.position, direction, direction.magnitude); - } - // Ordered by distance along path hit, so that things are hit in the correct order - collisions = rayCasts.OrderBy(x => x.distance).Select(x => x.collider).ToArray(); - foreach(var collision in collisions) - { - OnColliderHit?.Invoke(collision, ref state, stats); - HitboxController hitbox = collision.GetComponent(); - if (hitbox != null){ - OnHitboxCollision?.Invoke(hitbox, ref state, stats); + Quaternion randomSpread = Quaternion.Lerp(Quaternion.identity, Random.rotation, stats.ProjectileSpread); + + projectile.active = true; + projectile.distanceTraveled = 0f; + projectile.damage = stats.ProjectileDamage; + projectile.position = projectileOutput.position; + projectile.oldPosition = projectileOutput.position; + projectile.direction = randomSpread * projectileRotation * projectileOutput.forward; + projectile.maxDistance = this.maxDistance; + projectile.rotation = randomSpread * projectileRotation * projectileOutput.rotation; + projectile.initializationTime = Time.fixedTime; + projectile.speedFactor = stats.ProjectileSpeedFactor; + projectile.gravity = stats.ProjectileGravityModifier * 9.81f; + projectile.additionalProperties.Clear(); + projectile.hitHealthControllers.Clear(); + + OnProjectileInit?.Invoke(ref projectile, stats); + + projectile.speed = bulletSpeed * stats.ProjectileSpeedFactor; + + int sampleNum = 0; + + while (sampleNum < collisionSamples && projectile.active) + { + + projectile.oldPosition = projectile.position; + projectile.lastUpdateTime = Time.time; + + + for (int j = 0; j < vfxPositionsPerSample; j++) + { + trailPosTexture.setValue(sampleNum * vfxPositionsPerSample + j + k * vfxPositionsPerSample * collisionSamples, projectile.position); + UpdateProjectileMovement?.Invoke(maxDistance / (collisionSamples * vfxPositionsPerSample), ref projectile); + } + + RaycastHit[] collisions = ProjectileMotions.GetPathCollisions(projectile, collisionLayers); + + if (collisions.Length > 0) + { + var collider = collisions[0].collider; + OnColliderHit?.Invoke(collider, ref projectile); + HitboxController hitbox = collider.GetComponent(); + projectile.position = collisions[0].point; + if (hitbox != null) + { + OnHitboxCollision?.Invoke(hitbox, ref projectile); + } + projectile.active = false; + sampleNum += 1; + trailPosTexture.setValue(sampleNum * vfxPositionsPerSample + k * vfxPositionsPerSample * collisionSamples, projectile.position); + + } + else + { + sampleNum += 1; + } } + + for (int i = sampleNum * vfxPositionsPerSample + 1; i < collisionSamples * vfxPositionsPerSample; i++) + { + trailPosTexture.setValue(i + k * vfxPositionsPerSample * collisionSamples, projectile.position); + } + + trailPosTexture.ApplyChanges(); + // Play the flash and trail } - + trail.SendEvent("OnPlay"); + flash.SendEvent("OnPlay"); } - public void Update() + + public Vector3 LerpPos(ProjectileState state) { - transform.position = LerpPos(); - transform.rotation = state.rotation; + var diff = (Time.time - state.lastUpdateTime) / Time.fixedDeltaTime; + return Vector3.Lerp(state.oldPosition, state.position, diff); } + // Not currently used by anything, and looks ugly as hell, but if we need a quadratic interpolator, here + // Math is probably a bit fuzzy, hence ugly + + //public Vector3 QerpPos() + //{ + // var diff = (Time.time - state.lastUpdateTime) / Time.fixedDeltaTime; + // + // return ((state.olderPosition + state.position) * 0.5f - state.oldPosition) * diff * diff + + // (state.position - state.olderPosition) * diff + state.oldPosition; + //} } diff --git a/Assets/Scripts/Augment/BulletModifiers/RotationModifier.cs b/Assets/Scripts/Augment/BulletModifiers/RotationModifier.cs index 80c07cd32..3ae3c054c 100644 --- a/Assets/Scripts/Augment/BulletModifiers/RotationModifier.cs +++ b/Assets/Scripts/Augment/BulletModifiers/RotationModifier.cs @@ -24,13 +24,7 @@ public Priority GetPriority() return priority; } - public ref ProjectileController ModifyProjectile(ref ProjectileController projectile) - { - projectile.UpdateProjectileMovement += Rotate; - return ref projectile; - } - - public void Rotate(float distance, ref ProjectileState state, GunStats stats) + public void Rotate(float distance, ref ProjectileState state) { if (distance > 0) { state.rotation *= Quaternion.Euler(rotationPerUpdate * distance); @@ -39,6 +33,16 @@ public void Rotate(float distance, ref ProjectileState state, GunStats stats) { state.rotation = Quaternion.Euler(randomStartAngleX ? Random.Range(0,360) : 0, randomStartAngleY ? Random.Range(0, 360) : 0, randomStartAngleZ ? Random.Range(0, 360) : 0); } + } + public void Attach(ProjectileController projectile) + { + projectile.UpdateProjectileMovement += Rotate; + } + + public void Detach(ProjectileController projectile) + { + projectile.UpdateProjectileMovement -= Rotate; + } } diff --git a/Assets/Scripts/Augment/BulletModifiers/SpiralPathModifier.cs b/Assets/Scripts/Augment/BulletModifiers/SpiralPathModifier.cs index 3ecd1b5d6..0187e2b54 100644 --- a/Assets/Scripts/Augment/BulletModifiers/SpiralPathModifier.cs +++ b/Assets/Scripts/Augment/BulletModifiers/SpiralPathModifier.cs @@ -10,38 +10,41 @@ public class SpiralPathModifier : MonoBehaviour, ProjectileModifier public float spiralRadius, spiralWavelength, spiralLerpDist; - private float pathTraveled = 0f; - - private float offset = 0f; - [SerializeField] private bool randomAngle = false; - public ref ProjectileController ModifyProjectile(ref ProjectileController projectile) - { - projectile.UpdateProjectileMovement += AddSpiralDisplacement; - if (randomAngle) - { - offset = Random.Range(0, 2 * Mathf.PI); - } - return ref projectile; - } - public void AddSpiralDisplacement(float distance, ref ProjectileState state, GunStats stats) + public void addSpiralDisplacement(float distance, ref ProjectileState state) { - float oldRadius = radialLerp.Evaluate(pathTraveled / spiralLerpDist) * spiralRadius; - float newRadius = radialLerp.Evaluate((pathTraveled + distance) / spiralLerpDist) * spiralRadius; + float oldRadius = radialLerp.Evaluate(state.distanceTraveled / spiralLerpDist) * spiralRadius; + float newRadius = radialLerp.Evaluate((state.distanceTraveled + distance) / spiralLerpDist) * spiralRadius; Vector3 oldVector = new Vector3( - Mathf.Sin(offset + 2 * Mathf.PI * pathTraveled / spiralWavelength), - Mathf.Cos(offset + 2 * Mathf.PI * pathTraveled / spiralWavelength)) * oldRadius; + Mathf.Sin((float)state.additionalProperties["spiralOffset"] + 2 * Mathf.PI * state.distanceTraveled / spiralWavelength), + Mathf.Cos((float)state.additionalProperties["spiralOffset"] + 2 * Mathf.PI * state.distanceTraveled / spiralWavelength)) * oldRadius; Vector3 newVector = new Vector3( - Mathf.Sin(offset + 2 * Mathf.PI * (pathTraveled + distance) / spiralWavelength), - Mathf.Cos(offset + 2 * Mathf.PI * (pathTraveled + distance) / spiralWavelength)) * newRadius; - - pathTraveled += distance; + Mathf.Sin((float)state.additionalProperties["spiralOffset"] + 2 * Mathf.PI * (state.distanceTraveled + distance) / spiralWavelength), + Mathf.Cos((float)state.additionalProperties["spiralOffset"] + 2 * Mathf.PI * (state.distanceTraveled + distance) / spiralWavelength)) * newRadius; state.position += state.rotation * (newVector - oldVector); } + public Priority GetPriority() + { + return Priority.EXTENSION; + } + public void setProjectileAngle(ref ProjectileState state, GunStats stats) + { + state.additionalProperties["spiralOffset"] = randomAngle ? Random.Range(0, 2 * Mathf.PI) : 0f; + } + public void Attach(ProjectileController projectile) + { + projectile.UpdateProjectileMovement += addSpiralDisplacement; + projectile.OnProjectileInit += setProjectileAngle; + } + public void Detach(ProjectileController projectile) + { + projectile.UpdateProjectileMovement -= addSpiralDisplacement; + projectile.OnProjectileInit -= setProjectileAngle; + } } diff --git a/Assets/Scripts/Augment/BulletModifiers/StickyProjectileModifier.cs b/Assets/Scripts/Augment/BulletModifiers/StickyProjectileModifier.cs index 55b5956d1..c64801719 100644 --- a/Assets/Scripts/Augment/BulletModifiers/StickyProjectileModifier.cs +++ b/Assets/Scripts/Augment/BulletModifiers/StickyProjectileModifier.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using TransformExtensions; /// /// A modifier to stick a gameObject (stuckObject) to a target after hitting said target. @@ -22,20 +23,32 @@ public class StickyProjectileModifier : MonoBehaviour, ProjectileModifier [SerializeField] private Priority priority = Priority.ARBITRARY; + private PlayerManager source; + public Priority GetPriority() { return priority; } - public ref ProjectileController ModifyProjectile(ref ProjectileController projectile) + public void Attach(ProjectileController projectile) + { + projectile.OnColliderHit += StickToTarget; + source = projectile.player; + } + + public void Detach(ProjectileController projectile) { - projectile.OnHitboxCollision += StickToTarget; - return ref projectile; + projectile.OnColliderHit -= StickToTarget; } - public void StickToTarget(HitboxController hitboxController, ref ProjectileState state, GunStats stats) + public void StickToTarget(Collider collider, ref ProjectileState state) { - var stuck = Instantiate(stuckObject, state.olderPosition, state.rotation, hitboxController.transform); + var stuck = Instantiate(stuckObject, state.position, state.rotation, null); + stuck.transform.ParentUnscaled(collider.transform); + if (stuck.TryGetComponent(out var continuousDamage)) + { + continuousDamage.source = source; + } Destroy(stuck, stuckLifeTime); } } diff --git a/Assets/Scripts/Augment/BulletModifiers/ZigzagPathModifier.cs b/Assets/Scripts/Augment/BulletModifiers/ZigzagPathModifier.cs new file mode 100644 index 000000000..3d605010b --- /dev/null +++ b/Assets/Scripts/Augment/BulletModifiers/ZigzagPathModifier.cs @@ -0,0 +1,60 @@ +using UnityEngine; + +public class ZigzagPathModifier : MonoBehaviour, ProjectileModifier +{ + [SerializeField] + private float interval = .3f; + + [SerializeField] + private float radius = .3f; + + private const string nextOffsetId = "nextZigzagOffset"; + private const string lastOffsetId = "lastZigzagOffset"; + private const string lastDistanceId = "lastZigzagDistance"; + + public Priority GetPriority() => Priority.EXTENSION; + + private Vector2 RandomOffset(Vector2 lastOffset) + { + var random = Random.insideUnitCircle * radius; + // Restrict to +/-[0.3, 1] + random = new Vector2(Mathf.Sign(random.x) * (.7f * Mathf.Abs(random.x) + radius * .3f), Mathf.Sign(random.y) * (.7f * Mathf.Abs(random.y) + radius * .3f)); + // Prevent the new offset from being on the same half of the unit circle as the previous one. + while (Vector2.Dot(random, lastOffset) > 0) + { + random = Vector2.Perpendicular(random); + } + return random; + } + + public void AddZigzagDisplacement(float distance, ref ProjectileState state) + { + if (state.distanceTraveled > interval + (float)state.additionalProperties[lastDistanceId]) + { + state.additionalProperties[lastOffsetId] = state.additionalProperties[nextOffsetId]; + state.additionalProperties[nextOffsetId] = RandomOffset((Vector2)state.additionalProperties[lastOffsetId]); + state.additionalProperties[lastDistanceId] = state.distanceTraveled; + } + var offset = Vector2.Lerp((Vector2)state.additionalProperties[lastOffsetId], (Vector2)state.additionalProperties[nextOffsetId], (distance % interval) / interval); + state.position += state.rotation * new Vector3(offset.x, offset.y, 0); + } + + public void SetInitialDirection(ref ProjectileState state, GunStats stats) + { + state.additionalProperties[lastOffsetId] = Vector2.zero; + state.additionalProperties[nextOffsetId] = RandomOffset(Vector2.zero); + state.additionalProperties[lastDistanceId] = 0f; + } + + public void Attach(ProjectileController projectile) + { + projectile.UpdateProjectileMovement += AddZigzagDisplacement; + projectile.OnProjectileInit += SetInitialDirection; + } + + public void Detach(ProjectileController projectile) + { + projectile.UpdateProjectileMovement -= AddZigzagDisplacement; + projectile.OnProjectileInit -= SetInitialDirection; + } +} diff --git a/Assets/Scripts/Augment/BulletModifiers/ZigzagPathModifier.cs.meta b/Assets/Scripts/Augment/BulletModifiers/ZigzagPathModifier.cs.meta new file mode 100644 index 000000000..1fa22738b --- /dev/null +++ b/Assets/Scripts/Augment/BulletModifiers/ZigzagPathModifier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a8a5ed8580116e36d976d061ef0db232 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Augment/FireRateController.cs b/Assets/Scripts/Augment/FireRateController.cs index e3d097b68..867e95f44 100644 --- a/Assets/Scripts/Augment/FireRateController.cs +++ b/Assets/Scripts/Augment/FireRateController.cs @@ -11,7 +11,7 @@ public class SemiAutoFirerateController : FireRateController public SemiAutoFirerateController(float fireRate) { - this.fireDelay = 1 / fireRate; + this.fireDelay = 1f / fireRate; } public override bool shouldFire(bool triggerPressed, bool triggerHeld) { @@ -30,7 +30,7 @@ public class FullAutoFirerateController : FireRateController public FullAutoFirerateController(float fireRate) { - fireDelay = 1 / fireRate; + fireDelay = 1f / fireRate; lastFired = Time.fixedTime; } public override bool shouldFire(bool triggerPressed, bool triggerHeld) diff --git a/Assets/Scripts/Augment/FiringSound.cs b/Assets/Scripts/Augment/FiringSound.cs new file mode 100644 index 000000000..9f4aa96d7 --- /dev/null +++ b/Assets/Scripts/Augment/FiringSound.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[RequireComponent(typeof(AudioSource))] +public class FiringSound : MonoBehaviour +{ + [SerializeField] + private AudioGroup firingSound; + + private AudioSource audioSource; + + private void Start() + { + audioSource = GetComponent(); + var projectile = GetComponent(); + projectile.OnProjectileInit += (ref ProjectileState state, GunStats stats) => PlaySound(firingSound); + } + private void PlaySound(AudioGroup sound) + { + sound.Play(audioSource); + } +} diff --git a/Assets/Scripts/Augment/FiringSound.cs.meta b/Assets/Scripts/Augment/FiringSound.cs.meta new file mode 100644 index 000000000..329decfad --- /dev/null +++ b/Assets/Scripts/Augment/FiringSound.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aae53bd787064924e95013b68e33af86 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Augment/GunBarrel.cs b/Assets/Scripts/Augment/GunBarrel.cs index d3b991155..c1ea063ec 100644 --- a/Assets/Scripts/Augment/GunBarrel.cs +++ b/Assets/Scripts/Augment/GunBarrel.cs @@ -1,23 +1,10 @@ using UnityEngine; +[RequireComponent(typeof(ProjectileController))] public class GunBarrel : Augment -{ - - // The barrel decides the type of projectile to shoot - [SerializeField] - private GameObject projectile; - +{ // Where to attach extensions public Transform[] attachmentPoints; - // Instantiates the projectile before returning it so that we dont accidentaly modify the prefab through scripts - public GameObject Projectile - { - get - { - var instance = Instantiate(projectile, transform); - instance.SetActive(false); - return instance; - } - } + public ProjectileController Projectile{get => GetComponent();} } diff --git a/Assets/Scripts/Augment/GunBody.cs b/Assets/Scripts/Augment/GunBody.cs index e252d1e55..81389c4ad 100644 --- a/Assets/Scripts/Augment/GunBody.cs +++ b/Assets/Scripts/Augment/GunBody.cs @@ -13,7 +13,7 @@ public class GunBody : MonoBehaviour // Where to attach barrel public Transform attachmentSite; - [SerializeField, Range(0,1)] + [SerializeField, Range(0, 1)] protected float reloadEfficiencyPercentage = 1f; //TODO: Modifier refactor @@ -39,6 +39,7 @@ protected virtual void Reload(GunStats stats) private void OnDestroy() { + if (!gunController) return; gunController.onFire -= Reload; } } diff --git a/Assets/Scripts/Augment/GunController.cs b/Assets/Scripts/Augment/GunController.cs index 7784e27e6..26e3a74bf 100644 --- a/Assets/Scripts/Augment/GunController.cs +++ b/Assets/Scripts/Augment/GunController.cs @@ -1,11 +1,11 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; public class GunController : MonoBehaviour { + private const float outputTransitionDistance = 2; + [HideInInspector] - public GameObject projectile; + public ProjectileController projectile; // Where the gun fires the bullets from // Is automatically set by barrel or extension (if one i available) @@ -15,6 +15,7 @@ public class GunController : MonoBehaviour [HideInInspector] public FireRateController fireRateController; + [HideInInspector] public PlayerManager player; // All the stats of the gun and projectile @@ -22,21 +23,26 @@ public class GunController : MonoBehaviour // Inputs public bool triggerHeld, triggerPressed; + public Vector3 target; public delegate void GunEvent(GunStats gunStats); - public GunEvent onInitialize; - public GunEvent onFire; public GunEvent onReload; + public GunEvent onFire; + public GunEvent onInitializeGun; private void FixedUpdate() { + if (fireRateController == null) + { + // No fireratecontroller exists + return; + } if (fireRateController.shouldFire(triggerPressed, triggerHeld)) { FireGun(); } } - /// /// Expects a fraction of ammunition to be reloaded. /// This fraction is normalized eg. min = 0, max = 1. @@ -45,34 +51,28 @@ private void FixedUpdate() public void Reload(float fractionNormalized) { int amount = Mathf.Max(1, Mathf.FloorToInt(stats.magazineSize * fractionNormalized)); - onReload?.Invoke(stats); stats.Ammo = Mathf.Min(stats.Ammo + amount, stats.magazineSize); + onReload?.Invoke(stats); } private void FireGun() { if (stats.Ammo <= 0) - return; - stats.Ammo--; - onFire?.Invoke(stats); - foreach (var output in outputs) { - for (int i = 0; i < Mathf.Max((int)stats.ProjectilesPerShot.Value(), 1); i++) - { - // Adds spread - Quaternion dir = output.rotation; - if (stats.ProjectileSpread > 0) - { - Vector2 rand = Random.insideUnitCircle * stats.ProjectileSpread; - dir *= Quaternion.Euler(rand.x, rand.y, 0f); - } - // Makes projectile - // TODO: generalize this so that different methods of "Creating" bullets can be used to save performance - var firedProjectile = Instantiate(projectile, output.position, dir, transform); - firedProjectile.GetComponent().OnClone(projectile.GetComponent()); - firedProjectile.GetComponent().player = player; - firedProjectile.SetActive(true); - } + return; } + + stats.Ammo = Mathf.Clamp(stats.Ammo - 1, 0, stats.magazineSize); + + onFire?.Invoke(stats); + + // Aim at target but lerp in original direction if target is close + Vector3 targetedOutput = (target - projectile.projectileOutput.position).normalized; + Vector3 defaultOutput = projectile.projectileOutput.forward; + float distanceToTarget = Vector3.Distance(projectile.projectileOutput.position, target); + Vector3 lerpedOutput = Vector3.Lerp(defaultOutput, targetedOutput, distanceToTarget / outputTransitionDistance); + projectile.projectileRotation = Quaternion.AngleAxis(Vector3.Angle(defaultOutput, lerpedOutput), Vector3.Cross(defaultOutput, lerpedOutput)); + + projectile.InitializeProjectile(stats); } } diff --git a/Assets/Scripts/Augment/GunFactory.cs b/Assets/Scripts/Augment/GunFactory.cs index bd4980ab3..e1c53587d 100644 --- a/Assets/Scripts/Augment/GunFactory.cs +++ b/Assets/Scripts/Augment/GunFactory.cs @@ -2,11 +2,12 @@ using System.Linq; using UnityEngine; using UnityEngine.SceneManagement; +using UnityEditor; [RequireComponent(typeof(GunController))] public class GunFactory : MonoBehaviour { - public static GameObject InstantiateGun(Item bodyPrefab, Item barrelPrefab, Item extensionPrefab, Transform parent) + public static GameObject InstantiateGun(Item bodyPrefab, Item barrelPrefab, Item extensionPrefab, PlayerManager owner, Transform parent) { GameObject gun = Instantiate(new GameObject(), parent); GunFactory controller = gun.AddComponent(); @@ -15,11 +16,26 @@ public static GameObject InstantiateGun(Item bodyPrefab, Item barrelPrefab, Item controller.Extension = extensionPrefab; // Initialize everything - gun.GetComponent().InitializeGun(); + gun.GetComponent().InitializeGun(owner); return gun; } + public static GameObject InstantiateGun(Item bodyPrefab, Item barrelPrefab, Item extensionPrefab, PlayerManager owner, RectTransform parent) + { + GameObject gun = Instantiate(new GameObject()); + GunFactory controller = gun.AddComponent(); + controller.Body = bodyPrefab; + controller.Barrel = barrelPrefab; + controller.Extension = extensionPrefab; + + // Initialize everything + gun.GetComponent().InitializeGun(owner); + gun.transform.SetParent(parent); + gun.transform.position = parent.position; + return gun; + } + public static GunStats GetGunStats(Item body, Item barrel, Item extension) { GunStats stats = body.augment.GetComponent().InstantiateBaseStats; @@ -54,58 +70,64 @@ private void Start() { if (SceneManager.GetActiveScene().name == "GunTest") { - InitializeGun(); + InitializeGun(null); } } #endif // Builds the gun from parts - public void InitializeGun() + public void InitializeGun(PlayerManager owner = null) { gunController = GetComponent(); + // Make gun remember who shoots with it + gunController.player = owner; List modifiers = new List(); // Destroys gun child before construction - for (int i = this.transform.childCount; i > 0; --i) - DestroyImmediate(this.transform.GetChild(0).gameObject); + // Don't refactor this to a simple foreach, we're destroying each element! + for (int i = transform.childCount - 1; i >= 0; i--) + { +#if UNITY_EDITOR + DestroyImmediate(transform.GetChild(i).gameObject); +#else + Destroy(transform.GetChild(i).gameObject); +#endif + } // Instantiates the different parts +#if UNITY_EDITOR + GunBody gunBody = ((GameObject)PrefabUtility.InstantiatePrefab(Body.augment, transform)) + .GetComponent(); +#else GunBody gunBody = Instantiate(Body.augment, transform) .GetComponent(); - +#endif // Stats is retrieved from gun body // NEVER REFERENCE THE GUNSTAT PREFAB DIRECTLY, GUNBODY AUTOMATICALLY INSTANTIATES IT // Seriously, i have no moral qualms with making your skulls into decorative ornaments gunController.stats = gunBody.InstantiateBaseStats; - GunBarrel gunBarrel = Instantiate(Barrel.augment, gunBody.attachmentSite.position, gunBody.attachmentSite.rotation, transform) +#if UNITY_EDITOR + GunBarrel gunBarrel = ((GameObject)PrefabUtility.InstantiatePrefab(Barrel.augment, transform)) + .GetComponent(); +#else + GunBarrel gunBarrel = Instantiate(Barrel.augment, transform) .GetComponent(); +#endif + + gunBarrel.transform.position = gunBody.attachmentSite.position; + gunBarrel.transform.rotation = gunBody.attachmentSite.rotation; + + gunController.projectile = gunBarrel.Projectile; + // And make projectile remember who shot it. + gunController.projectile.player = owner; // Gets the projectile from the barrel // It is stored as an inactive object in the gun, which allows for modifications without changing the prefab - gunController.projectile = gunBarrel.Projectile; - gunController.projectile.transform.SetParent(transform); - ProjectileController projectileController = gunController.projectile.GetComponent(); - projectileController.stats = gunController.stats; - // Sets firemode - switch (gunController.stats.fireMode) - { - case GunStats.FireModes.semiAuto: - gunController.fireRateController = new SemiAutoFirerateController(gunController.stats.Firerate); - break; - case GunStats.FireModes.burst: - gunController.fireRateController = new BurstFirerateController(gunController.stats.Firerate, gunController.stats.burstNum); - break; - case GunStats.FireModes.fullAuto: - gunController.fireRateController = new FullAutoFirerateController(gunController.stats.Firerate); - break; - default: - gunController.fireRateController = new FullAutoFirerateController(gunController.stats.Firerate); - break; - } + // Sets firemode modifiers.AddRange(gunBarrel.GetModifiers()); gunBarrel.BuildStats(gunController.stats); @@ -113,8 +135,16 @@ public void InitializeGun() if (Extension != null) { // Instantiate extension itself *once* - GunExtension gunExtension = Instantiate(Extension.augment, gunBarrel.attachmentPoints[0].position, gunBarrel.attachmentPoints[0].rotation, transform) +#if UNITY_EDITOR + GunExtension gunExtension = ((GameObject)PrefabUtility.InstantiatePrefab(Extension.augment, transform)) + .GetComponent(); +#else + GunExtension gunExtension = Instantiate(Extension.augment, transform) .GetComponent(); +#endif + gunExtension.transform.position = gunBarrel.attachmentPoints[0].position; + gunExtension.transform.rotation = gunBarrel.attachmentPoints[0].rotation; + // Instantiate remaining outputs and models, and register all outputs var outputs = new List(); outputs.AddRange(gunExtension.outputs); @@ -129,11 +159,32 @@ public void InitializeGun() gunController.outputs = gunBarrel.outputs; } - modifiers.OrderByDescending(modifier => (int) modifier.GetPriority()).ToList(); - modifiers.ForEach(modifier => modifier.ModifyProjectile(ref projectileController)); + // TODO: The output system needs rework + gunController.projectile.projectileOutput = gunController.outputs[0]; - gunController.onInitialize?.Invoke(gunController.stats); - } + gunController.projectile.stats = gunController.stats; + + modifiers.OrderByDescending(modifier => (int)modifier.GetPriority()).ToList(); + modifiers.ForEach(modifier => modifier.Attach(gunController.projectile)); + gunController.onInitializeGun?.Invoke(gunController.stats); + // Moved it below the stat changes so the stats actually, yknow, affect the firerate. + // Will be removed anyways when the firemode system is updated to accomodate a wider variety of guns + switch (gunController.stats.fireMode) + { + case GunStats.FireModes.semiAuto: + gunController.fireRateController = new SemiAutoFirerateController(gunController.stats.Firerate); + break; + case GunStats.FireModes.burst: + gunController.fireRateController = new BurstFirerateController(gunController.stats.Firerate, gunController.stats.burstNum); + break; + case GunStats.FireModes.fullAuto: + gunController.fireRateController = new FullAutoFirerateController(gunController.stats.Firerate); + break; + default: + gunController.fireRateController = new FullAutoFirerateController(gunController.stats.Firerate); + break; + } + } } diff --git a/Assets/Scripts/Augment/GunStats.cs b/Assets/Scripts/Augment/GunStats.cs index bea04bd65..b423ce214 100644 --- a/Assets/Scripts/Augment/GunStats.cs +++ b/Assets/Scripts/Augment/GunStats.cs @@ -39,8 +39,8 @@ public enum FireModes // Projectile initial velocity in in-game units [SerializeField] - private ModifiableFloat projectileSpeed = new ModifiableFloat(1f); - public ModifiableFloat ProjectileSpeed { get => projectileSpeed; } + private ModifiableFloat projectileSpeedFactor = new ModifiableFloat(1f); + public ModifiableFloat ProjectileSpeedFactor { get => projectileSpeedFactor; } //How much the projectile is affected by gravity diff --git a/Assets/Scripts/Augment/ProjectileController.cs b/Assets/Scripts/Augment/ProjectileController.cs index 076e6dce2..56a16220f 100644 --- a/Assets/Scripts/Augment/ProjectileController.cs +++ b/Assets/Scripts/Augment/ProjectileController.cs @@ -1,108 +1,194 @@ -using System.Collections; using System.Collections.Generic; using UnityEngine; +using System.Linq; [System.Serializable] -public struct ProjectileState +public class ProjectileState { + // When the projectile was started + public float initializationTime = 0f; + + // How long the projectile should live + public float lifeTime = 0f; + + // How far the projectile can travel + public float maxDistance = 0f; + + // How far the projectile has traveled + public float distanceTraveled = 0f; + // Used for lerping - public Vector3 olderPosition; - public Vector3 oldPosition; + public Vector3 oldPosition = Vector3.zero; // Position of the bullet - public Vector3 position; + public Vector3 position = Vector3.zero; // Normalized direction of projectile - public Vector3 direction; + public Vector3 direction = Vector3.zero; // Speed of the bullet - public float speed; + public float speed = 0f; - // Direction bullet is pointing - public Quaternion rotation; + // Stat modifier of the projectile speed + public float speedFactor = 1f; + + // Rotation of the bullet, typically used for vfx, such as aligning a rocket + public Quaternion rotation = Quaternion.identity; // Current gravity - public float gravity; + public float gravity = 0f; // Set to false if bullet should no longer hit stuff - public bool collisionActive; + public bool collisionActive = true; // Used for Lerping - public float lastUpdateTime; - public ProjectileState(Vector3 position, Quaternion rotation, Vector3 direction, float speed, float gravityModifier) + public float lastUpdateTime = 0f; + + // If the projectile is being used or not + public bool active = false; + + public float damage = 0f; + + // TODO: Make this to anything + public float size = 0f; + + // Dictionary for storing properties that a projectile modifier might need, see SpiralPathModifier for an example + public Dictionary additionalProperties = new Dictionary(); + + // Used to keep track of the healthControllers currently damaged + public HashSet hitHealthControllers = new HashSet(); + + public ProjectileState(GunStats stats, Transform output) { - this.position = position; - this.oldPosition = position; - this.olderPosition = position; - this.rotation = rotation; - this.direction = direction; - this.speed = speed; - this.collisionActive = true; - this.gravity = Physics.gravity.y * gravityModifier; - this.lastUpdateTime = Time.fixedTime; + initializationTime = Time.fixedTime; + lastUpdateTime = Time.fixedTime; + + position = output.position; + oldPosition = output.position; + direction = output.forward; + rotation = output.rotation; + + speedFactor = stats.ProjectileSpeedFactor; + gravity = stats.ProjectileGravityModifier * 9.81f; + damage = stats.ProjectileDamage; } + public ProjectileState() { } } -public class ProjectileController : MonoBehaviour +public abstract class ProjectileController : MonoBehaviour { - public ProjectileState state; + [HideInInspector] + public Transform projectileOutput; + public Quaternion projectileRotation = Quaternion.identity; + // Used for muzzle-flashes and other effects, is not where the projectile path actually starts + protected Transform effectOutput; + + // Projectiles should hit Default and HitBox + protected LayerMask collisionLayers; [HideInInspector] public GunStats stats; // Delegates and Events + // The player shooting the projectile + [HideInInspector] + public PlayerManager player; + + // PLEASE READ + // This is how the event-system of the guns work, all of these delegate are "hooks" that additional effects can be applied to + // Each implementation of a projectile type must also describe when these events are triggered + // This base class never actually TRIGGERES the events, subclasses have to trigger them, ( See BulletController ) + // Used for describing how a projectile moves when asked to move a specific distance [System.Serializable] - public delegate void PathUpdateEvent(float distance, ref ProjectileState state, GunStats stats); + public delegate void PathUpdateEvent(float distance, ref ProjectileState state); [SerializeField] public PathUpdateEvent UpdateProjectileMovement; - // Used for adding events when the projectile position is updated, like particle trails - public delegate void PositionUpdateEvent(Vector3 oldPos, Vector3 newPos, ref ProjectileState state, GunStats stats); + // Used for modifications done to the projectile upon creation + public delegate void ProjectileInitializationEvent(ref ProjectileState state, GunStats stats); + public ProjectileInitializationEvent OnProjectileInit; - public PositionUpdateEvent OnBulletTravel; + // Used for adding events when the projectile position is updated, like particle trails + public delegate void PositionUpdateEvent(ref ProjectileState state); + public PositionUpdateEvent OnProjectileTravel; // Used whenever a projectile hits any hitbox - public delegate void HitboxInteraction(HitboxController controller, ref ProjectileState state, GunStats stats); - + public delegate void HitboxInteraction(HitboxController controller, ref ProjectileState state); public HitboxInteraction OnHitboxCollision; // Used whenever a projectile hits any collider, though - public delegate void CollisionEvent(Collider other, ref ProjectileState state, GunStats stats); - + public delegate void CollisionEvent(Collider other, ref ProjectileState state); public CollisionEvent OnColliderHit; - public float lifeTime = 2f; + protected GunController gunController; - // Transfer modifier functions to clones - public void OnClone(ProjectileController originalObject) + protected virtual void Awake() { - UpdateProjectileMovement = originalObject.UpdateProjectileMovement; - OnBulletTravel = originalObject.OnBulletTravel; - OnHitboxCollision = originalObject.OnHitboxCollision; - OnColliderHit = originalObject.OnColliderHit; + collisionLayers = LayerMask.GetMask("Default", "HitBox"); + + gunController = transform.parent.GetComponent(); + if (!gunController) + { + Debug.Log("Barrel not attached to gun parent!"); + return; + } + gunController.onInitializeGun += OnInitialize; + gunController.onReload += OnReload; } - public virtual void Start() + protected virtual void OnDestroy() { - state = new ProjectileState(transform.position, transform.rotation, transform.forward, stats.ProjectileSpeed, stats.ProjectileGravityModifier); - Destroy(gameObject, lifeTime); + if (!gunController) return; + gunController.onInitializeGun -= OnInitialize; + gunController.onReload -= OnReload; } - public Vector3 LerpPos() + + protected abstract void OnInitialize(GunStats stats); + + protected abstract void OnReload(GunStats stats); + + // The meat and potatoes of the gun, this is what initializes a "bullet", whatever the fuck that is supposed to mean + // Again, subclasses decide for themselves what initializing a bullet does + public abstract void InitializeProjectile(GunStats stats); +} + + + +public class ProjectileMotions +{ + public static void MoveWithGravity(float distance, ref ProjectileState state) { - var diff = (Time.time - state.lastUpdateTime) / Time.fixedDeltaTime; - return Vector3.Lerp(state.oldPosition, state.position, diff); + //Update the position of the projectile + state.position += state.direction * distance; + + //Update the velocity of the projectile + float time = distance / state.speed; + Vector3 velocity = state.direction * state.speed; + velocity += Vector3.down * state.gravity * time; + state.speed = velocity.magnitude; + state.direction = velocity.normalized; + state.distanceTraveled += distance; } + public static RaycastHit[] GetPathCollisions(ProjectileState state, LayerMask collisionLayers) + { + var direction = state.position - state.oldPosition; + RaycastHit[] rayCasts; + + if (state.size > 0) + { + rayCasts = Physics.SphereCastAll(state.oldPosition, state.size, direction, direction.magnitude, collisionLayers); + } + else + { + rayCasts = Physics.RaycastAll(state.oldPosition, direction, direction.magnitude, collisionLayers); + } + + return rayCasts.OrderBy(x => x.distance).ToArray(); + } - //public Vector3 QerpPos() - //{ - // var diff = (Time.time - state.lastUpdateTime) / Time.fixedDeltaTime; - // - // return ((state.olderPosition + state.position) * 0.5f - state.oldPosition) * diff * diff + - // (state.position - state.olderPosition) * diff + state.oldPosition; - //} } diff --git a/Assets/Scripts/Augment/ProjectileDamageController.cs b/Assets/Scripts/Augment/ProjectileDamageController.cs index 4edf40ef6..d60098350 100644 --- a/Assets/Scripts/Augment/ProjectileDamageController.cs +++ b/Assets/Scripts/Augment/ProjectileDamageController.cs @@ -1,3 +1,4 @@ +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -7,36 +8,41 @@ public struct DamageInfo { public PlayerManager sourcePlayer; - public GunStats stats; - public ProjectileState projectileState; + public float damage; - public bool isCritical; + public Vector3 position; - public DamageInfo(PlayerManager source, GunStats stats, ProjectileState projectileState) + public Vector3 force; + public DamageInfo(PlayerManager source, float damage) { this.sourcePlayer = source; - this.stats = stats; - this.projectileState = projectileState; - this.isCritical = false; + this.damage = damage; + + // Todo, re-implement this with actual damage position and force + this.position = Vector3.zero; + this.force = Vector3.zero; } } -public class ProjectileDamageController : MonoBehaviour +public class ProjectileDamageController : MonoBehaviour, ProjectileModifier { public PlayerManager player; - - private HashSet hitHealthControllers = new HashSet(); - private void Start() + public void Attach(ProjectileController projectile) + { + player = projectile.player; + projectile.OnHitboxCollision += DamageHitbox; + } + public void Detach(ProjectileController projectile) { - GetComponentInParent().OnHitboxCollision += DamageHitbox; + projectile.OnHitboxCollision -= DamageHitbox; } - private void DamageHitbox(HitboxController controller, ref ProjectileState state, GunStats stats) + private void DamageHitbox(HitboxController controller, ref ProjectileState state) { - DamageInfo info = new DamageInfo(player, stats, state); - if (controller.health == null || !hitHealthControllers.Contains(controller.health)) + DamageInfo info = new DamageInfo(player, state.damage); + if (controller.health && !state.hitHealthControllers.Contains(controller.health)) { - hitHealthControllers.Add(controller.health); + state.hitHealthControllers.Add(controller.health); controller.DamageCollider(info); } } diff --git a/Assets/Scripts/Augment/ProjectileModifier.cs b/Assets/Scripts/Augment/ProjectileModifier.cs index ee673abb1..5643a9b21 100644 --- a/Assets/Scripts/Augment/ProjectileModifier.cs +++ b/Assets/Scripts/Augment/ProjectileModifier.cs @@ -20,8 +20,9 @@ public enum Priority /// public interface ProjectileModifier { - public ref ProjectileController ModifyProjectile(ref ProjectileController projectile); + public abstract void Attach(ProjectileController projectile); + public abstract void Detach(ProjectileController projectile); public Priority GetPriority() { return Priority.ARBITRARY; diff --git a/Assets/Scripts/ExplosionController.cs b/Assets/Scripts/ExplosionController.cs new file mode 100644 index 000000000..d42d586cd --- /dev/null +++ b/Assets/Scripts/ExplosionController.cs @@ -0,0 +1,56 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.VFX; + +public class ExplosionController : MonoBehaviour +{ + // Might need modification or futher testing when added to a rocket/granade + [SerializeField] private float damage; + + [SerializeField] private AnimationCurve damageCurve; + + private VisualEffect visualEffect; + + [SerializeField] private float radius; + + [SerializeField] private LayerMask hitBoxLayers; + + // Makes sure a player doesn't take damage for each hitbox + private HashSet hitHealthControllers = new HashSet(); + + + private void Start() + { + visualEffect = GetComponent(); + visualEffect.enabled = false; + } + + public void OnDrawGizmos() + { + Gizmos.color = Color.red; + Gizmos.DrawWireSphere(transform.position, radius); + } + + // Function that runs turns on the visual effect and calculates damage + public void Explode(PlayerManager sourcePlayer) + { + visualEffect.enabled = true; + visualEffect.SendEvent("OnPlay"); + Collider[] colliderList = Physics.OverlapSphere(transform.position, radius, hitBoxLayers); + foreach (Collider collider in colliderList) + { + DealDamage(collider, sourcePlayer); + } + } + + private void DealDamage(Collider collider, PlayerManager sourcePlayer) + { + HitboxController controller = collider.GetComponent(); + if (!controller.health || !hitHealthControllers.Contains(controller.health)) + { + hitHealthControllers.Add(controller.health); + float scaledDamage = damage * damageCurve.Evaluate(Vector3.Distance(collider.transform.position, transform.position) / radius); + controller.DamageCollider(new DamageInfo(sourcePlayer, scaledDamage)); + } + } +} diff --git a/Assets/Scripts/ExplosionController.cs.meta b/Assets/Scripts/ExplosionController.cs.meta new file mode 100644 index 000000000..f3bff08b2 --- /dev/null +++ b/Assets/Scripts/ExplosionController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2b22ca88c45a479a8e575277a8b08035 +timeCreated: 1678911721 \ No newline at end of file diff --git a/Assets/Scripts/Extensions/TransformExtensions.cs b/Assets/Scripts/Extensions/TransformExtensions.cs new file mode 100644 index 000000000..4aca48949 --- /dev/null +++ b/Assets/Scripts/Extensions/TransformExtensions.cs @@ -0,0 +1,20 @@ +using UnityEngine; + +namespace TransformExtensions +{ + public static class TransformExtensions + { + public static void ScaleAndParent(this Transform transform, float scale, Transform parent) + { + transform.localScale = Vector3.one; + transform.SetParent(parent); + transform.localScale = new Vector3(scale / parent.lossyScale.x, scale / parent.lossyScale.y, scale / parent.lossyScale.z); + } + + public static void ParentUnscaled(this Transform transform, Transform parent) + { + transform.localScale = Vector3.one; + transform.SetParent(parent); + } + } +} diff --git a/Assets/Scripts/Extensions/TransformExtensions.cs.meta b/Assets/Scripts/Extensions/TransformExtensions.cs.meta new file mode 100644 index 000000000..24ca3b40a --- /dev/null +++ b/Assets/Scripts/Extensions/TransformExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 062711e9d25d17155b283fbb248bf210 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Features.meta b/Assets/Scripts/Features.meta new file mode 100644 index 000000000..2a51fc028 --- /dev/null +++ b/Assets/Scripts/Features.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: be02e02478857d4438ee2ee0cfc8c1f0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Features/DepthNormalsFeature.cs b/Assets/Scripts/Features/DepthNormalsFeature.cs new file mode 100644 index 000000000..ec897e896 --- /dev/null +++ b/Assets/Scripts/Features/DepthNormalsFeature.cs @@ -0,0 +1,95 @@ +// MIT License + +// Copyright (c) 2021 NedMakesGames + +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files(the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions : + +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. + +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. + +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +public class DepthNormalsFeature : ScriptableRendererFeature +{ + class RenderPass : ScriptableRenderPass + { + + private Material material; + private RTHandle destinationHandle; + private List shaderTags; + private FilteringSettings filteringSettings; + + public RenderPass(Material material) : base() + { + this.material = material; + // This contains a list of shader tags. The renderer will only render objects with + // materials containing a shader with at least one tag in this list + this.shaderTags = new List() { + new ShaderTagId("DepthOnly"), + //new ShaderTagId("SRPDefaultUnlit"), + //new ShaderTagId("UniversalForward"), + //new ShaderTagId("LightweightForward"), + }; + // Render opaque materials + this.filteringSettings = new FilteringSettings(RenderQueueRange.opaque); + destinationHandle = RTHandles.Alloc("_DepthNormalsTexture", name: "_DepthNormalsTexture"); + } + + // Configure the pass by creating a temporary render texture and + // readying it for rendering + public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) + { + cameraTextureDescriptor.colorFormat = RenderTextureFormat.ARGBHalf; + cmd.GetTemporaryRT(Shader.PropertyToID(destinationHandle.name), cameraTextureDescriptor, FilterMode.Point); + ConfigureTarget(destinationHandle); + ConfigureClear(ClearFlag.All, Color.black); + } + + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + + // Create the draw settings, which configures a new draw call to the GPU + var drawSettings = CreateDrawingSettings(shaderTags, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags); + // We cant to render all objects using our material + drawSettings.overrideMaterial = material; + context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings); + } + + public override void FrameCleanup(CommandBuffer cmd) + { + cmd.ReleaseTemporaryRT(Shader.PropertyToID(destinationHandle.name)); + } + } + + private RenderPass renderPass; + + public override void Create() + { + // We will use the built-in renderer's depth normals texture shader + Material material = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture"); + this.renderPass = new RenderPass(material); + // Render after shadow caster, depth, etc. passes + renderPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses; + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + renderer.EnqueuePass(renderPass); + } +} diff --git a/Assets/Scripts/Features/DepthNormalsFeature.cs.meta b/Assets/Scripts/Features/DepthNormalsFeature.cs.meta new file mode 100644 index 000000000..b89760355 --- /dev/null +++ b/Assets/Scripts/Features/DepthNormalsFeature.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b87e492af255dde41af1b0249b65a093 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gamestate/MatchController.cs b/Assets/Scripts/Gamestate/MatchController.cs index 7ec72edec..06cf99143 100644 --- a/Assets/Scripts/Gamestate/MatchController.cs +++ b/Assets/Scripts/Gamestate/MatchController.cs @@ -42,7 +42,7 @@ public class MatchController : MonoBehaviour private float roundEndDelay; [SerializeField] - private float biddingEndDelay = 1; + private float biddingEndDelay = 10; [SerializeField] private float matchEndDelay = 5; @@ -112,8 +112,6 @@ public void StartNextRound() players.Add(new Player(playerIdentity, playerStateController, startAmount)); }); - // TODO do something else funky wunky - MusicTrackManager.Singleton.SwitchTo(MusicType.BATTLE); onRoundStart?.Invoke(); rounds.Add(new Round(players.Select(player => player.playerManager).ToList())); diff --git a/Assets/Scripts/Gamestate/PlayerFactory.cs b/Assets/Scripts/Gamestate/PlayerFactory.cs index 3c00b0760..7c56b8e15 100644 --- a/Assets/Scripts/Gamestate/PlayerFactory.cs +++ b/Assets/Scripts/Gamestate/PlayerFactory.cs @@ -99,5 +99,6 @@ private void InstantiateBiddingPlayer(InputManager inputManager, Transform spawn playerManager.SetPlayerInput(inputManager); // Add player UI to globalUI globalHUDController.SetPlayer(playerManager); + player.GetComponent().enabled = false; } } diff --git a/Assets/Scripts/Gamestate/PlayerManager.cs b/Assets/Scripts/Gamestate/PlayerManager.cs index c8e656746..22675f52f 100644 --- a/Assets/Scripts/Gamestate/PlayerManager.cs +++ b/Assets/Scripts/Gamestate/PlayerManager.cs @@ -4,16 +4,25 @@ using UnityEngine.InputSystem; [RequireComponent(typeof(PlayerMovement))] +[RequireComponent(typeof(AudioSource))] public class PlayerManager : MonoBehaviour { // Layers 12 through 15 are gun layers. private static int allGunsMask = (1 << 12) | (1 << 13) | (1 << 14) | (1 << 15); + // Only Default and HitBox layers can be hit + private static int hitMask = 1 | (1 << 3); + + [SerializeField] + private float maxHitDistance = 100; + // TODO add context when shooty system is done public delegate void HitEvent(PlayerManager killer, PlayerManager victim); public HitEvent onDeath; + private PlayerManager lastPlayerThatHitMe; + public delegate void BiddingPlatformEvent(BiddingPlatform platform); public BiddingPlatformEvent onSelectedBiddingPlatformChange; @@ -37,7 +46,6 @@ public BiddingPlatform SelectedBiddingPlatform } } - private GunController gunController; private HealthController healthController; @@ -45,26 +53,45 @@ public BiddingPlatform SelectedBiddingPlatform [SerializeField] private PlayerHUDController hudController; + [SerializeField] + private AudioSource audioSource; + + [SerializeField] + private AudioGroup hitSounds; + [SerializeField] + private AudioGroup extraHitSounds; + void Start() { healthController = GetComponent(); healthController.onDamageTaken += OnDamageTaken; healthController.onDeath += OnDeath; + audioSource = GetComponent(); } void OnDamageTaken(HealthController healthController, float damage, DamageInfo info) { hudController.OnDamageTaken(damage, healthController.CurrentHealth, healthController.MaxHealth); + PlayOnHit(); + if (info.sourcePlayer != this) + { + lastPlayerThatHitMe = info.sourcePlayer; + } } void OnDeath(HealthController healthController, float damage, DamageInfo info) { - onDeath?.Invoke(info.sourcePlayer, this); - TurnIntoRagdoll(info.projectileState.position, info.projectileState.direction); - hudController.DisplayDeathScreen(info.sourcePlayer.identity); + var killer = info.sourcePlayer; + if (info.sourcePlayer == this && lastPlayerThatHitMe) + { + killer = lastPlayerThatHitMe; + } + onDeath?.Invoke(killer, this); + TurnIntoRagdoll(); + hudController.DisplayDeathScreen(killer.identity); } - void TurnIntoRagdoll(Vector3 impactSite, Vector3 impactDirection) + void TurnIntoRagdoll() { // Disable components GetComponent().enabled = false; @@ -90,8 +117,11 @@ public void SetPlayerInput(InputManager playerInput) identity = inputManager.GetComponent(); GetComponent().SetPlayerInput(inputManager); SetGun(inputManager.transform); - inputManager.onFirePerformed += OnFire; - inputManager.onFireCanceled += OnFireEnd; + // Subscribe relevant input events + inputManager.onFirePerformed += Fire; + inputManager.onFireCanceled += FireEnd; + inputManager.onSelect += TryPlaceBid; + inputManager.onFirePerformed += TryPlaceBid; // Set camera on canvas var canvas = hudController.GetComponent(); canvas.worldCamera = inputManager.GetComponentInChildren(); @@ -105,16 +135,37 @@ void OnDestroy() { healthController.onDamageTaken -= OnDamageTaken; healthController.onDeath -= OnDeath; - //Remove the gun - Destroy(gunController.gameObject); + if (gunController) + { + gunController.onFire -= UpdateAimTarget; + //Remove the gun + Destroy(gunController.gameObject); + } } - private void OnFire(InputAction.CallbackContext ctx) + private void UpdateAimTarget(GunStats stats) + { + Vector3 cameraCenter = inputManager.transform.position; + Vector3 cameraDirection = inputManager.transform.forward; + if (Physics.Raycast(cameraCenter, cameraDirection, out RaycastHit hit, maxHitDistance, hitMask)) + { + gunController.target = hit.point; + } + else + { + gunController.target = cameraCenter + cameraDirection * maxHitDistance; + } + } + + private void Fire(InputAction.CallbackContext ctx) { gunController.triggerHeld = true; gunController.triggerPressed = true; StartCoroutine(UnpressTrigger()); + } + private void TryPlaceBid(InputAction.CallbackContext ctx) + { if (!selectedBiddingPlatform) return; selectedBiddingPlatform.TryPlaceBid(identity); } @@ -125,7 +176,7 @@ IEnumerator UnpressTrigger() gunController.triggerPressed = false; } - private void OnFireEnd(InputAction.CallbackContext ctx) + private void FireEnd(InputAction.CallbackContext ctx) { gunController.triggerHeld = false; } @@ -147,14 +198,13 @@ public void SetLayer(int playerIndex) private void SetGun(Transform offset) { - var gun = GunFactory.InstantiateGun(identity.Body, identity.Barrel, identity?.Extension, offset); + var gun = GunFactory.InstantiateGun(identity.Body, identity.Barrel, identity?.Extension, this, offset); // Set specific local transform gun.transform.localPosition = new Vector3(0.39f, -0.34f, 0.5f); gun.transform.localRotation = Quaternion.AngleAxis(0.5f, Vector3.up); // Remember gun controller gunController = gun.GetComponent(); - // Make gun remember who shoots with it - gunController.player = this; + gunController.onFire += UpdateAimTarget; } private void SetLayerOnSubtree(GameObject node, int layer) @@ -170,4 +220,16 @@ private void SetLayerOnSubtree(GameObject node, int layer) { return "Player " + inputManager.playerInput.playerIndex; } + + private void PlayOnHit() + { + if (Random.Range(0, 100) > 5) + { + hitSounds.Play(audioSource); + } + else + { + extraHitSounds.Play(audioSource); + } + } } diff --git a/Assets/Scripts/Gamestate/Round.cs b/Assets/Scripts/Gamestate/Round.cs index 3fad3fa74..67fbeb548 100644 --- a/Assets/Scripts/Gamestate/Round.cs +++ b/Assets/Scripts/Gamestate/Round.cs @@ -95,7 +95,6 @@ private void OnDeath(PlayerManager killer, PlayerManager victim) #if DEBUG Debug.Assert(kills.ContainsKey(killer), "killer not registered in start of round!", killer); #endif - kills[killer].Add(victim); livingPlayers.Remove(victim); if (livingPlayers.Count == 2) @@ -103,14 +102,24 @@ private void OnDeath(PlayerManager killer, PlayerManager victim) MusicTrackManager.Singleton.IntensifyBattleTheme(); } - CheckWinCondition(killer); + // Only register a kill if it wasn't a suicide + if (killer != victim) + { + kills[killer].Add(victim); + CheckWinCondition(killer); + } + // If it was a suicide, we should give the surviving player the win if there's only one + else if (livingPlayers.Count < 2) + { + CheckWinCondition(livingPlayers.First()); + } } private void CheckWinCondition(PlayerManager lastKiller) { if (livingPlayers.Count < 2) { - winner = lastKiller.identity; + winner = lastKiller?.identity; MatchController.Singleton.EndActiveRound(); } } diff --git a/Assets/Scripts/Gamestate/StaticInfo.cs b/Assets/Scripts/Gamestate/StaticInfo.cs index 004ae593b..ce378692e 100644 --- a/Assets/Scripts/Gamestate/StaticInfo.cs +++ b/Assets/Scripts/Gamestate/StaticInfo.cs @@ -23,6 +23,16 @@ public class StaticInfo : MonoBehaviour [SerializeField] private Item[] extensions; + [SerializeField] + private RandomisedAuctionStage bodyAuction; + public RandomisedAuctionStage BodyAuction => bodyAuction; + [SerializeField] + private RandomisedAuctionStage barrelAuction; + public RandomisedAuctionStage BarrelAuction => barrelAuction; + [SerializeField] + private RandomisedAuctionStage extensionAuction; + public RandomisedAuctionStage ExtensionAuction => extensionAuction; + [SerializeField] private Item startingBody; public Item StartingBody => startingBody; @@ -62,6 +72,9 @@ void Start() Barrels = new ReadOnlyArray(barrels); Extensions = new ReadOnlyArray(extensions); SecretNames = new ReadOnlyArray(secretNames.Overrides); + bodyAuction.SetItems(bodies); + barrelAuction.SetItems(barrels); + extensionAuction.SetItems(extensions); } } diff --git a/Assets/Scripts/HealthController.cs b/Assets/Scripts/HealthController.cs index 1e6109910..5d9eea831 100644 --- a/Assets/Scripts/HealthController.cs +++ b/Assets/Scripts/HealthController.cs @@ -28,14 +28,14 @@ private void Start() currentHealth = maxhHealth; } - public void dealDamage(DamageInfo info) + public void DealDamage(DamageInfo info) { - float damage = info.stats.ProjectileDamage.Value() * (info.isCritical ? info.stats.CriticalMultiplier.Value() : 1); - currentHealth -= damage; - onDamageTaken?.Invoke(this, damage, info); + + currentHealth -= info.damage; + onDamageTaken?.Invoke(this, info.damage, info); if (currentHealth <= 0) { - onDeath?.Invoke(this, damage, info); + onDeath?.Invoke(this, info.damage, info); } } } diff --git a/Assets/Scripts/HitboxController.cs b/Assets/Scripts/HitboxController.cs index 5114121d0..b38e40c6d 100644 --- a/Assets/Scripts/HitboxController.cs +++ b/Assets/Scripts/HitboxController.cs @@ -10,7 +10,8 @@ public class HitboxController : MonoBehaviour public void DamageCollider(DamageInfo info) { - info.isCritical = isCritical; - health?.dealDamage(info); + if (!health.enabled) + return; + health?.DealDamage(info); } } diff --git a/Assets/Scripts/Obstacles.meta b/Assets/Scripts/Obstacles.meta new file mode 100644 index 000000000..1caeb5afd --- /dev/null +++ b/Assets/Scripts/Obstacles.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 938705d1a9f609046ab01220e6acb7ab +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Obstacles/ExplodingBarrel.cs b/Assets/Scripts/Obstacles/ExplodingBarrel.cs new file mode 100644 index 000000000..e0dcc86e3 --- /dev/null +++ b/Assets/Scripts/Obstacles/ExplodingBarrel.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using Unity.VisualScripting; +using UnityEngine; + +public class ExplodingBarrel : MonoBehaviour +{ + + [SerializeField] + private MeshRenderer barrelMesh; + + void Start() + { + GetComponent().onDeath += Explode; + } + + private void Explode(HealthController controller, float damage, DamageInfo info) + { + barrelMesh.enabled = false; + GetComponentInChildren().enabled = false; + GetComponent().Explode(info.sourcePlayer); + Destroy(gameObject, 4); + } +} diff --git a/Assets/Scripts/Obstacles/ExplodingBarrel.cs.meta b/Assets/Scripts/Obstacles/ExplodingBarrel.cs.meta new file mode 100644 index 000000000..42c3763cb --- /dev/null +++ b/Assets/Scripts/Obstacles/ExplodingBarrel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6c7524a29d7ed8b429755452117269ac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Chip.cs b/Assets/Scripts/UI/Chip.cs new file mode 100644 index 000000000..76ba0bf11 --- /dev/null +++ b/Assets/Scripts/UI/Chip.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Chip : MonoBehaviour +{ + + public void AnimateTransaction(int amount, Transform target) + { + if (amount == 0) + return; + + gameObject.LeanMoveLocalY(2f, 0.2f).setLoopCount(Mathf.Abs(amount)).setEaseShake(); + + // Create a flying chip animation when players are spending money + if (amount < 0) + { + GameObject flyingChip = Instantiate(gameObject); + flyingChip.transform.position = transform.position; + flyingChip.transform.localScale = transform.localScale * 0.05f; + flyingChip.transform.rotation = transform.rotation; + flyingChip.LeanMove(target.position, 1f).setEaseInOutExpo(); + Destroy(flyingChip, 1f); + } + } + +} diff --git a/Assets/Scripts/UI/Chip.cs.meta b/Assets/Scripts/UI/Chip.cs.meta new file mode 100644 index 000000000..d44bd7988 --- /dev/null +++ b/Assets/Scripts/UI/Chip.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dc3315d45b5b2a24eb0f0e998f0d4474 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/FlexibleGridLayout.cs b/Assets/Scripts/UI/FlexibleGridLayout.cs index 86054a1bd..e7d145c43 100644 --- a/Assets/Scripts/UI/FlexibleGridLayout.cs +++ b/Assets/Scripts/UI/FlexibleGridLayout.cs @@ -45,14 +45,14 @@ public override void CalculateLayoutInputVertical() columns = Mathf.CeilToInt(transform.childCount / (float)rows); // Get width and height of container - float parentWidth = rectTransform.rect.width; - float parentHeight = rectTransform.rect.height; + float parentWidth = rectTransform.sizeDelta.x; + float parentHeight = rectTransform.sizeDelta.y; // Determine the child size - float cellWidth = (parentWidth / (float)columns) - (spacing.x / (float)columns) - (padding.left / (float)columns) - (padding.right / (float)columns); + float cellWidth = (parentWidth / (float)columns) - (padding.left / (float)columns) - (padding.right / (float)columns); float cellHeight = (parentHeight / (float)rows) - (spacing.y / (float)rows) - (padding.top / (float)rows) - (padding.bottom / (float) rows); - cellSize.x = fitX ? cellWidth : cellSize.x; + cellSize.x = (fitX ? cellWidth : cellSize.x) - spacing.x; cellSize.y = fitY ? cellHeight : cellSize.y; int columnCount = 0; @@ -83,7 +83,7 @@ public override void CalculateLayoutInputHorizontal() public override void SetLayoutHorizontal() { - + } public override void SetLayoutVertical() diff --git a/Assets/Scripts/UI/GalleryMenu.cs b/Assets/Scripts/UI/GalleryMenu.cs new file mode 100644 index 000000000..869cb566a --- /dev/null +++ b/Assets/Scripts/UI/GalleryMenu.cs @@ -0,0 +1,224 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.UI; +using TMPro; +using UnityEngine.InputSystem; + +[System.Serializable] +public struct Weapon +{ + public Item body; + public Item barrel; + public Item extension; + + public Weapon(Item Body, Item Barrel, Item Extension) + { + body = Body; + barrel = Barrel; + extension = Extension; + } + public Weapon(Item Body, Item Barrel) + { + body = Body; + barrel = Barrel; + extension = null; + } +} +public class GalleryMenu : MonoBehaviour +{ + [SerializeField] + private Weapon[] unlockedElements; + private int pageIndex = 0; + private int maxPages = 0; + private List spawnedWeapons = new List(); + private List gridElements = new List(); + + [Header("Dependencies")] + public Transform gridBase; + public Transform navigation; + public TabsButton tabPrefab; + + [Header("Tabs")] + public Color disabledColor; + public Color selectedColor; + private TabsButton selectedTab; + private List tabs = new List(); + + private MainMenuController mainMenuController; + private void Start() + { + unlockedElements = CreateAllWeapons(); + mainMenuController= GetComponentInParent(); + + gridElements = gridBase.GetComponentsInChildren(true).Select(x => x.GetComponent()).ToList(); + gridElements.RemoveAt(0); // GetComponentInChildren returns this element as well, which we don't want + + maxPages = Mathf.CeilToInt((float)unlockedElements.Length / gridElements.Count); + + CreateTabs(maxPages); + PopulateGrid(0); + } + + public void SetPlayerInput(InputManager inputManager) + { + inputManager.onLeftTab += PrevPage; + inputManager.onRightTab += NextPage; + inputManager.onCancel += Back; + } + + private void CreateTabs(int pages) + { + for (int i = 1; i <= pages; i++) + { + TabsButton tab = Instantiate(tabPrefab, navigation.transform).GetComponent(); + tab.GetComponentInChildren().text = (i).ToString(); + tabs.Add(tab); + tab.GetComponent().color = disabledColor; + } + + selectedTab = tabs[0]; + selectedTab.GetComponent().color = selectedColor; + } + + /// + /// Update the grid items with the corresponding page of items + /// + void PopulateGrid(int page) + { + // Remove previous guns + foreach (GameObject g in spawnedWeapons) + { + GameObject.Destroy(g); + } + spawnedWeapons.Clear(); + + FlexibleGridLayout gridLayout = gridBase.GetComponent(); + + int unlockedElementsOffset = gridElements.Count * page; + Vector2 gridCellSize = new Vector2((gridLayout.cellSize.x - gridLayout.spacing.x) / 2, (gridLayout.cellSize.y - gridLayout.spacing.y) / 2); + + for (int i = unlockedElementsOffset; i < gridElements.Count + unlockedElementsOffset; i++) + { + RectTransform gridElement = gridElements[i%gridElements.Count]; + gridElement.gameObject.SetActive(true); + + if (i < unlockedElements.Length) + { + Weapon weapon = unlockedElements[i]; + GameObject gun = GunFactory.InstantiateGun(weapon.body, weapon.barrel, weapon.extension, null, gridElement); + + spawnedWeapons.Add(gun); + + Bounds bounds = new Bounds(); + foreach (var renderer in gun.GetComponentsInChildren()) + { + renderer.gameObject.layer = LayerMask.NameToLayer("UI"); + bounds.Encapsulate(renderer.bounds); + } + + // Scale the weapon so it fits within the UI + float scaleFactor = gridCellSize.x / bounds.size.z; + gun.LeanScale(new Vector3(scaleFactor, scaleFactor, scaleFactor), 0.2f); + + // Recalculate bounds + foreach (var renderer in gun.GetComponentsInChildren()) + { + bounds.Encapsulate(renderer.bounds); + } + + // Center the gun on the grid cell + gun.transform.localPosition = new Vector3(0 - bounds.center.z * gridCellSize.x / 4, gridCellSize.y / 3, -bounds.extents.x); + + // Rotate the weapon to the correct angle + gun.transform.Rotate(Vector3.up * 90); + + // Add the weapon name + string name = GunFactory.GetGunName(weapon.body, weapon.barrel, weapon.extension); + gun.name = name; + gridElement.GetComponentInChildren().text = name; + } + else + { + // We are out of displayable weapons, disable objects + gridElement.gameObject.SetActive(false); + } + } + } + + public void NextPage(InputAction.CallbackContext ctx) + { + if (!gameObject.activeInHierarchy) + return; + + if(pageIndex == maxPages - 1) + { + pageIndex = 0; + } + else + { + pageIndex++; + } + + selectedTab.GetComponent().color = disabledColor; + selectedTab = tabs[pageIndex]; + selectedTab.GetComponent().color = selectedColor; + + PopulateGrid(pageIndex); + } + + public void PrevPage(InputAction.CallbackContext ctx) + { + if (!gameObject.activeInHierarchy) + return; + + if (pageIndex == 0) + { + pageIndex = maxPages - 1; + } + else + { + pageIndex--; + } + + selectedTab.GetComponent().color = disabledColor; + selectedTab = tabs[pageIndex]; + selectedTab.GetComponent().color = selectedColor; + + PopulateGrid(pageIndex); + } + + public void Back(InputAction.CallbackContext ctx) + { + if (!gameObject.activeInHierarchy) + return; + + mainMenuController.ReturnToMainMenu(); + } + + /// + /// Creates and returns an array of all possible weapon combinations + /// + private Weapon[] CreateAllWeapons() + { + StaticInfo staticInfo = StaticInfo.Singleton; + + List weaponList = new List(); + for(int body = 0; body < staticInfo.Bodies.Count; body++) + { + for(int barrel = 0; barrel < staticInfo.Barrels.Count; barrel++) + { + // Add the extensionless variant of the weapon + weaponList.Add(new Weapon(staticInfo.Bodies[body], staticInfo.Barrels[barrel])); + + for (int extension = 0; extension < staticInfo.Extensions.Count; extension++) + { + // Add the weapon + weaponList.Add(new Weapon(staticInfo.Bodies[body], staticInfo.Barrels[barrel], staticInfo.Extensions[extension])); + } + } + } + return weaponList.ToArray(); + } +} + diff --git a/Assets/Scripts/UI/GalleryMenu.cs.meta b/Assets/Scripts/UI/GalleryMenu.cs.meta new file mode 100644 index 000000000..0be593c93 --- /dev/null +++ b/Assets/Scripts/UI/GalleryMenu.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0f499d441c9a4bf782167206635eaad4 +timeCreated: 1677685884 \ No newline at end of file diff --git a/Assets/Scripts/UI/GlobalHUDController.cs b/Assets/Scripts/UI/GlobalHUDController.cs index 1636867b9..2a0072b38 100644 --- a/Assets/Scripts/UI/GlobalHUDController.cs +++ b/Assets/Scripts/UI/GlobalHUDController.cs @@ -1,3 +1,4 @@ +using System.Collections; using TMPro; using UnityEngine; @@ -15,6 +16,9 @@ public class GlobalHUDController : MonoBehaviour [SerializeField] private GameObject winScreen; + [SerializeField] + private TMP_Text startText; + private int nextPlayerStatIndex = 0; void Start() @@ -29,9 +33,16 @@ void Start() roundTimer.alignment = TextAlignmentOptions.Top; } - foreach (PlayerStatUI playerStatUI in playerStatPanels) + StartCoroutine(DisableUnusedStatUIs()); + } + + private IEnumerator DisableUnusedStatUIs() + { + // Wait one frame before disabling stat blocks + yield return null; + for (int i = nextPlayerStatIndex; i < playerStatPanels.Length; i++) { - playerStatUI.enabled = false; + playerStatPanels[i].enabled = false; } } @@ -42,8 +53,7 @@ public void SetPlayer(PlayerManager playerManager) Debug.LogWarning("Too many player inputs!"); return; } - playerStatPanels[nextPlayerStatIndex].playerManager = playerManager; - playerStatPanels[nextPlayerStatIndex].enabled = true; + playerStatPanels[nextPlayerStatIndex].PlayerManager = playerManager; nextPlayerStatIndex++; } @@ -60,6 +70,22 @@ public void OnTimerUpdate(float time) } } + public IEnumerator DisplayStartScreen(float seconds) + { + var colorTransparent = startText.color; + var color = colorTransparent; + color.a = 1f; + LeanTween.value(startText.gameObject, TMPFade, colorTransparent, color, 1.5f); + startText.gameObject.LeanScale(new Vector3(1.1f, 1.1f, 1.1f), 1f).setEaseOutBounce(); + yield return new WaitForSeconds(seconds); + LeanTween.value(startText.gameObject, TMPFade, color, colorTransparent, 1.5f); + } + + private void TMPFade(Color color) + { + startText.color = color; + } + public void DisplayWinScreen(PlayerIdentity winner) { winText.text = winner.playerName; diff --git a/Assets/Scripts/UI/MainMenuController.cs b/Assets/Scripts/UI/MainMenuController.cs index b1b4950cd..d0f552cd7 100644 --- a/Assets/Scripts/UI/MainMenuController.cs +++ b/Assets/Scripts/UI/MainMenuController.cs @@ -3,8 +3,6 @@ using Unity.Collections; using UnityEngine; using UnityEngine.EventSystems; -using UnityEngine.InputSystem; -using UnityEngine.InputSystem.UI; using UnityEngine.SceneManagement; using UnityEngine.UI; @@ -23,6 +21,8 @@ public class MainMenuController : MonoBehaviour private Selectable defaultButton; [SerializeField] private GameObject defaultMenu; + [SerializeField] + private GalleryMenu galleryMenu; private PlayerInputManagerController playerInputManagerController; private List playerInputs = new List(); @@ -90,6 +90,7 @@ public void SwitchToMenu(GameObject menu) currentMenu.SetActive(false); menu.SetActive(true); currentMenu = menu; + SelectControl(menu.GetComponentInChildren()); } /// @@ -118,6 +119,8 @@ private void AddPlayer(InputManager inputManager) t.SetPlayerInput(inputManager); } + galleryMenu.SetPlayerInput(inputManager); + GameObject panel = Instantiate(playerBackgroundPanel, characterView); playerBackgrounds.Add(panel); @@ -131,6 +134,11 @@ private void AddPlayer(InputManager inputManager) } } + public void ReturnToMainMenu() + { + SwitchToMenu(defaultMenu); + } + public void Quit() { Application.Quit(); diff --git a/Assets/Scripts/UI/PlayerStatUI.cs b/Assets/Scripts/UI/PlayerStatUI.cs index 1122f2beb..4bb36b51c 100644 --- a/Assets/Scripts/UI/PlayerStatUI.cs +++ b/Assets/Scripts/UI/PlayerStatUI.cs @@ -14,8 +14,15 @@ public class PlayerStatUI : MonoBehaviour [SerializeField] private TMP_Text chipsText; + public string gunNameText { get; private set; } + + [SerializeField] + private RectTransform gunPreviewPanel; + + private GameObject gunPreviewGameObject; + [SerializeField] - private TMP_Text gunNameText; + private Chip chip; [SerializeField] private StatBar damageBar; @@ -31,15 +38,24 @@ public class PlayerStatUI : MonoBehaviour private Outline outline; - public PlayerManager playerManager; + private PlayerManager playerManager; + + [SerializeField] + private float gunPreviewScale; + + private float gunPreviewPositionZ = -1f; - void Start() + public PlayerManager PlayerManager { - outline = GetComponent(); - OnEnable(); + get => playerManager; + set + { + playerManager = value; + Init(); + } } - void OnEnable() + private void Init() { if (!playerManager) { @@ -47,14 +63,21 @@ void OnEnable() } statContainer.alpha = 1; + outline = GetComponent(); SetName(playerManager.identity.playerName); SetColor(playerManager.identity.color); SetChips(playerManager.identity.chips); playerManager.identity.onChipChange += SetChips; + playerManager.identity.onChipSpent += AnimateTransaction; + playerManager.identity.onChipGain += AnimateTransaction; SetGunName(playerManager.GetGunName()); + gunPreviewGameObject = GunFactory.InstantiateGun(playerManager.identity.Body, playerManager.identity.Barrel, playerManager.identity.Extension, null, gunPreviewPanel); + gunPreviewGameObject.transform.Rotate(new Vector3(0f, 90f)); + gunPreviewGameObject.transform.localScale = new Vector3(gunPreviewScale, gunPreviewScale, gunPreviewScale); + gunPreviewGameObject.transform.Translate(new Vector3(0f, 0f, gunPreviewPositionZ)); // Set current stats OnInventoryChange(null); @@ -78,12 +101,20 @@ void OnDestroy() return; } - playerManager.identity.onChipChange -= SetChips; + playerManager.identity.onChipSpent -= AnimateTransaction; + playerManager.identity.onChipGain -= AnimateTransaction; playerManager.identity.onInventoryChange -= OnInventoryChange; playerManager.onSelectedBiddingPlatformChange -= OnBiddingPlatformChange; } + private void AnimateTransaction(int amount) + { + if (chip == null) + return; + chip.AnimateTransaction(amount, playerManager.SelectedBiddingPlatform.transform); + } + private void OnInventoryChange(Item item) { SetBaseGunStats(GunFactory.GetGunStats(playerManager.identity.Body, playerManager.identity.Barrel, playerManager.identity.Extension)); @@ -91,16 +122,18 @@ private void OnInventoryChange(Item item) private void OnBiddingPlatformChange(BiddingPlatform platform) { + Item body = playerManager.identity.Body; + Item barrel = playerManager.identity.Barrel; + Item extension = playerManager.identity.Extension; + if (platform == null || platform.Item == null) { ResetNewGunStats(); SetGunName(playerManager.GetGunName()); + SetGunPreview(body, barrel, extension); return; } - Item body = playerManager.identity.Body; - Item barrel = playerManager.identity.Barrel; - Item extension = playerManager.identity.Extension; switch (platform.Item.augmentType) { case AugmentType.Body: @@ -119,6 +152,7 @@ private void OnBiddingPlatformChange(BiddingPlatform platform) GunStats stats = GunFactory.GetGunStats(body, barrel, extension); SetNewGunStats(stats); SetGunName(GunFactory.GetGunName(body, barrel, extension)); + SetGunPreview(body, barrel, extension); } public void SetName(string name) @@ -138,7 +172,16 @@ public void SetChips(int amount) public void SetGunName(string name) { - gunNameText.SetText(name); + gunNameText = name; + } + + public void SetGunPreview(Item body, Item barrel, Item extension) + { + GunFactory gunFactory = gunPreviewGameObject.GetComponent(); + gunFactory.Body = body; + gunFactory.Barrel = barrel; + gunFactory.Extension = extension; + gunFactory.InitializeGun(); } public void SetBaseGunStats(GunStats gunStats) @@ -147,7 +190,7 @@ public void SetBaseGunStats(GunStats gunStats) damageBar.BaseValue = gunStats.ProjectileDamage; fireRateBar.BaseValue = gunStats.Firerate; projectilesPerShotBar.BaseValue = gunStats.ProjectilesPerShot; - projectileSpeedBar.BaseValue = gunStats.ProjectileSpeed; + projectileSpeedBar.BaseValue = gunStats.ProjectileSpeedFactor; } public void SetNewGunStats(GunStats gunStats) @@ -155,7 +198,7 @@ public void SetNewGunStats(GunStats gunStats) damageBar.NewValue = gunStats.ProjectileDamage; fireRateBar.NewValue = gunStats.Firerate; projectilesPerShotBar.NewValue = gunStats.ProjectilesPerShot; - projectileSpeedBar.NewValue = gunStats.ProjectileSpeed; + projectileSpeedBar.NewValue = gunStats.ProjectileSpeedFactor; } public void ResetNewGunStats() diff --git a/Assets/Scripts/UI/TabGroup.cs b/Assets/Scripts/UI/TabGroup.cs index 06831e1ff..6824ae47e 100644 --- a/Assets/Scripts/UI/TabGroup.cs +++ b/Assets/Scripts/UI/TabGroup.cs @@ -12,6 +12,7 @@ public class TabGroup : MonoBehaviour public TabsButton selectedTab; + private MainMenuController mainMenuController; public void SetPlayerInput(InputManager inputManager) { inputManager.onLeftTab += OnLeftButton; @@ -21,6 +22,7 @@ public void SetPlayerInput(InputManager inputManager) private void Awake() { tabButtons = GetComponentsInChildren().ToList(); + mainMenuController = GetComponentInParent(); ResetTabs(); } @@ -51,7 +53,6 @@ public void SelectTab(TabsButton tab) ResetTabs(); // Select the first element - MainMenuController mainMenuController = GetComponentInParent(); mainMenuController.SelectControl(selectedTab.firstItem); } diff --git a/Assets/Scripts/VFXPositionFormatter.cs b/Assets/Scripts/VFXPositionFormatter.cs new file mode 100644 index 000000000..ee3442176 --- /dev/null +++ b/Assets/Scripts/VFXPositionFormatter.cs @@ -0,0 +1,84 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class VFXTextureFormatter +{ + private Texture2D texture; + + // The float data buffer that is passed to VRAM when apply is performed + private float[] data; + + // Size of the texture, typically the maximum number of particles or the number of patricles in each strip + private int size; + + // The resulting texture + public Texture2D Texture { get => texture; } + + public void ApplyChanges() + { + texture.SetPixelData(data, 0, 0); + texture.Apply(); + } + + public VFXTextureFormatter(int size) + { + this.size = size; + this.data = new float[size*4]; + this.texture = new Texture2D(size, 1, TextureFormat.RGBAFloat, false); + } + + + // Sets single index RGB, not alpha, as this can be set manually to perform other tasks + public void setValue(int index, Vector3 value) + { + data[index * 4] = value.x; + data[index * 4 + 1] = value.y; + data[index * 4 + 2] = value.z; + } + + // Same as above, but sets entire array of values at once + public void setValues(Vector3[] values) + { + for (int i = 0; i < size; i++) + { + data[i * 4] = values[i].x; + data[i * 4 + 1] = values[i].y; + data[i * 4 + 2] = values[i].z; + } + } + + // Same as other setvalue, but sets RGBA, could for einstance be used with Quaternion xyzw + public void setValue(int index, Vector4 value) + { + data[index * 4] = value.x; + data[index * 4 + 1] = value.y; + data[index * 4 + 2] = value.z; + data[index * 4 + 3] = value.w; + } + // Sets all RGBAs at once + public void setValues(Vector4[] values) + { + for (int i = 0; i < size; i++) + { + data[i * 4] = values[i].x; + data[i * 4 + 1] = values[i].y; + data[i * 4 + 2] = values[i].z; + data[i * 4 + 3] = values[i].w; + } + } + // Sets a specific alpha, usefull for alive/dead state of single particles + public void setAlpha(int index, float alpha) + { + data[index * 4 + 3] = alpha; + } + + // Sets all alphas + public void setAlphas(float[] alphas) + { + for (int i = 0; i + + +```