Commit 10e58362 by alsunj

Merge branch 'feat/fix-shader' into 'main'

Added movement and rotation

See merge request alsunj/loputoo_entities!2
parents 01fa38ef c1e96f4f
Showing with 2569 additions and 225 deletions
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using Unity.Entities;
using UnityEngine;
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using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;
public class CameraFollowAuthoring : MonoBehaviour
{
public float3 Offset = new float3(0, 2, -8);
public class Baker : Baker<CameraFollowAuthoring>
{
public override void Bake(CameraFollowAuthoring authoring)
{
Entity entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new CameraFollow
{
Offset = authoring.Offset
});
}
}
}
public struct CameraFollow : IComponentData
{
public Entity PlayerEntity;
public float3 Offset;
}
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using Unity.Entities;
using Unity.Physics;
using UnityEngine;
public class EntitiesReferencesAuthoring : MonoBehaviour
{
public GameObject playerPrefabGameObject;
public class Baker : Baker<EntitiesReferencesAuthoring>
{
public override void Bake(EntitiesReferencesAuthoring authoring)
{
Entity entity = GetEntity(TransformUsageFlags.Dynamic);
Entity playerPrefabEntity = GetEntity(authoring.playerPrefabGameObject, TransformUsageFlags.Dynamic);
AddComponent(entity, new EntititesReferences
{
playerPrefabEntity = playerPrefabEntity,
});
AddComponent<PhysicsVelocity>(entity);
AddComponent<PhysicsMass>(entity, PhysicsMass.CreateDynamic(MassProperties.UnitSphere, 1f));
AddComponent<PhysicsDamping>(entity, new PhysicsDamping { Linear = 0.01f, Angular = 0.05f });
}
}
}
public struct EntititesReferences : IComponentData
{
public Entity playerPrefabEntity;
}
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......@@ -27,7 +27,16 @@
"name": "Attack",
"type": "Button",
"id": "6c2ab1b8-8984-453a-af3d-a3c78ae1679a",
"expectedControlType": "Button",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Defence",
"type": "Button",
"id": "3c02f95e-5e66-48c8-add8-fc1918367d57",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
......@@ -36,7 +45,7 @@
"name": "Interact",
"type": "Button",
"id": "852140f2-7766-474d-8707-702459ba45f3",
"expectedControlType": "Button",
"expectedControlType": "",
"processors": "",
"interactions": "Hold",
"initialStateCheck": false
......@@ -45,7 +54,7 @@
"name": "Crouch",
"type": "Button",
"id": "27c5f898-bc57-4ee1-8800-db469aca5fe3",
"expectedControlType": "Button",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
......@@ -54,25 +63,7 @@
"name": "Jump",
"type": "Button",
"id": "f1ba0d36-48eb-4cd5-b651-1c94a6531f70",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Previous",
"type": "Button",
"id": "2776c80d-3c14-4091-8c56-d04ced07a2b0",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Next",
"type": "Button",
"id": "b7230bb6-fc9b-4f52-8b25-f5e19cb2c2ba",
"expectedControlType": "Button",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
......@@ -81,7 +72,7 @@
"name": "Sprint",
"type": "Button",
"id": "641cd816-40e6-41b4-8c3d-04687c349290",
"expectedControlType": "Button",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
......@@ -256,7 +247,7 @@
{
"name": "",
"id": "143bb1cd-cc10-4eca-a2f0-a3664166fe91",
"path": "<Gamepad>/buttonWest",
"path": "<Gamepad>/leftTrigger",
"interactions": "",
"processors": "",
"groups": ";Gamepad",
......@@ -321,23 +312,34 @@
},
{
"name": "",
"id": "cbac6039-9c09-46a1-b5f2-4e5124ccb5ed",
"path": "<Keyboard>/2",
"id": "db18eb48-27c1-483d-a77e-0e3af501c779",
"path": "<Gamepad>/buttonEast",
"interactions": "",
"processors": "",
"groups": "Keyboard&Mouse",
"action": "Next",
"groups": ";Gamepad",
"action": "Defence",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "e15ca19d-e649-4852-97d5-7fe8ccc44e94",
"path": "<Gamepad>/dpad/right",
"id": "3209cfc4-56fb-433a-810b-9ccd7b93193a",
"path": "<Gamepad>/rightTrigger",
"interactions": "",
"processors": "",
"groups": "Gamepad",
"action": "Next",
"groups": ";Keyboard&Mouse",
"action": "Defence",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "a9e0ea63-35f9-4bc2-85e2-5f080975359d",
"path": "<Mouse>/rightButton",
"interactions": "",
"processors": "",
"groups": ";Keyboard&Mouse",
"action": "Defence",
"isComposite": false,
"isPartOfComposite": false
},
......@@ -409,28 +411,6 @@
},
{
"name": "",
"id": "1534dc16-a6aa-499d-9c3a-22b47347b52a",
"path": "<Keyboard>/1",
"interactions": "",
"processors": "",
"groups": "Keyboard&Mouse",
"action": "Previous",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "25060bbd-a3a6-476e-8fba-45ae484aad05",
"path": "<Gamepad>/dpad/left",
"interactions": "",
"processors": "",
"groups": "Gamepad",
"action": "Previous",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "1c04ea5f-b012-41d1-a6f7-02e963b52893",
"path": "<Keyboard>/e",
"interactions": "",
......
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generateWrapperCode: 1
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using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using UnityEngine;
public class NetcodePlayerInputAuthoring : MonoBehaviour
{
public float sprintRemaining = 5f;
public float sprintDuration = 5f;
public float sprintSpeed = 12f;
public float walkSpeed = 9f;
public float sprintCooldownReset = 2f;
public float sprintFOV = 90f;
public float walkFOV = 60f;
public float sprintFOVStepTime = 0.1f;
public class Baker : Baker<NetcodePlayerInputAuthoring>
{
public override void Bake(NetcodePlayerInputAuthoring authoring)
{
Entity entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new NetcodePlayerInput());
AddComponent(entity, new PlayerSprintData
{
isSprinting = false,
isSprintCooldown = false,
sprintRemaining = authoring.sprintRemaining,
sprintDuration = authoring.sprintDuration,
sprintSpeed = authoring.sprintSpeed,
walkSpeed = authoring.walkSpeed,
sprintCooldown = 0f,
sprintCooldownReset = authoring.sprintCooldownReset,
sprintFOV = authoring.sprintFOV,
walkFOV = authoring.walkFOV,
sprintFOVStepTime = authoring.sprintFOVStepTime
});
AddComponent(entity, new PlayerAttackData());
AddComponent(entity, new PlayerDefenceData());
}
}
}
public struct NetcodePlayerInput : IInputComponentData
{
public float2 inputVector;
}
public struct PlayerSprintData : IComponentData
{
public bool isSprinting;
public bool isSprintCooldown;
public float sprintRemaining;
public float sprintDuration;
public float sprintSpeed;
public float walkSpeed;
public float sprintCooldown;
public float sprintCooldownReset;
public float sprintFOV;
public float walkFOV;
public float sprintFOVStepTime;
}
public struct PlayerAttackData : IComponentData
{
public float attackCooldownTimer;
}
public struct PlayerDefenceData : IComponentData
{
public float defenceCooldownTimer;
}
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using System;
using UnityEngine;
public interface IInputHandler
{
event Action<Vector2> MoveEvent;
event Action<Vector2> LookEvent;
event Action InteractEvent;
event Action JumpEvent;
event Action AttackEvent;
event Action<bool> SprintEvent;
event Action<bool> CrouchEvent;
event Action<bool> DefenceEvent;
void SimulateMove(Vector2 movement);
void SimulateInteract();
void SimulateSprint(bool isSprinting);
}
\ No newline at end of file
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public interface ISwitchPlayerMap
{
public void TurnOffPlayerControls();
public void TurnOnPlayerControls();
}
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using System;
using UnityEngine;
using UnityEngine.InputSystem;
[CreateAssetMenu(fileName = "InputReader", menuName = "Scriptable Objects/InputReader")]
public class InputReader : ScriptableObject, InputSystem_Actions.IPlayerActions, IInputHandler, ISwitchPlayerMap
{
private InputSystem_Actions inputActions;
public event Action<Vector2> MoveEvent;
public event Action<Vector2> LookEvent;
public event Action InteractEvent;
public event Action JumpEvent;
public event Action AttackEvent;
public event Action<bool> SprintEvent;
public event Action<bool> CrouchEvent;
public event Action<bool> DefenceEvent;
public void InitializeInput()
{
if (inputActions == null)
{
inputActions = new InputSystem_Actions();
inputActions.Player.SetCallbacks(this);
}
inputActions.Enable();
}
private void OnDisable()
{
if (inputActions != null)
{
inputActions.Disable();
inputActions.Player.RemoveCallbacks(this);
inputActions.Dispose();
}
}
public void OnMove(InputAction.CallbackContext context)
{
if (context.performed)
{
MoveEvent?.Invoke(context.ReadValue<Vector2>());
}
else
{
MoveEvent?.Invoke(Vector2.zero);
}
}
public void OnLook(InputAction.CallbackContext context)
{
if (context.performed)
{
LookEvent?.Invoke(context.ReadValue<Vector2>());
}
else
{
LookEvent?.Invoke(new Vector2(0, 0));
}
}
public void OnAttack(InputAction.CallbackContext context)
{
if (context.performed)
{
AttackEvent?.Invoke();
}
}
public void OnDefence(InputAction.CallbackContext context)
{
if (context.performed)
{
DefenceEvent?.Invoke(true);
}
else if (context.canceled)
{
DefenceEvent?.Invoke(false);
}
}
public void OnInteract(InputAction.CallbackContext context)
{
if (context.performed)
{
InteractEvent?.Invoke();
}
}
public void OnCrouch(InputAction.CallbackContext context)
{
if (context.performed)
{
CrouchEvent?.Invoke(true);
}
else
{
CrouchEvent?.Invoke(false);
}
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed)
{
JumpEvent?.Invoke();
}
}
public void OnSprint(InputAction.CallbackContext context)
{
if (context.performed)
{
SprintEvent?.Invoke(true);
}
else
{
SprintEvent?.Invoke(false);
}
}
public void SimulateMove(Vector2 movement)
{
throw new NotImplementedException();
}
public void SimulateInteract()
{
throw new NotImplementedException();
}
public void SimulateSprint(bool isSprinting)
{
throw new NotImplementedException();
}
public void TurnOffPlayerControls()
{
inputActions.Player.Disable();
}
public void TurnOnPlayerControls()
{
inputActions.Player.Enable();
}
}
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using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
using UnityEngine;
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
......@@ -9,16 +11,20 @@ partial struct GoInGameServerSystem : ISystem
[BurstCompile]
public void OnCreate(ref SystemState state)
{
EntityQueryBuilder entityQueryBuilder = new EntityQueryBuilder(Unity.Collections.Allocator.Temp)
.WithAll<GoInGameRequestRpc>().WithAll<ReceiveRpcCommandRequest>();
state.RequireForUpdate(state.GetEntityQuery(entityQueryBuilder));
entityQueryBuilder.Dispose();
state.RequireForUpdate<EntititesReferences>();
state.RequireForUpdate<NetworkId>();
// EntityQueryBuilder entityQueryBuilder = new EntityQueryBuilder(Unity.Collections.Allocator.Temp)
// .WithAll<GoInGameRequestRpc>().WithAll<ReceiveRpcCommandRequest>();
// state.RequireForUpdate(state.GetEntityQuery(entityQueryBuilder));
// entityQueryBuilder.Dispose();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
EntityCommandBuffer entityCommandBuffer = new EntityCommandBuffer(Unity.Collections.Allocator.Temp);
EntititesReferences entititesReferences = SystemAPI.GetSingleton<EntititesReferences>();
foreach ((
RefRO<ReceiveRpcCommandRequest> receiveRpcCommandRequest,
Entity entity) in
......@@ -28,7 +34,27 @@ partial struct GoInGameServerSystem : ISystem
entityCommandBuffer.AddComponent<NetworkStreamInGame>(receiveRpcCommandRequest.ValueRO.SourceConnection);
Debug.Log("Client Connected to Server");
entityCommandBuffer.DestroyEntity(entity);
// Instantiate player entity and place randomly on the x axis -+10
Entity playerEntity = entityCommandBuffer.Instantiate(entititesReferences.playerPrefabEntity);
entityCommandBuffer.SetComponent(playerEntity, LocalTransform.FromPosition(new float3(
UnityEngine.Random.Range(-10, +10), 0, 0)));
// Add GhostOwner component to connecting player that sent the connection rpc
NetworkId networkId = SystemAPI.GetComponent<NetworkId>(receiveRpcCommandRequest.ValueRO.SourceConnection);
entityCommandBuffer.AddComponent(playerEntity, new GhostOwner
{
NetworkId = networkId.Value
});
// This destroys the player entity if the that client has disconnected
entityCommandBuffer.AppendToBuffer(receiveRpcCommandRequest.ValueRO.SourceConnection, new LinkedEntityGroup
{
Value = playerEntity
});
}
entityCommandBuffer.Playback(state.EntityManager);
}
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using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using UnityEngine;
[UpdateInGroup(typeof(GhostInputSystemGroup))]
public partial class NetcodePlayerInputSystem : SystemBase
{
private InputSystem_Actions _inputActions;
protected override void OnCreate()
{
_inputActions = new InputSystem_Actions();
_inputActions.Enable();
RequireForUpdate<NetworkStreamInGame>();
RequireForUpdate<NetcodePlayerInput>();
}
protected override void OnUpdate()
{
foreach (RefRW<NetcodePlayerInput> netcodePlayerInput in SystemAPI.Query<RefRW<NetcodePlayerInput>>()
.WithAll<GhostOwnerIsLocal>())
{
netcodePlayerInput.ValueRW.inputVector = _inputActions.Player.Move.ReadValue<Vector2>();
}
}
protected override void OnDestroy()
{
base.OnDestroy();
_inputActions.Disable();
}
}
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using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Physics;
using Unity.Transforms;
using UnityEngine;
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
partial struct NetcodePlayerMovementSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float deltaTime = SystemAPI.Time.DeltaTime;
foreach ((RefRO<NetcodePlayerInput> netcodePlayerInput, RefRW<PhysicsVelocity> physicsVelocity,
RefRW<LocalTransform> localTransform, RefRW<PlayerSprintData> sprintData)
in SystemAPI
.Query<RefRO<NetcodePlayerInput>, RefRW<PhysicsVelocity>, RefRW<LocalTransform>,
RefRW<PlayerSprintData>>()
.WithAll<Simulate>())
{
Debug.Log("Updating player movement and camera follow");
float3 moveVector = new float3(netcodePlayerInput.ValueRO.inputVector.x, 0,
netcodePlayerInput.ValueRO.inputVector.y);
float moveSpeed = sprintData.ValueRO.isSprinting
? sprintData.ValueRO.sprintSpeed
: sprintData.ValueRO.walkSpeed;
// Update sprinting logic
if (sprintData.ValueRO.isSprinting && !sprintData.ValueRO.isSprintCooldown)
{
sprintData.ValueRW.sprintRemaining -= deltaTime;
if (sprintData.ValueRW.sprintRemaining <= 0)
{
sprintData.ValueRW.isSprinting = false;
sprintData.ValueRW.isSprintCooldown = true;
}
}
else
{
sprintData.ValueRW.sprintRemaining = math.clamp(sprintData.ValueRW.sprintRemaining + deltaTime, 0,
sprintData.ValueRO.sprintDuration);
}
if (sprintData.ValueRO.isSprintCooldown)
{
sprintData.ValueRW.sprintCooldown -= deltaTime;
if (sprintData.ValueRW.sprintCooldown <= 0)
{
sprintData.ValueRW.isSprintCooldown = false;
sprintData.ValueRW.sprintCooldown = sprintData.ValueRO.sprintCooldownReset;
}
}
// Apply instant movement
physicsVelocity.ValueRW.Linear = moveVector * moveSpeed;
// Optionally, update the rotation to face the movement direction
if (!math.all(moveVector == float3.zero))
{
quaternion targetRotation = quaternion.LookRotationSafe(moveVector, math.up());
localTransform.ValueRW.Rotation = math.slerp(localTransform.ValueRO.Rotation, targetRotation, 0.1f);
}
}
}
}
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"com.unity.mathematics": "1.3.2",
"com.unity.modules.imgui": "1.0.0",
"com.unity.test-framework": "1.4.5",
......
......@@ -9,5 +9,5 @@ EditorBuildSettings:
path: Assets/_Game/Scenes/GameScene.unity
guid: 99c9720ab356a0642a771bea13969a05
m_configObjects:
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 14b037eabac02c946b6a54f5e7289a64, type: 3}
m_UseUCBPForAssetBundles: 0
......@@ -551,6 +551,9 @@ PlayerSettings:
- serializedVersion: 3
m_BuildTarget: Android
m_Formats: 03000000
- serializedVersion: 3
m_BuildTarget: WebGL
m_Formats: 05000000
playModeTestRunnerEnabled: 0
runPlayModeTestAsEditModeTest: 0
actionOnDotNetUnhandledException: 1
......
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