Merge branch 'master' of teascade.net:neontea/quakeball

This commit is contained in:
Sofia 2020-08-10 21:04:49 +03:00
commit 305ce60b48
16 changed files with 1840 additions and 39 deletions

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@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NeonTea.Quakeball.Audio {
public class ImpactSound : MonoBehaviour {
public AudioSource Source;
public AudioClip[] Clips;
public void PlayAt(Vector3 position) {
transform.position = position;
Source.PlayOneShot(GetRandomClip());
}
private AudioClip GetRandomClip() {
return Clips[Random.Range(0, Clips.Length)];
}
}
}

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@ -101,7 +101,6 @@ namespace NeonTea.Quakeball.Networking.Instances {
} else if (packet is SpawnPckt) { } else if (packet is SpawnPckt) {
SpawnPckt spawn = (SpawnPckt)packet; SpawnPckt spawn = (SpawnPckt)packet;
if (spawn.IsInitial) { if (spawn.IsInitial) {
Debug.Log("Got spawn!");
if (spawn.PlayerId == LocalPlayer.Id) { if (spawn.PlayerId == LocalPlayer.Id) {
HandlePlayerRespawn(spawn.PlayerId, spawn.Location); HandlePlayerRespawn(spawn.PlayerId, spawn.Location);
} else { } else {

View File

@ -6,6 +6,7 @@ using NeonTea.Quakeball.Networking.Instances;
using NeonTea.Quakeball.Combat; using NeonTea.Quakeball.Combat;
using NeonTea.Quakeball.Interface; using NeonTea.Quakeball.Interface;
using NeonTea.Quakeball.Animation; using NeonTea.Quakeball.Animation;
using NeonTea.Quakeball.Audio;
namespace NeonTea.Quakeball.Players { namespace NeonTea.Quakeball.Players {
/// <summary>The central glue class for players (both local and remote).</summary> /// <summary>The central glue class for players (both local and remote).</summary>
@ -19,7 +20,7 @@ namespace NeonTea.Quakeball.Players {
public MoveStyle[] MoveStyles; public MoveStyle[] MoveStyles;
public Transform Gun; public Transform Gun;
public Animator GunBobber; public Animator GunAnimator;
public SoldierProceduralAnimator SoldierProceduralAnimator; public SoldierProceduralAnimator SoldierProceduralAnimator;
@ -31,6 +32,7 @@ namespace NeonTea.Quakeball.Players {
public Transform CameraRoot; public Transform CameraRoot;
public Transform BulletSourcePoint; public Transform BulletSourcePoint;
public LayerMask BulletHitLayer; public LayerMask BulletHitLayer;
public LayerMask BulletPassLayer;
public float Cooldown; public float Cooldown;
[Header("Visuals")] [Header("Visuals")]
@ -165,7 +167,7 @@ namespace NeonTea.Quakeball.Players {
Vector3 From = CameraRoot.position; Vector3 From = CameraRoot.position;
Vector3 Direction = CameraRoot.forward; Vector3 Direction = CameraRoot.forward;
RaycastHit[] Hits = Physics.RaycastAll(From, Direction, 1000f, BulletHitLayer); RaycastHit[] Hits = Physics.RaycastAll(From, Direction, 1000f, BulletHitLayer | BulletPassLayer);
System.Array.Sort(Hits, (a, b) => { return a.distance.CompareTo(b.distance); }); System.Array.Sort(Hits, (a, b) => { return a.distance.CompareTo(b.distance); });
foreach (RaycastHit Hit in Hits) { foreach (RaycastHit Hit in Hits) {
ShotDelta = Hit.point - GunPoint; ShotDelta = Hit.point - GunPoint;
@ -173,6 +175,13 @@ namespace NeonTea.Quakeball.Players {
if (Player == this) { if (Player == this) {
continue; continue;
} }
if (((1 << Hit.collider.gameObject.layer) & BulletPassLayer) != 0) {
ImpactSound ImpactSound = Hit.collider.GetComponent<ImpactSound>();
if (ImpactSound != null) {
ImpactSound.PlayAt(Hit.point);
}
continue;
}
if (Player != null) { if (Player != null) {
if (Net.Singleton.Instance is Server) { if (Net.Singleton.Instance is Server) {
((Server)Net.Singleton.Instance).SendHit(NetId, Player.NetId); ((Server)Net.Singleton.Instance).SendHit(NetId, Player.NetId);
@ -182,6 +191,7 @@ namespace NeonTea.Quakeball.Players {
break; break;
} }
GunAnimator.SetBool("Shot", true);
GameObject LaserEffect = Instantiate(LaserPrefab); GameObject LaserEffect = Instantiate(LaserPrefab);
Laser Laser = LaserEffect.GetComponent<Laser>(); Laser Laser = LaserEffect.GetComponent<Laser>();
Laser.From = GunPoint; Laser.From = GunPoint;
@ -276,10 +286,11 @@ namespace NeonTea.Quakeball.Players {
float TargetLean = -Vector3.Dot(GroundVelocity / MoveStyle.TargetVelocity, CameraRoot.right) * MoveStyle.LeanDegrees; float TargetLean = -Vector3.Dot(GroundVelocity / MoveStyle.TargetVelocity, CameraRoot.right) * MoveStyle.LeanDegrees;
Lean = Mathf.Lerp(Lean, TargetLean, 30f * Time.deltaTime); Lean = Mathf.Lerp(Lean, TargetLean, 30f * Time.deltaTime);
CameraRoot.localEulerAngles = new Vector3(Pitch, Yaw, Lean); CameraRoot.localEulerAngles = new Vector3(Pitch - CameraRoot.parent.eulerAngles.x, Yaw - CameraRoot.parent.eulerAngles.y, Lean);
} }
private void LateUpdate() { private void LateUpdate() {
GunAnimator.SetBool("Shot", false);
UpdateMovement(); UpdateMovement();
} }
@ -293,9 +304,11 @@ namespace NeonTea.Quakeball.Players {
GravitationalVelocity += Physics.gravity * Time.deltaTime; GravitationalVelocity += Physics.gravity * Time.deltaTime;
} }
Vector3 GroundNormal = GroundCast();
float FrictionVelocityFactor = Mathf.Max(GroundVelocity.magnitude, MoveStyle.StopVelocity); float FrictionVelocityFactor = Mathf.Max(GroundVelocity.magnitude, MoveStyle.StopVelocity);
float Deccel = FrictionVelocityFactor * Time.deltaTime; float Deccel = FrictionVelocityFactor * Time.deltaTime;
if (Grounded) { if (Grounded || GroundNormal != Vector3.up) {
Deccel *= MoveStyle.Friction; Deccel *= MoveStyle.Friction;
} else { } else {
Deccel *= MoveStyle.AirFriction; Deccel *= MoveStyle.AirFriction;
@ -303,11 +316,10 @@ namespace NeonTea.Quakeball.Players {
float FrictionedVelocity = Mathf.Max(0, GroundVelocity.magnitude - Deccel); float FrictionedVelocity = Mathf.Max(0, GroundVelocity.magnitude - Deccel);
GroundVelocity = GroundVelocity.normalized * FrictionedVelocity; GroundVelocity = GroundVelocity.normalized * FrictionedVelocity;
Vector3 GroundNormal = GroundCast();
Vector3 FixedHeading = Vector3.ProjectOnPlane(MoveDirection, GroundNormal).normalized; Vector3 FixedHeading = Vector3.ProjectOnPlane(MoveDirection, GroundNormal).normalized;
float CurrentSpeed = Vector3.Dot(GroundVelocity, FixedHeading); float CurrentSpeed = Vector3.Dot(GroundVelocity, FixedHeading);
float Acceleration = MoveStyle.TargetVelocity * Time.deltaTime; float Acceleration = MoveStyle.TargetVelocity * Time.deltaTime;
if (Grounded) { if (Grounded || GroundNormal != Vector3.up) {
Acceleration *= MoveStyle.Acceleration; Acceleration *= MoveStyle.Acceleration;
} else { } else {
Acceleration *= MoveStyle.AirAcceleration; Acceleration *= MoveStyle.AirAcceleration;
@ -315,8 +327,7 @@ namespace NeonTea.Quakeball.Players {
Acceleration = Mathf.Min(Acceleration, MoveStyle.TargetVelocity - CurrentSpeed); Acceleration = Mathf.Min(Acceleration, MoveStyle.TargetVelocity - CurrentSpeed);
GroundVelocity += FixedHeading * Acceleration; GroundVelocity += FixedHeading * Acceleration;
CharacterController.Move(GroundVelocity * Time.deltaTime); CharacterController.Move((GravitationalVelocity + GroundVelocity) * Time.deltaTime);
CollisionFlags flags = CharacterController.Move(GravitationalVelocity * Time.deltaTime);
if (CharacterController.isGrounded) { if (CharacterController.isGrounded) {
GroundedTime = Time.time; GroundedTime = Time.time;
LatestGroundedY = transform.position.y; LatestGroundedY = transform.position.y;
@ -325,13 +336,14 @@ namespace NeonTea.Quakeball.Players {
// Hit a roof while jumping, reset falling velocity downwards (same as "static gravity" when grounded) // Hit a roof while jumping, reset falling velocity downwards (same as "static gravity" when grounded)
GravitationalVelocity.y = GroundCastLength; GravitationalVelocity.y = GroundCastLength;
} }
if (ShowMoveVector) { if (ShowMoveVector) {
Debug.DrawLine(transform.position + CharacterController.center, transform.position + CharacterController.center + GravitationalVelocity, Color.yellow, 1.0f); Debug.DrawLine(transform.position + CharacterController.center, transform.position + CharacterController.center + GravitationalVelocity, Color.yellow, 1.0f);
Debug.DrawLine(transform.position + CharacterController.center, transform.position + CharacterController.center + GroundVelocity, Color.green, 1.0f); Debug.DrawLine(transform.position + CharacterController.center, transform.position + CharacterController.center + GroundVelocity, Color.green, 1.0f);
} }
float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0; float TargetBobbiness = Grounded ? GroundVelocity.magnitude / MoveStyle.TargetVelocity : 0;
GunBobber.SetLayerWeight(1, Mathf.Lerp(GunBobber.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime)); GunAnimator.SetLayerWeight(1, Mathf.Lerp(GunAnimator.GetLayerWeight(1), TargetBobbiness, 10f * Time.deltaTime));
} }
} }
} }