Add ragdolling

This commit is contained in:
Jens Pitkänen 2020-08-10 18:41:07 +03:00
parent e15db6d06a
commit e516d15cb5
8 changed files with 2189 additions and 21 deletions

View File

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--- !u!4 &315509112 stripped --- !u!4 &315509112 stripped

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@ -1,4 +1,5 @@
using UnityEngine; using System.Collections.Generic;
using UnityEngine;
using NeonTea.Quakeball.Players; using NeonTea.Quakeball.Players;
using NeonTea.Quakeball.Util; using NeonTea.Quakeball.Util;
@ -15,6 +16,9 @@ namespace NeonTea.Quakeball.Animation {
public Player Player; public Player Player;
public Transform HeadCollider; public Transform HeadCollider;
public bool Ragdolling = false;
private bool _Ragdolling = false;
[Header("Gun holding")] [Header("Gun holding")]
public bool GunGluedToHand = true; public bool GunGluedToHand = true;
public Transform Gun; public Transform Gun;
@ -28,6 +32,22 @@ namespace NeonTea.Quakeball.Animation {
private float VisualYaw; private float VisualYaw;
private float VisualPitch; private float VisualPitch;
private List<Rigidbody> RagdollParts = new List<Rigidbody>();
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() { private void Awake() {
foreach (Animator animator in Soldiers) { foreach (Animator animator in Soldiers) {
animator.gameObject.SetActive(false); animator.gameObject.SetActive(false);
@ -41,6 +61,18 @@ namespace NeonTea.Quakeball.Animation {
if (GunGluedToHand) { if (GunGluedToHand) {
Gun.parent = Animator.transform; Gun.parent = Animator.transform;
} }
AddRigidbodyToRagdoll(Animator.transform);
StopRagdoll();
}
private void AddRigidbodyToRagdoll(Transform t) {
Rigidbody body = t.GetComponent<Rigidbody>();
if (body != null) {
RagdollParts.Add(body);
}
for (int i = 0; i < t.childCount; i++) {
AddRigidbodyToRagdoll(t.GetChild(i));
}
} }
private void Update() { private void Update() {
@ -48,6 +80,15 @@ namespace NeonTea.Quakeball.Animation {
float Forward = Vector3.Dot(Player.GroundVelocity, transform.forward) / Player.MoveStyle.TargetVelocity / 0.7f; float Forward = Vector3.Dot(Player.GroundVelocity, transform.forward) / Player.MoveStyle.TargetVelocity / 0.7f;
Animator.SetFloat("Forward", Mathf.Clamp(Forward, -1, 1)); Animator.SetFloat("Forward", Mathf.Clamp(Forward, -1, 1));
Animator.SetFloat("Right", Mathf.Clamp(Right, -1, 1)); Animator.SetFloat("Right", Mathf.Clamp(Right, -1, 1));
if (Ragdolling != _Ragdolling) {
if (Ragdolling) {
StartRagdoll();
} else {
StopRagdoll();
}
_Ragdolling = Ragdolling;
}
} }
private void LateUpdate() { private void LateUpdate() {

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@ -5,6 +5,7 @@ using NeonTea.Quakeball.Networking;
using NeonTea.Quakeball.Networking.Instances; 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;
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>
@ -20,6 +21,8 @@ namespace NeonTea.Quakeball.Players {
public Transform Gun; public Transform Gun;
public Animator GunBobber; public Animator GunBobber;
public SoldierProceduralAnimator SoldierProceduralAnimator;
[Tooltip("GameObjects that are disabled on death and re-enabled on respawn.")] [Tooltip("GameObjects that are disabled on death and re-enabled on respawn.")]
public GameObject[] DisabledOnDeath; public GameObject[] DisabledOnDeath;
@ -100,11 +103,12 @@ namespace NeonTea.Quakeball.Players {
/// <summary>Updates this Player with the given packet.</summary> /// <summary>Updates this Player with the given packet.</summary>
public void ProcessUpdatePacket(PlayerUpdatePckt packet) { public void ProcessUpdatePacket(PlayerUpdatePckt packet) {
Pitch = packet.Pitch; if (!IsDead) {
Yaw = packet.Yaw; Pitch = packet.Pitch;
MoveDirection = packet.MoveDirection; Yaw = packet.Yaw;
CurrentMoveStyle = packet.MoveStyle; MoveDirection = packet.MoveDirection;
packet = null; CurrentMoveStyle = packet.MoveStyle;
}
} }
/// <summary>Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server.</summary> /// <summary>Creates a PlayerSyncPacket representing this Player's position and velocity, for sending to the server.</summary>
@ -187,6 +191,7 @@ namespace NeonTea.Quakeball.Players {
} }
public void Hit(ulong sourceUid) { public void Hit(ulong sourceUid) {
Terminal.Singleton.Println($"{NetId} hit sourceIid: {sourceUid}");
if (Net.Singleton.Instance is Server) { if (Net.Singleton.Instance is Server) {
((Server)Net.Singleton.Instance).HandlePlayerDeath(NetId, sourceUid); ((Server)Net.Singleton.Instance).HandlePlayerDeath(NetId, sourceUid);
} }
@ -203,6 +208,7 @@ namespace NeonTea.Quakeball.Players {
/// <summary>Called when this Player is dead</summary> /// <summary>Called when this Player is dead</summary>
public void Dead(ulong killer) { public void Dead(ulong killer) {
Terminal.Singleton.Println($"{killer} killed me: {NetId}, deadness currently: {IsDead}");
if (IsDead) { if (IsDead) {
return; return;
} }
@ -211,6 +217,7 @@ namespace NeonTea.Quakeball.Players {
GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().StartCountdown(name); GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().StartCountdown(name);
Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput += 1; Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput += 1;
} }
SoldierProceduralAnimator.StartRagdoll();
TimeofDeath = Time.time; TimeofDeath = Time.time;
MoveDirection = Vector3.zero; MoveDirection = Vector3.zero;
foreach (GameObject obj in DisabledOnDeath) { foreach (GameObject obj in DisabledOnDeath) {
@ -221,11 +228,13 @@ namespace NeonTea.Quakeball.Players {
/// <summary>Called when this Player is respawned, after dying.</summary> /// <summary>Called when this Player is respawned, after dying.</summary>
public void Respawn(Vector3 location) { 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) { if (Net.Singleton.Instance != null && Net.Singleton.Instance.LocalPlayer.Id == NetId && IsDead) {
GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().Open = false; GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().Open = false;
Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput -= 1; Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput -= 1;
} }
transform.position = location; transform.position = location;
SoldierProceduralAnimator.StopRagdoll();
foreach (GameObject obj in DisabledOnDeath) { foreach (GameObject obj in DisabledOnDeath) {
obj.SetActive(true); obj.SetActive(true);
} }

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@ -14,12 +14,12 @@ PhysicsManager:
m_DefaultSolverVelocityIterations: 1 m_DefaultSolverVelocityIterations: 1
m_QueriesHitBackfaces: 0 m_QueriesHitBackfaces: 0
m_QueriesHitTriggers: 1 m_QueriesHitTriggers: 1
m_EnableAdaptiveForce: 0 m_EnableAdaptiveForce: 1
m_ClothInterCollisionDistance: 0 m_ClothInterCollisionDistance: 0
m_ClothInterCollisionStiffness: 0 m_ClothInterCollisionStiffness: 0
m_ContactsGeneration: 1 m_ContactsGeneration: 1
m_LayerCollisionMatrix: ffecffffffecffffffecffffffffffffffecffffffecffffffffffffffffffffc8d1ffffc8eaffffffecffffffeeffffc8e1fffffffeffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_LayerCollisionMatrix: ff6cffffff6cffffff6cffffffffffffff6cffffff6cffffffffffffffffffffc8d1ffffc86affffff6cffffff6effffc861ffffff7effffff7fffffc881ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_AutoSimulation: 0 m_AutoSimulation: 1
m_AutoSyncTransforms: 0 m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 1 m_ReuseCollisionCallbacks: 1
m_ClothInterCollisionSettingsToggle: 0 m_ClothInterCollisionSettingsToggle: 0

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@ -26,7 +26,7 @@ TagManager:
- BloodLayer - BloodLayer
- Wallbang - Wallbang
- PlayerCharacterController - PlayerCharacterController
- - Ragdoll
- -
- -
- -

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@ -3,7 +3,7 @@
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