From 2b752a0eb1d46f0d46ef5846fd61f2e2fb651154 Mon Sep 17 00:00:00 2001 From: Tore Bergebakken Date: Fri, 20 Dec 2024 20:05:47 +0100 Subject: [PATCH 1/6] Add rotation support to mesh projectiles Had to turn VFXPositionFormatter into a regular class (as it should have been) in order to reasonably support multiple buffers per VFX. --- Assets/Prefabs/GunParts/BulletBarrel.prefab | 15 +- Assets/Prefabs/GunParts/CannonBarrel.prefab | 14 - Assets/Prefabs/GunParts/CoilBarrel.prefab | 15 +- Assets/Prefabs/GunParts/DynamiteBarrel.prefab | 19 +- Assets/Prefabs/GunParts/HatBarrel.prefab | 18 +- Assets/Prefabs/GunParts/ShotgunBarrel.prefab | 15 +- .../Augment/AugmentImplementations/Fire.cs | 6 +- .../Hat/MeshProjectileController.cs | 25 +- Assets/Scripts/Augment/BulletController.cs | 9 +- Assets/Scripts/Extensions/VectorExtensions.cs | 8 +- Assets/Scripts/VFXPositionFormatter.cs | 7 +- Assets/VFX/MeshProjectile.vfx | 632 +++++++++++++++++- 12 files changed, 664 insertions(+), 119 deletions(-) diff --git a/Assets/Prefabs/GunParts/BulletBarrel.prefab b/Assets/Prefabs/GunParts/BulletBarrel.prefab index f1eb05fad..662c2c9af 100644 --- a/Assets/Prefabs/GunParts/BulletBarrel.prefab +++ b/Assets/Prefabs/GunParts/BulletBarrel.prefab @@ -181,7 +181,6 @@ GameObject: - component: {fileID: 6841302673657052848} - component: {fileID: 1393106611541694855} - component: {fileID: 6634608303689490325} - - component: {fileID: 8794195122704620463} m_Layer: 0 m_Name: SmokeTrail_Instant m_TagString: Untagged @@ -294,18 +293,6 @@ VFXRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 ---- !u!114 &8794195122704620463 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 3326378598288421249} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: aec959625e8916744804da5d90a1d188, type: 3} - m_Name: - m_EditorClassIdentifier: --- !u!1 &3894901145996896954 GameObject: m_ObjectHideFlags: 0 @@ -702,7 +689,6 @@ MonoBehaviour: maxDistance: 100 collisionSamplesPerUnit: 2 collisionsBeforeInactive: 1 - trailPositionBuffer: {fileID: 8794195122704620463} trail: {fileID: 1393106611541694855} animator: {fileID: 2824888147584701410} --- !u!114 &7327065496144923300 @@ -859,6 +845,7 @@ MonoBehaviour: stuckObject: {fileID: 7128611465978784665, guid: b9bbb710a484f04458322e51c5bb8171, type: 3} isDespawnedAfterTime: 1 stuckLifeTime: 1 + maxObjects: 70 triggerOnHit: 0 onHitInterval: 1 affectedLayers: diff --git a/Assets/Prefabs/GunParts/CannonBarrel.prefab b/Assets/Prefabs/GunParts/CannonBarrel.prefab index 7781c9ff8..da1bc1757 100644 --- a/Assets/Prefabs/GunParts/CannonBarrel.prefab +++ b/Assets/Prefabs/GunParts/CannonBarrel.prefab @@ -293,7 +293,6 @@ MonoBehaviour: maxDistance: 100 size: 0.2 visualSize: 1 - positionActiveBuffer: {fileID: 158108535320492598} vfx: {fileID: 8581856088976016716} shouldRicochet: 0 maxDistanceBeforeStuck: 100 @@ -474,7 +473,6 @@ GameObject: - component: {fileID: 6012568523245646254} - component: {fileID: 8581856088976016716} - component: {fileID: 8306514158094416000} - - component: {fileID: 158108535320492598} m_Layer: 0 m_Name: EnergyBlob m_TagString: Untagged @@ -581,18 +579,6 @@ VFXRenderer: m_SortingLayerID: 1056283955 m_SortingLayer: -1 m_SortingOrder: 0 ---- !u!114 &158108535320492598 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 8858774212536550383} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: aec959625e8916744804da5d90a1d188, type: 3} - m_Name: - m_EditorClassIdentifier: --- !u!1001 &4069100523873121636 PrefabInstance: m_ObjectHideFlags: 0 diff --git a/Assets/Prefabs/GunParts/CoilBarrel.prefab b/Assets/Prefabs/GunParts/CoilBarrel.prefab index b838aa534..e09dd52c8 100644 --- a/Assets/Prefabs/GunParts/CoilBarrel.prefab +++ b/Assets/Prefabs/GunParts/CoilBarrel.prefab @@ -190,7 +190,6 @@ GameObject: - component: {fileID: 6878003628532888851} - component: {fileID: 6753720039035056053} - component: {fileID: 8949108511989618750} - - component: {fileID: 3457043674489199398} m_Layer: 0 m_Name: LightningTrail m_TagString: Untagged @@ -323,18 +322,6 @@ VFXRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 ---- !u!114 &3457043674489199398 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 6596789104075643902} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: aec959625e8916744804da5d90a1d188, type: 3} - m_Name: - m_EditorClassIdentifier: --- !u!1 &6861618831928518119 GameObject: m_ObjectHideFlags: 0 @@ -443,7 +430,6 @@ MonoBehaviour: maxDistance: 100 collisionSamplesPerUnit: 2 collisionsBeforeInactive: 1 - trailPositionBuffer: {fileID: 3457043674489199398} trail: {fileID: 6753720039035056053} animator: {fileID: 2021749910137901998} --- !u!114 &3975746179230621477 @@ -617,6 +603,7 @@ MonoBehaviour: stuckObject: {fileID: 7128611465978784665, guid: b9bbb710a484f04458322e51c5bb8171, type: 3} isDespawnedAfterTime: 1 stuckLifeTime: 1 + maxObjects: 70 triggerOnHit: 0 onHitInterval: 1 affectedLayers: diff --git a/Assets/Prefabs/GunParts/DynamiteBarrel.prefab b/Assets/Prefabs/GunParts/DynamiteBarrel.prefab index dd3bb03a2..ea35cefbd 100644 --- a/Assets/Prefabs/GunParts/DynamiteBarrel.prefab +++ b/Assets/Prefabs/GunParts/DynamiteBarrel.prefab @@ -218,7 +218,6 @@ MonoBehaviour: maxDistance: 100 size: 0.2 visualSize: 80 - positionActiveBuffer: {fileID: 8650938505206629949} vfx: {fileID: 4760930060443997561} shouldRicochet: 0 maxDistanceBeforeStuck: 100 @@ -470,7 +469,6 @@ GameObject: - component: {fileID: 2967889896682025547} - component: {fileID: 4760930060443997561} - component: {fileID: 8405669620604267145} - - component: {fileID: 8650938505206629949} m_Layer: 0 m_Name: MeshProjectile m_TagString: Untagged @@ -510,7 +508,10 @@ VisualEffect: m_ResourceVersion: 1 m_PropertySheet: m_Float: - m_Array: [] + m_Array: + - m_Value: 80 + m_Name: Size + m_Overridden: 0 m_Vector2f: m_Array: [] m_Vector3f: @@ -577,18 +578,6 @@ VFXRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 ---- !u!114 &8650938505206629949 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 7217800295554842199} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: aec959625e8916744804da5d90a1d188, type: 3} - m_Name: - m_EditorClassIdentifier: --- !u!1 &8918469779697146440 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Prefabs/GunParts/HatBarrel.prefab b/Assets/Prefabs/GunParts/HatBarrel.prefab index b31a781c9..734c746c2 100644 --- a/Assets/Prefabs/GunParts/HatBarrel.prefab +++ b/Assets/Prefabs/GunParts/HatBarrel.prefab @@ -105,7 +105,6 @@ GameObject: - component: {fileID: 430454296743735363} - component: {fileID: 1746704752495276340} - component: {fileID: 323724655480115327} - - component: {fileID: 376516339167167690} m_Layer: 0 m_Name: MeshProjectile m_TagString: Untagged @@ -152,6 +151,9 @@ VisualEffect: - m_Value: 1.76 m_Name: TextureIntensity m_Overridden: 1 + - m_Value: 80 + m_Name: Size + m_Overridden: 1 m_Vector2f: m_Array: [] m_Vector3f: @@ -218,18 +220,6 @@ VFXRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 ---- !u!114 &376516339167167690 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 1981383797191481653} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: aec959625e8916744804da5d90a1d188, type: 3} - m_Name: - m_EditorClassIdentifier: --- !u!1 &3106240830091513120 GameObject: m_ObjectHideFlags: 0 @@ -540,7 +530,6 @@ MonoBehaviour: maxDistance: 250 size: 0.35 visualSize: 120 - positionActiveBuffer: {fileID: 376516339167167690} vfx: {fileID: 1746704752495276340} shouldRicochet: 1 maxDistanceBeforeStuck: 100 @@ -681,6 +670,7 @@ MonoBehaviour: stuckObject: {fileID: 8282058378344239906, guid: 1e110d118e8e32e4f952f3bbf08a3976, type: 3} isDespawnedAfterTime: 1 stuckLifeTime: 5 + maxObjects: 70 triggerOnHit: 1 onHitInterval: 1 affectedLayers: diff --git a/Assets/Prefabs/GunParts/ShotgunBarrel.prefab b/Assets/Prefabs/GunParts/ShotgunBarrel.prefab index 6a9d02641..78d919ac0 100644 --- a/Assets/Prefabs/GunParts/ShotgunBarrel.prefab +++ b/Assets/Prefabs/GunParts/ShotgunBarrel.prefab @@ -416,7 +416,6 @@ GameObject: - component: {fileID: 6841302673657052848} - component: {fileID: 1393106611541694855} - component: {fileID: 6634608303689490325} - - component: {fileID: 9109607024242748006} m_Layer: 0 m_Name: SmokeTrail_Instant m_TagString: Untagged @@ -520,18 +519,6 @@ VFXRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 ---- !u!114 &9109607024242748006 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 3326378598288421249} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: aec959625e8916744804da5d90a1d188, type: 3} - m_Name: - m_EditorClassIdentifier: --- !u!1 &3894901145996896954 GameObject: m_ObjectHideFlags: 0 @@ -798,7 +785,6 @@ MonoBehaviour: maxDistance: 15 collisionSamplesPerUnit: 3 collisionsBeforeInactive: 1 - trailPositionBuffer: {fileID: 9109607024242748006} trail: {fileID: 1393106611541694855} animator: {fileID: 6403918129687704287} --- !u!114 &7327065496144923300 @@ -969,6 +955,7 @@ MonoBehaviour: stuckObject: {fileID: 7128611465978784665, guid: b9bbb710a484f04458322e51c5bb8171, type: 3} isDespawnedAfterTime: 1 stuckLifeTime: 1 + maxObjects: 70 triggerOnHit: 0 onHitInterval: 1 affectedLayers: diff --git a/Assets/Scripts/Augment/AugmentImplementations/Fire.cs b/Assets/Scripts/Augment/AugmentImplementations/Fire.cs index eeaca9d88..b78f20fd9 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/Fire.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/Fire.cs @@ -33,8 +33,7 @@ public class Fire : GunExtension private VisualEffect fireTrailInstances; private int maxProjectiles = 1000; - // texture used to update the vfx position and alive-state of particles, RGB is used for position A for alive/dead - [SerializeField] + // Texture used to update the vfx position and alive-state of particles, RGB is used for position A for alive/dead private VFXTextureFormatter positionActiveBuffer; [SerializeField] @@ -58,7 +57,7 @@ void Awake() stuckFirePool = new ObjectPool(stuckFirePrefab); if (gunController.projectile is MeshProjectileController) { - positionActiveBuffer.Initialize(maxProjectiles); + positionActiveBuffer = new(maxProjectiles); fireTrailInstances.SetInt("MaxParticleCount", maxProjectiles); fireTrailInstances.SetGraphicsBuffer("Positions", positionActiveBuffer.Buffer); fireTrailInstances.SendEvent(VisualEffectAsset.PlayEventID); @@ -210,6 +209,7 @@ private void PlayShotAudio(GunStats stats) private void OnDestroy() { stuckFirePool.Flush(); + positionActiveBuffer.Dispose(); } #if UNITY_EDITOR diff --git a/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs b/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs index 47909ebf1..0235d16ec 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs @@ -4,6 +4,7 @@ using UnityEngine.Serialization; using Mirror; using System.Runtime.InteropServices; +using VectorExtensions; /// /// Class that processes and renders mesh projectiles @@ -34,7 +35,7 @@ public class MeshProjectileController : ProjectileController private ProjectileState[] projectiles; - public Vector3[] ProjectilePositions => + public Vector3[] ProjectilePositions => projectiles.Where(p => p != null && p.active == true) .Select(p => p.position).ToArray(); @@ -43,10 +44,12 @@ public class MeshProjectileController : ProjectileController //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 - [SerializeField] + // Texture used to update the vfx position and alive-state of particles, RGB is used for position A for alive/dead private VFXTextureFormatter positionActiveBuffer; + // Texture used to update the vfx rotation, RGB is used for eulerian direction + private VFXTextureFormatter rotationBuffer; + [Header("VFX")] [FormerlySerializedAs("hatVfx")] @@ -68,8 +71,10 @@ protected override void Awake() projectiles = new ProjectileState[maxProjectiles]; UpdateProjectileMovement += ProjectileMotions.MoveWithGravity; - positionActiveBuffer.Initialize(maxProjectiles); + positionActiveBuffer = new(maxProjectiles); + rotationBuffer = new(maxProjectiles); vfx.SetGraphicsBuffer("Positions", positionActiveBuffer.Buffer); + vfx.SetGraphicsBuffer("Rotations", rotationBuffer.Buffer); vfx.SetInt("MaxParticleCount", maxProjectiles); if (!gunController || !gunController.Player) @@ -77,6 +82,13 @@ protected override void Awake() animator.OnShotFiredAnimation += FireProjectile; } + protected override void OnDestroy() + { + base.OnDestroy(); + positionActiveBuffer.Dispose(); + rotationBuffer.Dispose(); + } + protected override void OnInitialize(GunStats gunstats) { vfx.SetFloat("Size", visualSize * gunstats.ProjectileScale); @@ -152,9 +164,11 @@ private void RpcFireProjectile(Vector3 output, Vector3 direction, Quaternion rot // Sets initial position of the projectile positionActiveBuffer.setValue(i, loadedProjectile.position); positionActiveBuffer.setAlpha(i, 1f); + rotationBuffer.setValue(i, loadedProjectile.direction.ToEulerAngles()); // Neccessary to update the actual texture, so the vfx gets the new info positionActiveBuffer.ApplyChanges(); + rotationBuffer.ApplyChanges(); currentStateIndex = (currentStateIndex + 1) % maxProjectiles; loadedProjectile = null; @@ -177,11 +191,12 @@ private void FixedUpdate() { UpdateProjectile(state); positionActiveBuffer.setValue(i, state.position); - + rotationBuffer.setValue(i, state.direction.ToEulerAngles()); } positionActiveBuffer.setAlpha(i, state != null && state.active ? 1f : 0f); } positionActiveBuffer.ApplyChanges(); + rotationBuffer.ApplyChanges(); } private void UpdateProjectile(ProjectileState state) diff --git a/Assets/Scripts/Augment/BulletController.cs b/Assets/Scripts/Augment/BulletController.cs index 308bd62cf..4d11a61c0 100644 --- a/Assets/Scripts/Augment/BulletController.cs +++ b/Assets/Scripts/Augment/BulletController.cs @@ -23,7 +23,6 @@ public class BulletController : ProjectileController private const float baseSpeed = 50f; - [SerializeField] private VFXTextureFormatter trailPositionBuffer; [SerializeField] @@ -52,7 +51,7 @@ private void Start() { collisionSamples = Mathf.CeilToInt(collisionSamplesPerUnit * maxDistance); var bulletsPerShot = Mathf.CeilToInt(stats.ProjectilesPerShot); - trailPositionBuffer.Initialize(vfxPositionsPerSample * collisionSamples * bulletsPerShot); + trailPositionBuffer = new(vfxPositionsPerSample * collisionSamples * bulletsPerShot); trail.SetGraphicsBuffer("Position", trailPositionBuffer.Buffer); trail.SetInt("StripLength", vfxPositionsPerSample * collisionSamples); trail.SetInt("TextureSize", vfxPositionsPerSample * collisionSamples * bulletsPerShot); @@ -63,6 +62,12 @@ private void Start() RpcSeedRandom(random.Next()); } + protected override void OnDestroy() + { + base.OnDestroy(); + trailPositionBuffer.Dispose(); + } + [ClientRpc] private void RpcSeedRandom(int seed) diff --git a/Assets/Scripts/Extensions/VectorExtensions.cs b/Assets/Scripts/Extensions/VectorExtensions.cs index c0b4c8740..fba2c5567 100644 --- a/Assets/Scripts/Extensions/VectorExtensions.cs +++ b/Assets/Scripts/Extensions/VectorExtensions.cs @@ -22,6 +22,12 @@ public static float MaxAbsComponent(this Vector2 vector) => Mathf.Max(Mathf.Abs(vector.x), Mathf.Abs(vector.y)); public static Vector2 xz(this Vector3 vector) => - new Vector2(vector.x, vector.z); + new(vector.x, vector.z); + + /// + /// Converts a normalized direction vector to euler angles (in degrees) + /// + public static Vector3 ToEulerAngles(this Vector3 direction) => + Quaternion.FromToRotation(Vector3.forward, direction).eulerAngles; } } diff --git a/Assets/Scripts/VFXPositionFormatter.cs b/Assets/Scripts/VFXPositionFormatter.cs index 74fff0322..e508965f9 100644 --- a/Assets/Scripts/VFXPositionFormatter.cs +++ b/Assets/Scripts/VFXPositionFormatter.cs @@ -1,8 +1,9 @@ +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; -public class VFXTextureFormatter : MonoBehaviour +public class VFXTextureFormatter : IDisposable { private GraphicsBuffer buffer; // The float data buffer that is passed to VRAM when apply is performed @@ -18,7 +19,7 @@ public class VFXTextureFormatter : MonoBehaviour /// Sets the buffer with current data. /// /// Size of the texture, typically the maximum number of particles or the number of patricles in each strip - public void Initialize(int size) + public VFXTextureFormatter(int size) { data = new float[size * 4]; buffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, size, sizeof(float) * 4); @@ -106,7 +107,7 @@ public void setAlphas(float[] alphas) } } - private void OnDestroy() + public void Dispose() { buffer?.Release(); } diff --git a/Assets/VFX/MeshProjectile.vfx b/Assets/VFX/MeshProjectile.vfx index c9c1e744e..e86f1a453 100644 --- a/Assets/VFX/MeshProjectile.vfx +++ b/Assets/VFX/MeshProjectile.vfx @@ -12,15 +12,43 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 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@@ public class AudioGroup : ScriptableObject [SerializeField] private bool shouldPlayInSplitscreen = true; - public AudioGroup To2D() => - new() - { - is3D = false, - sounds = sounds, - semitoneRange = semitoneRange, - volumeRange = volumeRange, - continuousPitchBend = continuousPitchBend, - shouldPlayInSplitscreen = shouldPlayInSplitscreen, - }; + public AudioGroup To2D() + { + var instance = CreateInstance(); + instance.is3D = false; + instance.sounds = sounds; + instance.semitoneRange = semitoneRange; + instance.volumeRange = volumeRange; + instance.continuousPitchBend = continuousPitchBend; + instance.shouldPlayInSplitscreen = shouldPlayInSplitscreen; + return instance; + } private void Modulate(AudioSource source) { From c8c6c21c52b2318771765466d7eb58893359c7fe Mon Sep 17 00:00:00 2001 From: Tore Bergebakken Date: Sun, 22 Dec 2024 22:21:53 +0100 Subject: [PATCH 4/6] Add additional properties over network when firing --- .../Hat/MeshProjectileController.cs | 22 ++++++---- .../Scripts/Augment/ProjectileController.cs | 43 +++++++++++++++++-- 2 files changed, 53 insertions(+), 12 deletions(-) diff --git a/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs b/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs index 0235d16ec..0a2cea7c9 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs @@ -114,8 +114,11 @@ public override void InitializeProjectile(GunStats stats, uint shotID) private void FireProjectile() { - if (authority) - CmdFireProjectile(projectileOutput.position, projectileRotation * projectileOutput.forward, projectileRotation * projectileOutput.rotation); + if (!authority) + return; + var data = new ProjectileFireData(this); + OnNetworkInit?.Invoke(ref data, stats); + CmdFireProjectile(data); } public void ClearProjectiles() @@ -126,30 +129,31 @@ public void ClearProjectiles() } [Command] - private void CmdFireProjectile(Vector3 output, Vector3 direction, Quaternion rotation) + private void CmdFireProjectile(ProjectileFireData parameters) { // TODO verify that this input is reasonable! - RpcFireProjectile(output, direction, rotation); + RpcFireProjectile(parameters); } [ClientRpc] - private void RpcFireProjectile(Vector3 output, Vector3 direction, Quaternion rotation) + private void RpcFireProjectile(ProjectileFireData parameters) { if (loadedProjectile == null) return; loadedProjectile.active = true; loadedProjectile.speed = baseSpeed; + foreach (var pair in parameters.additionalProperties) + loadedProjectile.additionalProperties[pair.name] = pair.value; OnProjectileInit?.Invoke(ref loadedProjectile, stats); for (int i = 0; i < maxProjectiles; i++) { - if (projectiles[currentStateIndex] == null || !projectiles[currentStateIndex].active) { loadedProjectile.initializationTime = Time.fixedTime; - loadedProjectile.position = output; - loadedProjectile.direction = direction; - loadedProjectile.rotation = rotation; + loadedProjectile.position = parameters.output; + loadedProjectile.direction = parameters.direction; + loadedProjectile.rotation = parameters.rotation; // Hat hitbox should be smaller when large :/ // Otherwise they bounce off weirdly diff --git a/Assets/Scripts/Augment/ProjectileController.cs b/Assets/Scripts/Augment/ProjectileController.cs index b8b07098d..55e20e6a1 100644 --- a/Assets/Scripts/Augment/ProjectileController.cs +++ b/Assets/Scripts/Augment/ProjectileController.cs @@ -2,6 +2,7 @@ using UnityEngine; using System.Linq; using Mirror; +using System; [System.Serializable] public class ProjectileState @@ -57,10 +58,10 @@ public class ProjectileState public float size = 0f; // Dictionary for storing properties that a projectile modifier might need, see SpiralPathModifier for an example - public Dictionary additionalProperties = new Dictionary(); + public Dictionary additionalProperties = new(); // Used to keep track of the healthControllers currently damaged - public HashSet hitHealthControllers = new HashSet(); + public HashSet hitHealthControllers = new(); public ProjectileState(GunStats stats, Transform output) { @@ -94,6 +95,38 @@ public ProjectileState(GunStats stats) public ProjectileState() { } } +[Serializable] +public struct ProjectileDataPair +{ + public string name; + public float value; + + public ProjectileDataPair(string name, float value) + { + this.name = name; + this.value = value; + } +} + +[Serializable] +public struct ProjectileFireData +{ + public Vector3 output; + public Vector3 direction; + public Quaternion rotation; + // Dictionaries are not serializable so I went with array here + public List additionalProperties; + + public ProjectileFireData(ProjectileController controller) + { + this.output = controller.projectileOutput.position; + this.direction = controller.projectileRotation * controller.projectileOutput.forward; + this.rotation = controller.projectileRotation * controller.projectileOutput.rotation; + this.additionalProperties = new(); + } + +} + public abstract class ProjectileController : NetworkBehaviour { [HideInInspector] @@ -127,12 +160,16 @@ public abstract class ProjectileController : NetworkBehaviour // 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] + [Serializable] public delegate void PathUpdateEvent(float distance, ref ProjectileState state); [SerializeField] public PathUpdateEvent UpdateProjectileMovement; + // Used for modifications done to the projectile upon network request + public delegate void NetworkInitializationEvent(ref ProjectileFireData data, GunStats stats); + public NetworkInitializationEvent OnNetworkInit; + // Used for modifications done to the projectile upon creation public delegate void ProjectileInitializationEvent(ref ProjectileState state, GunStats stats); public ProjectileInitializationEvent OnProjectileInit; From 01580ecd43d2de5864e93647096f17ab5df8a1c0 Mon Sep 17 00:00:00 2001 From: Tore Bergebakken Date: Fri, 20 Dec 2024 20:07:39 +0100 Subject: [PATCH 5/6] Add brick barrel --- Assets/Animation/Augments/Brick.meta | 8 + .../Augments/Brick/BrickBarrel.controller | 159 + .../Brick/BrickBarrel.controller.meta | 8 + Assets/Audio/Augments/Mower/mower.asset | 2 + Assets/Audio/Bonk/Thud.asset | 2 + Assets/Materials/CraterTown/DitherGlass.mat | 161 + .../Materials/CraterTown/DitherGlass.mat.meta | 8 + .../Materials/CraterTown/transparentGlass.mat | 44 +- Assets/Materials/Props/DeadlyBrick.mat | 173 + Assets/Materials/Props/DeadlyBrick.mat.meta | 8 + Assets/Models/GunParts/BrickBarrel.fbx | Bin 0 -> 512908 bytes Assets/Models/GunParts/BrickBarrel.fbx.meta | 108 + Assets/Models/Props/Brick.fbx | Bin 0 -> 23644 bytes Assets/Models/Props/Brick.fbx.meta | 108 + Assets/Models/Props/BrickParts.fbx | Bin 0 -> 54012 bytes Assets/Models/Props/BrickParts.fbx.meta | 108 + Assets/Models/Props/Speedometer.fbx | Bin 0 -> 23964 bytes Assets/Models/Props/Speedometer.fbx.meta | 108 + .../Prefabs/Buildings/BotanicalGarden.prefab | 2 +- Assets/Prefabs/Gamestate/StaticInfo.prefab | 1 + Assets/Prefabs/GunParts/BrickBarrel.prefab | 948 + .../Prefabs/GunParts/BrickBarrel.prefab.meta | 12 + .../GunParts/Bullets/BrickExplosion.prefab | 143 + .../Bullets/BrickExplosion.prefab.meta | 7 + Assets/Prefabs/GunParts/CannonBarrel.prefab | 5 +- Assets/Prefabs/GunParts/DynamiteBarrel.prefab | 5 +- Assets/Prefabs/GunParts/FireExtension.prefab | 15 +- Assets/Prefabs/GunParts/HatBarrel.prefab | 5 +- Assets/Prefabs/Props/Speedometer.prefab | 137 + Assets/Prefabs/Props/Speedometer.prefab.meta | 7 + .../ScriptableObjects/Items/BrickBarrel.asset | 28 + .../Items/BrickBarrel.asset.meta | 8 + .../SecretNamesStaticStorage.asset | 10 + .../AugmentImplementations/BrickAnimator.cs | 24 + .../BrickAnimator.cs.meta | 11 + .../Augment/AugmentImplementations/Fire.cs | 6 +- .../Hat/MeshProjectileController.cs | 40 +- Assets/Scripts/Augment/BulletController.cs | 2 +- .../BulletModifiers/ExplosionModifier.cs | 5 + .../InheritMomentumModifier.cs | 78 + .../InheritMomentumModifier.cs.meta | 11 + .../Augment/BulletModifiers/RecoilModifier.cs | 3 - .../Scripts/Augment/ProjectileController.cs | 6 +- Assets/Scripts/ExplosionController.cs | 2 +- Assets/Scripts/Gamestate/AIManager.cs | 1 + Assets/Scripts/UI/Speedometer.cs | 33 + Assets/Scripts/UI/Speedometer.cs.meta | 11 + Assets/Scripts/Utils/SteamManager.cs | 4 + Assets/Shaders/Speedometer.shadergraph | 5472 +++ Assets/Shaders/Speedometer.shadergraph.meta | 10 + Assets/Shaders/ToonTransparent.shadergraph | 2084 + .../Shaders/ToonTransparent.shadergraph.meta | 10 + Assets/Textures/Augments/SpeedometerArrow.png | Bin 0 -> 42995 bytes .../Augments/SpeedometerArrow.png.meta | 124 + Assets/VFX/BrickSplosion.vfx | 34962 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100644 Assets/Models/Props/BrickParts.fbx create mode 100644 Assets/Models/Props/BrickParts.fbx.meta create mode 100644 Assets/Models/Props/Speedometer.fbx create mode 100644 Assets/Models/Props/Speedometer.fbx.meta create mode 100644 Assets/Prefabs/GunParts/BrickBarrel.prefab create mode 100644 Assets/Prefabs/GunParts/BrickBarrel.prefab.meta create mode 100644 Assets/Prefabs/GunParts/Bullets/BrickExplosion.prefab create mode 100644 Assets/Prefabs/GunParts/Bullets/BrickExplosion.prefab.meta create mode 100644 Assets/Prefabs/Props/Speedometer.prefab create mode 100644 Assets/Prefabs/Props/Speedometer.prefab.meta create mode 100644 Assets/ScriptableObjects/Items/BrickBarrel.asset create mode 100644 Assets/ScriptableObjects/Items/BrickBarrel.asset.meta create mode 100644 Assets/Scripts/Augment/AugmentImplementations/BrickAnimator.cs create mode 100644 Assets/Scripts/Augment/AugmentImplementations/BrickAnimator.cs.meta create mode 100644 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0} + maxSpeed: 25 + speedometer: {fileID: 187872803435974771} + materialIndex: 0 diff --git a/Assets/Prefabs/Props/Speedometer.prefab.meta b/Assets/Prefabs/Props/Speedometer.prefab.meta new file mode 100644 index 000000000..f413dd847 --- /dev/null +++ b/Assets/Prefabs/Props/Speedometer.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ccba1e4f973b88180867dc24f451f356 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableObjects/Items/BrickBarrel.asset b/Assets/ScriptableObjects/Items/BrickBarrel.asset new file mode 100644 index 000000000..69ee94e28 --- /dev/null +++ b/Assets/ScriptableObjects/Items/BrickBarrel.asset @@ -0,0 +1,28 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d766409d2bfa0674da668e696cd73b7b, type: 3} + m_Name: BrickBarrel + m_EditorClassIdentifier: + id: Brick + displayName: Brick + secretName: catapult + displayDescription: Shoots bricks that deal more damage the faster you move + extendedDescription: Shoots bricks that vary in speed and damage based on your + own speed. They shatter on impact and deal some AOE damage. Use this barrel while + falling or bunnyleaping to devastate your opponents. + loreDescription: This haphazardly assembled contraption uses kinetic energy from + the cowbot's movement to propel bricks towards their target, at velocities that + become more dangerous the faster the cowbot moves. We have no historic record + of such a weapon, and it's thus another example of the cowbots' frightening ingenuity, + however much it resembles the remains of a car crash. + augmentType: 1 + augment: {fileID: 8762663949210455680, guid: 89f4fd8568fd75fd0911ae54ab2cf37b, type: 3} diff --git a/Assets/ScriptableObjects/Items/BrickBarrel.asset.meta b/Assets/ScriptableObjects/Items/BrickBarrel.asset.meta new file mode 100644 index 000000000..f8de3a05c --- /dev/null +++ b/Assets/ScriptableObjects/Items/BrickBarrel.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1e4128bbd81375cd49500eb1e9304766 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ScriptableObjects/Items/SecretNames/SecretNamesStaticStorage.asset b/Assets/ScriptableObjects/Items/SecretNames/SecretNamesStaticStorage.asset index 45dbd8e5f..87644f1e3 100644 --- a/Assets/ScriptableObjects/Items/SecretNames/SecretNamesStaticStorage.asset +++ b/Assets/ScriptableObjects/Items/SecretNames/SecretNamesStaticStorage.asset @@ -133,3 +133,13 @@ MonoBehaviour: Extension: {fileID: 11400000, guid: 87e98f42380f122a486cd5034ef1d278, type: 2} Name: The Tactical Strike Achievement: 23 + - Body: {fileID: 11400000, guid: 63bf1979c291d114b8dfb8d01bb407a9, type: 2} + Barrel: {fileID: 11400000, guid: 1e4128bbd81375cd49500eb1e9304766, type: 2} + Extension: {fileID: 11400000, guid: bb334224a9209984b98cc009f333ca9d, type: 2} + Name: The Car Crash + Achievement: 24 + - Body: {fileID: 11400000, guid: a99e4b806f963ac45a0635c34182107a, type: 2} + Barrel: {fileID: 11400000, guid: 1e4128bbd81375cd49500eb1e9304766, type: 2} + Extension: {fileID: 11400000, guid: 6955edf1e31801642a2f47defb820d36, type: 2} + Name: Il Tempo Marcante + Achievement: 25 diff --git a/Assets/Scripts/Augment/AugmentImplementations/BrickAnimator.cs b/Assets/Scripts/Augment/AugmentImplementations/BrickAnimator.cs new file mode 100644 index 000000000..b0201dea9 --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/BrickAnimator.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class BrickAnimator : AugmentAnimator +{ + [SerializeField] + private Animator animator; + + public override void OnFire(GunStats stats) + { + animator.SetTrigger("PistonPump"); + OnShotFiredAnimation?.Invoke(); + OnAnimationEnd?.Invoke(); + } + + public override void OnInitialize(GunStats stats) + { + } + + public override void OnReload(GunStats stats) + { + } +} diff --git a/Assets/Scripts/Augment/AugmentImplementations/BrickAnimator.cs.meta b/Assets/Scripts/Augment/AugmentImplementations/BrickAnimator.cs.meta new file mode 100644 index 000000000..76a1e31bc --- /dev/null +++ b/Assets/Scripts/Augment/AugmentImplementations/BrickAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 869a52e458a0f0ac6b3ca57ad42b5cf9 +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 b78f20fd9..119315b82 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/Fire.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/Fire.cs @@ -141,7 +141,7 @@ private void FixedUpdate() damage.source = gunController.Player; damage.Initialize(); } - + StartCoroutine(WaitAndStopBurning(flame, hitbox.health)); } } @@ -159,7 +159,7 @@ private void CheckTrailPathHits(Vector3 position) { hitHealthControllers.Add(hitbox.health); var flame = stuckFirePool.Get().gameObject; - flame.transform.SetParent (hitbox.transform, true); + flame.transform.SetParent(hitbox.transform, true); flame.transform.position = hitbox.transform.position; if (flame.TryGetComponent(out var damage)) { @@ -209,7 +209,7 @@ private void PlayShotAudio(GunStats stats) private void OnDestroy() { stuckFirePool.Flush(); - positionActiveBuffer.Dispose(); + positionActiveBuffer?.Dispose(); } #if UNITY_EDITOR diff --git a/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs b/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs index 0a2cea7c9..2a144ec4e 100644 --- a/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs +++ b/Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs @@ -3,7 +3,6 @@ using System.Linq; using UnityEngine.Serialization; using Mirror; -using System.Runtime.InteropServices; using VectorExtensions; ///

@@ -33,6 +32,18 @@ public class MeshProjectileController : ProjectileController [SerializeField] private float visualSize = 80f; + [Tooltip("Rotation offset applied to all particles")] + [SerializeField] + private Quaternion visualRotation = Quaternion.identity; + + [Tooltip("Check this box to avoid updating rotation as the projectile travels")] + [SerializeField] + private bool useOnlyInitialRotation = false; + + [Tooltip("Check this box to avoid updating rotation at all")] + [SerializeField] + private bool disableRotation = false; + private ProjectileState[] projectiles; public Vector3[] ProjectilePositions => @@ -71,10 +82,14 @@ protected override void Awake() projectiles = new ProjectileState[maxProjectiles]; UpdateProjectileMovement += ProjectileMotions.MoveWithGravity; + positionActiveBuffer = new(maxProjectiles); - rotationBuffer = new(maxProjectiles); vfx.SetGraphicsBuffer("Positions", positionActiveBuffer.Buffer); - vfx.SetGraphicsBuffer("Rotations", rotationBuffer.Buffer); + if (!disableRotation) + { + rotationBuffer = new(maxProjectiles); + vfx.SetGraphicsBuffer("Rotations", rotationBuffer.Buffer); + } vfx.SetInt("MaxParticleCount", maxProjectiles); if (!gunController || !gunController.Player) @@ -85,8 +100,8 @@ protected override void Awake() protected override void OnDestroy() { base.OnDestroy(); - positionActiveBuffer.Dispose(); - rotationBuffer.Dispose(); + positionActiveBuffer?.Dispose(); + rotationBuffer?.Dispose(); } protected override void OnInitialize(GunStats gunstats) @@ -168,11 +183,16 @@ private void RpcFireProjectile(ProjectileFireData parameters) // Sets initial position of the projectile positionActiveBuffer.setValue(i, loadedProjectile.position); positionActiveBuffer.setAlpha(i, 1f); - rotationBuffer.setValue(i, loadedProjectile.direction.ToEulerAngles()); // Neccessary to update the actual texture, so the vfx gets the new info positionActiveBuffer.ApplyChanges(); - rotationBuffer.ApplyChanges(); + + // Set initial rotation + if (!disableRotation) + { + rotationBuffer.setValue(i, (visualRotation * loadedProjectile.direction).ToEulerAngles()); + rotationBuffer.ApplyChanges(); + } currentStateIndex = (currentStateIndex + 1) % maxProjectiles; loadedProjectile = null; @@ -195,12 +215,14 @@ private void FixedUpdate() { UpdateProjectile(state); positionActiveBuffer.setValue(i, state.position); - rotationBuffer.setValue(i, state.direction.ToEulerAngles()); + if (!useOnlyInitialRotation && !disableRotation) + rotationBuffer.setValue(i, (visualRotation * state.direction).ToEulerAngles()); } positionActiveBuffer.setAlpha(i, state != null && state.active ? 1f : 0f); } positionActiveBuffer.ApplyChanges(); - rotationBuffer.ApplyChanges(); + if (!useOnlyInitialRotation && !disableRotation) + rotationBuffer.ApplyChanges(); } private void UpdateProjectile(ProjectileState state) diff --git a/Assets/Scripts/Augment/BulletController.cs b/Assets/Scripts/Augment/BulletController.cs index 4d11a61c0..9c606d941 100644 --- a/Assets/Scripts/Augment/BulletController.cs +++ b/Assets/Scripts/Augment/BulletController.cs @@ -65,7 +65,7 @@ private void Start() protected override void OnDestroy() { base.OnDestroy(); - trailPositionBuffer.Dispose(); + trailPositionBuffer?.Dispose(); } diff --git a/Assets/Scripts/Augment/BulletModifiers/ExplosionModifier.cs b/Assets/Scripts/Augment/BulletModifiers/ExplosionModifier.cs index d939e31a3..39fd6bb44 100644 --- a/Assets/Scripts/Augment/BulletModifiers/ExplosionModifier.cs +++ b/Assets/Scripts/Augment/BulletModifiers/ExplosionModifier.cs @@ -5,6 +5,8 @@ /// public class ExplosionModifier : MonoBehaviour, ProjectileModifier { + public const string AreaDamagePropertyName = "AreaDamage"; + [SerializeField] private ExplosionController explosion; @@ -29,6 +31,9 @@ private void Explode(RaycastHit other, ref ProjectileState state) instance.Radius *= projectile.stats.ProjectileScale; instance.Init(); + if (state.additionalProperties.TryGetValue(AreaDamagePropertyName, out var areaDamage)) + instance.Damage = (float)areaDamage; + var targets = instance.Explode(player); // Trigger on hit, excluding this effect and using the scaled damage from the explosion diff --git a/Assets/Scripts/Augment/BulletModifiers/InheritMomentumModifier.cs b/Assets/Scripts/Augment/BulletModifiers/InheritMomentumModifier.cs new file mode 100644 index 000000000..896bd6973 --- /dev/null +++ b/Assets/Scripts/Augment/BulletModifiers/InheritMomentumModifier.cs @@ -0,0 +1,78 @@ +using UnityEngine; + +/// +/// Calculates damage based on the following speed range: +/// +/// 0: still +/// 4: crouch +/// 10: walk, dmg 40 +/// 11/12: leap, dmg 60 +/// 15: first bunnyleap, dmg 80 +/// 17: second bunnyleap +/// 22+: falling velocity, dmg 100+ +/// 25: top speed +/// +/// +public class InheritMomentumModifier : MonoBehaviour, ProjectileModifier +{ + [SerializeField, Tooltip("Curve that determines damage modifier by velocity")] + private AnimationCurve damageCurve; + + [SerializeField, Tooltip("The projectile speed will be *this* times faster")] + private float speedMultiplier = 1.5f; + + [Range(0, 1)] + [Tooltip("Projectile damage is this amount of total damage")] + [SerializeField] + private float projectileToAreaDamageRatio = .6f; + + [SerializeField] + private Speedometer speedometer; + + private Rigidbody playerBody; + private AIManager aiManager; + + private const string SpeedPropertyName = "PlayerSpeed"; + + public void Attach(ProjectileController projectile) + { + if (!projectile.GunController.Player) + return; + + playerBody = projectile.GunController.Player.GetComponent(); + aiManager = projectile.GunController.Player.GetComponent(); + speedometer.Body = playerBody; + + projectile.OnNetworkInit += OnNetworkInit; + projectile.OnProjectileInit += OnProjectileInit; + } + + private void OnNetworkInit(ref ProjectileFireData data, GunStats _) + { + var speed = playerBody.velocity.magnitude; + if (playerBody.isKinematic && aiManager) + speed = aiManager.Velocity.magnitude * 2f; + + data.additionalProperties.Add(new(SpeedPropertyName, speed)); + } + + private void OnProjectileInit(ref ProjectileState state, GunStats stats) + { + var speed = (float)state.additionalProperties[SpeedPropertyName]; + // Adjust gravity based on size so the enlargened projectiles feel bigger + state.gravity *= stats.ProjectileScale; + // Use player speed to determine dmg and speed + var damage = state.damage * damageCurve.Evaluate(speed); + state.damage = damage * projectileToAreaDamageRatio; + state.additionalProperties[ExplosionModifier.AreaDamagePropertyName] = damage * (1 - projectileToAreaDamageRatio); + state.speed = Mathf.Max(1f, speed * speedMultiplier); + } + + public void Detach(ProjectileController projectile) + { + if (!projectile.GunController.Player) + return; + projectile.OnNetworkInit -= OnNetworkInit; + projectile.OnProjectileInit -= OnProjectileInit; + } +} diff --git a/Assets/Scripts/Augment/BulletModifiers/InheritMomentumModifier.cs.meta b/Assets/Scripts/Augment/BulletModifiers/InheritMomentumModifier.cs.meta new file mode 100644 index 000000000..c193b642b --- /dev/null +++ b/Assets/Scripts/Augment/BulletModifiers/InheritMomentumModifier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1a61d7af6077f1aec8cbed0fbc5060c2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Augment/BulletModifiers/RecoilModifier.cs b/Assets/Scripts/Augment/BulletModifiers/RecoilModifier.cs index b9d84cf8c..da6a3a520 100644 --- a/Assets/Scripts/Augment/BulletModifiers/RecoilModifier.cs +++ b/Assets/Scripts/Augment/BulletModifiers/RecoilModifier.cs @@ -6,9 +6,6 @@ public class RecoilModifier : MonoBehaviour, ProjectileModifier [SerializeField] private float pushPower; - [SerializeField] - private float baseFireRateAdder = 2f; - private float bulletAmount = 1f; private GunController gunController; diff --git a/Assets/Scripts/Augment/ProjectileController.cs b/Assets/Scripts/Augment/ProjectileController.cs index 55e20e6a1..6fde67041 100644 --- a/Assets/Scripts/Augment/ProjectileController.cs +++ b/Assets/Scripts/Augment/ProjectileController.cs @@ -132,9 +132,7 @@ public abstract class ProjectileController : NetworkBehaviour [HideInInspector] public Transform projectileOutput; - public Vector3 actualPosition; - public Vector3 actualDirection; - + [HideInInspector] public Quaternion projectileRotation = Quaternion.identity; // Used for muzzle-flashes and other effects, is not where the projectile path actually starts @@ -189,6 +187,8 @@ public abstract class ProjectileController : NetworkBehaviour protected GunController gunController; + public GunController GunController => gunController; + protected virtual void Awake() { syncDirection = SyncDirection.ClientToServer; diff --git a/Assets/Scripts/ExplosionController.cs b/Assets/Scripts/ExplosionController.cs index f283e01b4..54119a10c 100644 --- a/Assets/Scripts/ExplosionController.cs +++ b/Assets/Scripts/ExplosionController.cs @@ -1,7 +1,6 @@ using System.Collections; using System.Collections.Generic; using System.Linq; -using System.Runtime.CompilerServices; using UnityEngine; using UnityEngine.VFX; @@ -9,6 +8,7 @@ public class ExplosionController : MonoBehaviour { // Might need modification or futher testing when added to a rocket/granade [SerializeField] private float damage; + public float Damage { get => damage; set => damage = value; } [SerializeField] private AnimationCurve damageCurve; diff --git a/Assets/Scripts/Gamestate/AIManager.cs b/Assets/Scripts/Gamestate/AIManager.cs index cc5b1747c..dc6af754b 100644 --- a/Assets/Scripts/Gamestate/AIManager.cs +++ b/Assets/Scripts/Gamestate/AIManager.cs @@ -9,6 +9,7 @@ public class AIManager : PlayerManager { private NavMeshAgent agent; + public Vector3 Velocity => agent.velocity; public Transform DestinationTarget; public Transform ShootingTarget; diff --git a/Assets/Scripts/UI/Speedometer.cs b/Assets/Scripts/UI/Speedometer.cs new file mode 100644 index 000000000..a09f1ead0 --- /dev/null +++ b/Assets/Scripts/UI/Speedometer.cs @@ -0,0 +1,33 @@ +using UnityEngine; + +public class Speedometer : MonoBehaviour +{ + public Rigidbody Body; + + [SerializeField] + private float maxSpeed = 25; + + [SerializeField] + private Renderer speedometer; + + [SerializeField] + private int materialIndex = 0; + + private Material speedometerMaterial; + + private void Start() + { + speedometer.materials[materialIndex] = Instantiate(speedometer.materials[materialIndex]); + speedometerMaterial = speedometer.materials[materialIndex]; + } + + private void Update() + { + if (!Body || !speedometerMaterial) + return; + var velocity = Body.velocity.magnitude; + var targetValue = Mathf.Clamp(velocity, 0f, maxSpeed) / maxSpeed; + var currentValue = speedometerMaterial.GetFloat("_Value"); + speedometerMaterial.SetFloat("_Value", Mathf.Lerp(currentValue, targetValue, .3f)); + } +} diff --git a/Assets/Scripts/UI/Speedometer.cs.meta b/Assets/Scripts/UI/Speedometer.cs.meta new file mode 100644 index 000000000..fa472892f --- /dev/null +++ b/Assets/Scripts/UI/Speedometer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d2b79d69bc2a48345b0833cae42a1f6f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Utils/SteamManager.cs b/Assets/Scripts/Utils/SteamManager.cs index 10fc863ab..ba29cdf8e 100644 --- a/Assets/Scripts/Utils/SteamManager.cs +++ b/Assets/Scripts/Utils/SteamManager.cs @@ -30,6 +30,8 @@ public enum SecretCombinationType UnpatientSploder, BarrelImposter, TacticalStrike, + CarCrash, + IlTempoMarcante, } public enum AchievementType @@ -202,6 +204,8 @@ private void RequestStats() { SecretCombinationType.UnpatientSploder, "WEAPON_UNPATIENT_SPLODER" }, { SecretCombinationType.BarrelImposter, "WEAPON_BARREL_IMPOSTER" }, { SecretCombinationType.TacticalStrike, "WEAPON_TACTICAL_STRIKE" }, + { SecretCombinationType.CarCrash, "WEAPON_CAR_CRASH" }, + { SecretCombinationType.IlTempoMarcante, "WEAPON_IL_TEMPO" }, }; private readonly Dictionary achievementNames = new() diff --git a/Assets/Shaders/Speedometer.shadergraph b/Assets/Shaders/Speedometer.shadergraph new file mode 100644 index 000000000..dd3da79d7 --- /dev/null +++ b/Assets/Shaders/Speedometer.shadergraph @@ -0,0 +1,5472 @@ +{ + "m_SGVersion": 3, + "m_Type": "UnityEditor.ShaderGraph.GraphData", + "m_ObjectId": "48f066670cf043f08fb063ee5cef1019", + "m_Properties": [ + { + "m_Id": "919aec57c3314c05a5e51fed8d4ed514" + }, + { + "m_Id": "80cbd5bd780243519853eacdbabcec7c" + }, + { + "m_Id": "0e508c94026749d698b8d3aad31fa5ae" + }, + { + "m_Id": "592fa178bb9b490e9acf508af10ec493" + }, + { + "m_Id": 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