Commit 4bd89bc6 by alsunj

Rouge target player and spawn an arrow

parent d388b265
Showing with 1598 additions and 37 deletions
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m_Name: Physics Category Names
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m_CategoryNames:
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using Unity.Entities;
using UnityEngine;
public class HitPointsAuthoring : MonoBehaviour
{
public int MaxHitPoints;
// public Vector3 HealthBarOffset;
public class HitPointsBaker : Baker<HitPointsAuthoring>
{
public override void Bake(HitPointsAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new CurrentHitPoints { Value = authoring.MaxHitPoints });
AddComponent(entity, new MaxHitPoints { Value = authoring.MaxHitPoints });
AddBuffer<DamageBufferElement>(entity);
AddBuffer<DamageThisTick>(entity);
//AddComponent(entity, new HealthBarOffset { Value = authoring.HealthBarOffset });
}
}
}
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using Unity.Entities;
using UnityEngine;
public class AbilityMoveSpeedAuthoring : MonoBehaviour
{
public float AbilityMoveSpeed;
public class AbilityMoveSpeedBaker : Baker<AbilityMoveSpeedAuthoring>
{
public override void Bake(AbilityMoveSpeedAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new AbilityMoveSpeed { Value = authoring.AbilityMoveSpeed });
}
}
}
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guid: 1f03a841418196747bbd25842c79de4f
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using Unity.Entities;
using UnityEngine;
public class DamageOnTriggerAuthoring : MonoBehaviour
{
public int DamageOnTrigger;
public class DamageOnTriggerBaker : Baker<DamageOnTriggerAuthoring>
{
public override void Bake(DamageOnTriggerAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new DamageOnTrigger { Value = authoring.DamageOnTrigger });
AddBuffer<AlreadyDamagedEntity>(entity);
}
}
}
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fileFormatVersion: 2
guid: 2de495c310a322143be08aa7819a1a33
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using Unity.Entities;
using UnityEngine;
public class DestroyOnTimerAuthoring : MonoBehaviour
{
public float DestroyOnTimer;
public class DestroyOnTimerBaker : Baker<DestroyOnTimerAuthoring>
{
public override void Bake(DestroyOnTimerAuthoring authoring)
{
Entity entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new DestroyOnTimer() { Value = authoring.DestroyOnTimer });
}
}
}
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......@@ -24,4 +24,57 @@ public struct NpcAttackCooldown : ICommandData
{
public NetworkTick Tick { get; set; }
public NetworkTick Value;
}
public struct DestroyOnTimer : IComponentData
{
public float Value;
}
public struct DestroyAtTick : IComponentData
{
[GhostField] public NetworkTick Value;
}
public struct DestroyEntityTag : IComponentData
{
}
public struct AbilityMoveSpeed : IComponentData
{
public float Value;
}
public struct DamageOnTrigger : IComponentData
{
public int Value;
}
public struct AlreadyDamagedEntity : IBufferElementData
{
public Entity Value;
}
[GhostComponent(PrefabType = GhostPrefabType.AllPredicted)]
public struct DamageBufferElement : IBufferElementData
{
public int Value;
}
[GhostComponent(PrefabType = GhostPrefabType.AllPredicted, OwnerSendType = SendToOwnerType.SendToNonOwner)]
public struct DamageThisTick : ICommandData
{
public NetworkTick Tick { get; set; }
public int Value;
}
public struct MaxHitPoints : IComponentData
{
public int Value;
}
public struct CurrentHitPoints : IComponentData
{
[GhostField] public int Value;
}
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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
public partial struct NpcAttackSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate<BeginSimulationEntityCommandBufferSystem.Singleton>();
}
public void OnUpdate(ref SystemState state)
{
var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
var networkTime = SystemAPI.GetSingleton<NetworkTime>();
state.Dependency = new NpcAttackJob
{
CurrentTick = networkTime.ServerTick,
TransformLookup = SystemAPI.GetComponentLookup<LocalTransform>(true),
ECB = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged).AsParallelWriter()
}.ScheduleParallel(state.Dependency);
}
}
[BurstCompile]
[WithAll(typeof(Simulate))]
public partial struct NpcAttackJob : IJobEntity
{
[ReadOnly] public NetworkTick CurrentTick;
[ReadOnly] public ComponentLookup<LocalTransform> TransformLookup;
public EntityCommandBuffer.ParallelWriter ECB;
[BurstCompile]
private void Execute(ref DynamicBuffer<NpcAttackCooldown> attackCooldown, in NpcAttackProperties attackProperties,
in NpcTargetEntity targetEntity, Entity npcEntity, TeamTypes team, [ChunkIndexInQuery] int sortKey)
{
if (!TransformLookup.HasComponent(targetEntity.Value)) return;
if (!attackCooldown.GetDataAtTick(CurrentTick, out var cooldownExpirationTick))
{
cooldownExpirationTick.Value = NetworkTick.Invalid;
}
var canAttack = !cooldownExpirationTick.Value.IsValid ||
CurrentTick.IsNewerThan(cooldownExpirationTick.Value);
if (!canAttack) return;
var spawnPosition = TransformLookup[npcEntity].Position + attackProperties.FirePointOffset;
var targetPosition = TransformLookup[targetEntity.Value].Position;
var targetEntityl = targetEntity.Value;
var newAttack = ECB.Instantiate(sortKey, attackProperties.AttackPrefab);
var newAttackTransform = LocalTransform.FromPositionRotation(spawnPosition,
quaternion.LookRotationSafe(targetPosition - spawnPosition, math.up()));
ECB.SetComponent(sortKey, newAttack, newAttackTransform);
ECB.SetComponent(sortKey, newAttack, team);
var newCooldownTick = CurrentTick;
newCooldownTick.Add(attackProperties.CooldownTickCount);
attackCooldown.AddCommandData(new NpcAttackCooldown { Tick = CurrentTick, Value = newCooldownTick });
}
}
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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Physics;
using Unity.Physics.Systems;
using Unity.Transforms;
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
[UpdateBefore(typeof(ExportPhysicsWorld))]
public partial struct NpcTargetingSystem : ISystem
{
private CollisionFilter _npcAttackFilter;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<PhysicsWorldSingleton>();
_npcAttackFilter = new CollisionFilter
{
BelongsTo = 1 << 6, //Target Cast
CollidesWith = 1 << 1 | 1 << 4 //Player and structures
};
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
state.Dependency = new NpcTargetingJob
{
CollisionWorld = SystemAPI.GetSingleton<PhysicsWorldSingleton>().CollisionWorld,
CollisionFilter = _npcAttackFilter,
TeamTypeLookup = SystemAPI.GetComponentLookup<TeamTypes>(true)
}.ScheduleParallel(state.Dependency);
}
[BurstCompile]
[WithAll(typeof(Simulate))]
public partial struct NpcTargetingJob : IJobEntity
{
[ReadOnly] public CollisionWorld CollisionWorld;
[ReadOnly] public CollisionFilter CollisionFilter;
[ReadOnly] public ComponentLookup<TeamTypes> TeamTypeLookup;
[BurstCompile]
private void Execute(Entity npcEntity, ref NpcTargetEntity targetEntity, in LocalTransform transform,
in NpcTargetRadius targetRadius)
{
var hits = new NativeList<DistanceHit>(Allocator.TempJob);
if (CollisionWorld.OverlapSphere(transform.Position, targetRadius.Value, ref hits, CollisionFilter))
{
var closestDistance = float.MaxValue;
var closestEntity = Entity.Null;
foreach (var hit in hits)
{
if (!TeamTypeLookup.TryGetComponent(hit.Entity, out var mobaTeam)) continue;
if (mobaTeam.Value == TeamTypeLookup[npcEntity].Value) continue;
if (hit.Distance < closestDistance)
{
closestDistance = hit.Distance;
closestEntity = hit.Entity;
}
}
targetEntity.Value = closestEntity;
}
else
{
targetEntity.Value = Entity.Null;
}
hits.Dispose();
}
}
}
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