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100100000, guid: 4b9b55215c46317428803b7adeda89c3, type: 3} --- !u!4 &315509112 stripped diff --git a/Assets/Scripts/Animation/SoldierProceduralAnimator.cs b/Assets/Scripts/Animation/SoldierProceduralAnimator.cs index 52c039e..e05463c 100644 --- a/Assets/Scripts/Animation/SoldierProceduralAnimator.cs +++ b/Assets/Scripts/Animation/SoldierProceduralAnimator.cs @@ -1,4 +1,5 @@ -using UnityEngine; +using System.Collections.Generic; +using UnityEngine; using NeonTea.Quakeball.Players; using NeonTea.Quakeball.Util; @@ -15,6 +16,9 @@ namespace NeonTea.Quakeball.Animation { public Player Player; public Transform HeadCollider; + public bool Ragdolling = false; + private bool _Ragdolling = false; + [Header("Gun holding")] public bool GunGluedToHand = true; public Transform Gun; @@ -28,6 +32,22 @@ namespace NeonTea.Quakeball.Animation { private float VisualYaw; private float VisualPitch; + private List RagdollParts = new List(); + + public void StartRagdoll() { + Animator.enabled = false; + foreach (Rigidbody body in RagdollParts) { + body.isKinematic = false; + } + } + + public void StopRagdoll() { + foreach (Rigidbody body in RagdollParts) { + body.isKinematic = true; + } + Animator.enabled = true; + } + private void Awake() { foreach (Animator animator in Soldiers) { animator.gameObject.SetActive(false); @@ -41,6 +61,18 @@ namespace NeonTea.Quakeball.Animation { if (GunGluedToHand) { Gun.parent = Animator.transform; } + AddRigidbodyToRagdoll(Animator.transform); + StopRagdoll(); + } + + private void AddRigidbodyToRagdoll(Transform t) { + Rigidbody body = t.GetComponent(); + if (body != null) { + RagdollParts.Add(body); + } + for (int i = 0; i < t.childCount; i++) { + AddRigidbodyToRagdoll(t.GetChild(i)); + } } private void Update() { @@ -48,6 +80,15 @@ namespace NeonTea.Quakeball.Animation { float Forward = Vector3.Dot(Player.GroundVelocity, transform.forward) / Player.MoveStyle.TargetVelocity / 0.7f; Animator.SetFloat("Forward", Mathf.Clamp(Forward, -1, 1)); Animator.SetFloat("Right", Mathf.Clamp(Right, -1, 1)); + + if (Ragdolling != _Ragdolling) { + if (Ragdolling) { + StartRagdoll(); + } else { + StopRagdoll(); + } + _Ragdolling = Ragdolling; + } } private void LateUpdate() { diff --git a/Assets/Scripts/Players/Player.cs b/Assets/Scripts/Players/Player.cs index f106fec..37e95a7 100644 --- a/Assets/Scripts/Players/Player.cs +++ b/Assets/Scripts/Players/Player.cs @@ -5,6 +5,7 @@ using NeonTea.Quakeball.Networking; using NeonTea.Quakeball.Networking.Instances; using NeonTea.Quakeball.Combat; using NeonTea.Quakeball.Interface; +using NeonTea.Quakeball.Animation; namespace NeonTea.Quakeball.Players { /// The central glue class for players (both local and remote). @@ -20,6 +21,8 @@ namespace NeonTea.Quakeball.Players { public Transform Gun; public Animator GunBobber; + public SoldierProceduralAnimator SoldierProceduralAnimator; + [Tooltip("GameObjects that are disabled on death and re-enabled on respawn.")] public GameObject[] DisabledOnDeath; @@ -100,11 +103,12 @@ namespace NeonTea.Quakeball.Players { /// Updates this Player with the given packet. public void ProcessUpdatePacket(PlayerUpdatePckt packet) { - Pitch = packet.Pitch; - Yaw = packet.Yaw; - MoveDirection = packet.MoveDirection; - CurrentMoveStyle = packet.MoveStyle; - packet = null; + if (!IsDead) { + Pitch = packet.Pitch; + Yaw = packet.Yaw; + MoveDirection = packet.MoveDirection; + CurrentMoveStyle = packet.MoveStyle; + } } /// Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server. @@ -187,6 +191,7 @@ namespace NeonTea.Quakeball.Players { } public void Hit(ulong sourceUid) { + Terminal.Singleton.Println($"{NetId} hit sourceIid: {sourceUid}"); if (Net.Singleton.Instance is Server) { ((Server)Net.Singleton.Instance).HandlePlayerDeath(NetId, sourceUid); } @@ -203,6 +208,7 @@ namespace NeonTea.Quakeball.Players { /// Called when this Player is dead public void Dead(ulong killer) { + Terminal.Singleton.Println($"{killer} killed me: {NetId}, deadness currently: {IsDead}"); if (IsDead) { return; } @@ -211,6 +217,7 @@ namespace NeonTea.Quakeball.Players { GameObject.FindGameObjectWithTag("DeadScreen").GetComponent().StartCountdown(name); Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent().DisableInput += 1; } + SoldierProceduralAnimator.StartRagdoll(); TimeofDeath = Time.time; MoveDirection = Vector3.zero; foreach (GameObject obj in DisabledOnDeath) { @@ -221,11 +228,13 @@ namespace NeonTea.Quakeball.Players { /// Called when this Player is respawned, after dying. public void Respawn(Vector3 location) { + Terminal.Singleton.Println($"Respawned (I am {NetId}), deadness before proper resurrection: {IsDead}"); if (Net.Singleton.Instance != null && Net.Singleton.Instance.LocalPlayer.Id == NetId && IsDead) { GameObject.FindGameObjectWithTag("DeadScreen").GetComponent().Open = false; Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent().DisableInput -= 1; } transform.position = location; + SoldierProceduralAnimator.StopRagdoll(); foreach (GameObject obj in DisabledOnDeath) { obj.SetActive(true); } diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset index 53ce5aa..8664b39 100644 --- a/ProjectSettings/DynamicsManager.asset +++ b/ProjectSettings/DynamicsManager.asset @@ -14,12 +14,12 @@ PhysicsManager: m_DefaultSolverVelocityIterations: 1 m_QueriesHitBackfaces: 0 m_QueriesHitTriggers: 1 - m_EnableAdaptiveForce: 0 + m_EnableAdaptiveForce: 1 m_ClothInterCollisionDistance: 0 m_ClothInterCollisionStiffness: 0 m_ContactsGeneration: 1 - m_LayerCollisionMatrix: ffecffffffecffffffecffffffffffffffecffffffecffffffffffffffffffffc8d1ffffc8eaffffffecffffffeeffffc8e1fffffffeffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff - m_AutoSimulation: 0 + m_LayerCollisionMatrix: ff6cffffff6cffffff6cffffffffffffff6cffffff6cffffffffffffffffffffc8d1ffffc86affffff6cffffff6effffc861ffffff7effffff7fffffc881ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_AutoSimulation: 1 m_AutoSyncTransforms: 0 m_ReuseCollisionCallbacks: 1 m_ClothInterCollisionSettingsToggle: 0 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 64b9774..63719fc 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -26,7 +26,7 @@ TagManager: - BloodLayer - Wallbang - PlayerCharacterController - - + - Ragdoll - - - diff --git a/ProjectSettings/TimeManager.asset b/ProjectSettings/TimeManager.asset index 5de188c..2a69431 100644 --- a/ProjectSettings/TimeManager.asset +++ b/ProjectSettings/TimeManager.asset @@ -3,7 +3,7 @@ --- !u!5 &1 TimeManager: m_ObjectHideFlags: 0 - Fixed Timestep: 0.0333333 + Fixed Timestep: 0.016 Maximum Allowed Timestep: 0.33333334 m_TimeScale: 1 Maximum Particle Timestep: 0.0333333