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AOEAction.cs
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AOEAction.cs
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using System;
using Unity.BossRoom.Gameplay.GameplayObjects;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using UnityEngine;
namespace Unity.BossRoom.Gameplay.Actions
{
/// <summary>
/// Area-of-effect attack Action. The attack is centered on a point provided by the client.
/// </summary>
[CreateAssetMenu(menuName = "BossRoom/Actions/AOE Action")]
public class AOEAction : Action
{
/// <summary>
/// Cheat prevention: to ensure that players don't perform AoEs outside of their attack range,
/// we ensure that the target is less than Range meters away from the player, plus this "fudge
/// factor" to accomodate miscellaneous minor movement.
/// </summary>
const float k_MaxDistanceDivergence = 1;
bool m_DidAoE;
public override bool OnStart(ServerCharacter serverCharacter)
{
float distanceAway = Vector3.Distance(serverCharacter.physicsWrapper.Transform.position, Data.Position);
if (distanceAway > Config.Range + k_MaxDistanceDivergence)
{
// Due to latency, it's possible for the client side click check to be out of date with the server driven position. Doing a final check server side to make sure.
return ActionConclusion.Stop;
}
// broadcasting to all players including myself.
// We don't know our actual targets for this attack until it triggers, so the client can't use the TargetIds list (and we clear it out for clarity).
// This means we are responsible for triggering reaction-anims ourselves, which we do in PerformAoe()
Data.TargetIds = new ulong[0];
serverCharacter.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim);
serverCharacter.clientCharacter.RecvDoActionClientRPC(Data);
return ActionConclusion.Continue;
}
public override void Reset()
{
base.Reset();
m_DidAoE = false;
}
public override bool OnUpdate(ServerCharacter clientCharacter)
{
if (TimeRunning >= Config.ExecTimeSeconds && !m_DidAoE)
{
// actually perform the AoE attack
m_DidAoE = true;
PerformAoE(clientCharacter);
}
return ActionConclusion.Continue;
}
private void PerformAoE(ServerCharacter parent)
{
// Note: could have a non alloc version of this overlap sphere where we statically store our collider array, but since this is a self
// destroyed object, the complexity added to have a static pool of colliders that could be called by multiplayer players at the same time
// doesn't seem worth it for now.
var colliders = Physics.OverlapSphere(m_Data.Position, Config.Radius, LayerMask.GetMask("NPCs"));
for (var i = 0; i < colliders.Length; i++)
{
var enemy = colliders[i].GetComponent<IDamageable>();
if (enemy != null)
{
// actually deal the damage
enemy.ReceiveHP(parent, -Config.Amount);
}
}
}
public override bool OnStartClient(ClientCharacter clientCharacter)
{
base.OnStartClient(clientCharacter);
GameObject.Instantiate(Config.Spawns[0], Data.Position, Quaternion.identity);
return ActionConclusion.Stop;
}
public override bool OnUpdateClient(ClientCharacter clientCharacter)
{
throw new Exception("This should not execute");
}
}
}