Commit b8fdcb7a by alsunj

test build

Configure spawn points
Enemies use collisions instead of triggers
Add enemy spawner that is configured through menu
Create aspect components on server creation
parent bdeef7a1
Showing with 765 additions and 151 deletions
......@@ -55,7 +55,17 @@ MonoBehaviour:
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......
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;
public class GameStartPropertiesAuthoring : MonoBehaviour
public class EnemySpawnAuthoring : MonoBehaviour
{
public int gameStartCountDownTime;
public Transform[] spawnPoints;
public class GameStartPropertiesBaker : Baker<GameStartPropertiesAuthoring>
public class EnemySpawnPointsBaker : Baker<EnemySpawnAuthoring>
{
public override void Bake(GameStartPropertiesAuthoring authoring)
public override void Bake(EnemySpawnAuthoring authoring)
{
Entity entity = GetEntity(TransformUsageFlags.None);
AddComponent(entity, new GameStartProperties
DynamicBuffer<EnemySpawnPoints> dynamicBuffer = AddBuffer<EnemySpawnPoints>(entity);
foreach (Transform spawnPoint in authoring.spawnPoints)
{
CountdownTime = authoring.gameStartCountDownTime,
});
AddComponent(entity, new SpawnableEnemiesCounter
{
SlimeEnemyCounter = 0,
RogueEnemyCounter = 0
});
AddComponent<PlayersRemainingToStart>(entity);
dynamicBuffer.Add(new EnemySpawnPoints
{
SpawnPoint = new float3(spawnPoint.position)
});
}
}
}
}
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fileFormatVersion: 2
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guid: 879de81ec7d6996419454632d5ecf789
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......@@ -27,8 +27,6 @@ public class EntitiesReferencesAuthoring : MonoBehaviour
{
HealthBar = authoring.HealthBarPrefab,
});
// AddComponent<PhysicsMass>(entity, PhysicsMass.CreateDynamic(MassProperties.UnitSphere, 1f));
// AddComponent<PhysicsDamping>(entity, new PhysicsDamping { Linear = 0.01f, Angular = 0.05f });
}
}
}
......
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......
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
public struct EnemySpawnPoints : IBufferElementData
{
public float3 SpawnPoint;
}
public struct EnemySpawnTimer : IComponentData
{
public float SlimeSpawnTimer;
public float RogueSpawnTimer;
public float RandomSpawnOffset;
public float SlimeSpawnCooldown;
public float RogueSpawnCooldown;
}
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fileFormatVersion: 2
guid: 04304173520457f4c9f70fcb8a8d5e29
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......@@ -6,7 +6,7 @@ using Unity.Physics.Systems;
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
public partial struct DamageOnTriggerSystem : ISystem
public partial struct DamageOnCollisionSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
......@@ -18,7 +18,7 @@ public partial struct DamageOnTriggerSystem : ISystem
public void OnUpdate(ref SystemState state)
{
var ecbSingleton = SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>();
var damageOnTriggerJob = new DamageOnTriggerJob
var damageOnCollisionJob = new DamageOnCollisionJob
{
DamageOnTriggerLookup = SystemAPI.GetComponentLookup<DamageOnTrigger>(true),
TeamLookup = SystemAPI.GetComponentLookup<TeamTypes>(true),
......@@ -26,59 +26,69 @@ public partial struct DamageOnTriggerSystem : ISystem
DamageBufferLookup = SystemAPI.GetBufferLookup<DamageBufferElement>(true),
ECB = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged)
};
var simulationSingleton = SystemAPI.GetSingleton<SimulationSingleton>();
state.Dependency = damageOnTriggerJob.Schedule(simulationSingleton, state.Dependency);
damageOnCollisionJob.Schedule(simulationSingleton, state.Dependency).Complete();
}
}
public struct DamageOnTriggerJob : ITriggerEventsJob
public struct DamageOnCollisionJob : ICollisionEventsJob
{
[ReadOnly] public ComponentLookup<DamageOnTrigger> DamageOnTriggerLookup;
[ReadOnly] public ComponentLookup<TeamTypes> TeamLookup;
[ReadOnly] public BufferLookup<AlreadyDamagedEntity> AlreadyDamagedLookup;
[ReadOnly] public BufferLookup<DamageBufferElement> DamageBufferLookup;
public BufferLookup<AlreadyDamagedEntity> AlreadyDamagedLookup;
public BufferLookup<DamageBufferElement> DamageBufferLookup;
public EntityCommandBuffer ECB;
public void Execute(TriggerEvent triggerEvent)
public void Execute(CollisionEvent collisionEvent)
{
Entity damageDealingEntity;
Entity damageReceivingEntity;
Entity entityA = collisionEvent.EntityA;
Entity entityB = collisionEvent.EntityB;
Entity damageDealingEntity = Entity.Null;
Entity damageReceivingEntity = Entity.Null;
if (DamageBufferLookup.HasBuffer(triggerEvent.EntityA) &&
DamageOnTriggerLookup.HasComponent(triggerEvent.EntityB))
if (DamageBufferLookup.HasBuffer(entityA) &&
DamageOnTriggerLookup.HasComponent(entityB))
{
damageReceivingEntity = triggerEvent.EntityA;
damageDealingEntity = triggerEvent.EntityB;
damageReceivingEntity = entityA;
damageDealingEntity = entityB;
}
else if (DamageOnTriggerLookup.HasComponent(triggerEvent.EntityA) &&
DamageBufferLookup.HasBuffer(triggerEvent.EntityB))
else if (DamageOnTriggerLookup.HasComponent(entityA) &&
DamageBufferLookup.HasBuffer(entityB))
{
damageDealingEntity = triggerEvent.EntityA;
damageReceivingEntity = triggerEvent.EntityB;
damageDealingEntity = entityA;
damageReceivingEntity = entityB;
}
else
{
return;
}
// Don't apply damage multiple times
var alreadyDamagedBuffer = AlreadyDamagedLookup[damageDealingEntity];
foreach (var alreadyDamagedEntity in alreadyDamagedBuffer)
if (AlreadyDamagedLookup.HasBuffer(damageDealingEntity))
{
var alreadyDamagedBuffer = AlreadyDamagedLookup[damageDealingEntity];
for (int i = 0; i < alreadyDamagedBuffer.Length; i++)
{
if (alreadyDamagedBuffer[i].Value == damageReceivingEntity) return;
}
}
else
{
if (alreadyDamagedEntity.Value.Equals(damageReceivingEntity)) return;
ECB.AddBuffer<AlreadyDamagedEntity>(damageDealingEntity);
}
// Ignore friendly fire
if (TeamLookup.TryGetComponent(damageDealingEntity, out var damageDealingTeam) &&
TeamLookup.TryGetComponent(damageReceivingEntity, out var damageReceivingTeam))
{
if (damageDealingTeam.Value == damageReceivingTeam.Value) return;
}
var damageOnTrigger = DamageOnTriggerLookup[damageDealingEntity];
ECB.AddComponent<DestroyEntityTag>(damageDealingEntity);
ECB.AppendToBuffer(damageReceivingEntity, new DamageBufferElement { Value = damageOnTrigger.Value });
ECB.AppendToBuffer(damageDealingEntity, new AlreadyDamagedEntity { Value = damageReceivingEntity });
if (DamageOnTriggerLookup.TryGetComponent(damageDealingEntity, out var damageOnTrigger))
{
ECB.AddComponent<DestroyEntityTag>(damageDealingEntity);
ECB.AppendToBuffer(damageReceivingEntity, new DamageBufferElement { Value = damageOnTrigger.Value });
ECB.AppendToBuffer(damageDealingEntity, new AlreadyDamagedEntity { Value = damageReceivingEntity });
}
}
}
\ No newline at end of file
......@@ -11,20 +11,21 @@ partial struct GoInGameServerSystem : ISystem
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate<GameStartProperties>();
state.RequireForUpdate<PlayerCounter>();
state.RequireForUpdate<EntititesReferences>();
state.RequireForUpdate<NetworkId>();
state.RequireForUpdate<GoInGameRequestRpc>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
EntityCommandBuffer entityCommandBuffer = new EntityCommandBuffer(Unity.Collections.Allocator.Temp);
EntititesReferences entititesReferences = SystemAPI.GetSingleton<EntititesReferences>();
Entity gameStartPropertiesEntity = SystemAPI.GetSingletonEntity<PlayerCounter>();
Entity gameStartPropertiesEntity = SystemAPI.GetSingletonEntity<GameStartProperties>();
PlayerCounter playerCounter = SystemAPI.GetComponent<PlayerCounter>(gameStartPropertiesEntity);
GameStartProperties gameStartProperties =
SystemAPI.GetComponent<GameStartProperties>(gameStartPropertiesEntity);
......@@ -93,9 +94,4 @@ partial struct GoInGameServerSystem : ISystem
entityCommandBuffer.Playback(state.EntityManager);
SystemAPI.SetSingleton(playerCounter);
}
[BurstCompile]
public void OnDestroy(ref SystemState state)
{
}
}
\ No newline at end of file
......@@ -11,7 +11,6 @@ partial struct ServerStartGameSystem : ISystem
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate<GameStartProperties>();
state.RequireForUpdate<EntititesReferences>();
state.RequireForUpdate<GamePlayingTag>(); // var builder = new EntityQueryBuilder(Allocator.Temp).WithAll<MobaTeamRequest, ReceiveRpcCommandRequest>();
// state.RequireForUpdate(state.GetEntityQuery(builder));
state.RequireForUpdate<GamePlayingTag>();
}
}
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userData:
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using Unity.Entities;
using Unity.Entities.UniversalDelegates;
using UnityEngine;
public readonly partial struct EnemySpawnerAspect : IAspect
{
private readonly RefRW<EnemySpawnTimer> _enemySpawnTimer;
private readonly RefRO<GameStartProperties> _gameStartProperties;
private readonly RefRW<SpawnableEnemiesCounter> _spawnableEnemiesCounter;
public float TimeForNextSlimeSpawn
{
get => _enemySpawnTimer.ValueRO.SlimeSpawnTimer;
set => _enemySpawnTimer.ValueRW.SlimeSpawnTimer = value;
}
public float TimeForNextRogueSpawn
{
get => _enemySpawnTimer.ValueRO.RogueSpawnTimer;
set => _enemySpawnTimer.ValueRW.RogueSpawnTimer = value;
}
public float RandomSpawnOffset
{
get => _enemySpawnTimer.ValueRO.RandomSpawnOffset;
set => _enemySpawnTimer.ValueRW.RandomSpawnOffset = value;
}
public int RogueSpawnAmount => _gameStartProperties.ValueRO.RogueEnemyAmount;
public int SlimeSpawnAmount => _gameStartProperties.ValueRO.SlimeEnemyAmount;
public int RogueEnemyCounter
{
get => _spawnableEnemiesCounter.ValueRO.RogueEnemyCounter;
set => _spawnableEnemiesCounter.ValueRW.RogueEnemyCounter = value;
}
public int SlimeEnemyCounter
{
get => _spawnableEnemiesCounter.ValueRO.SlimeEnemyCounter;
set => _spawnableEnemiesCounter.ValueRW.SlimeEnemyCounter = value;
}
public float SlimeSpawnCoolDown => _enemySpawnTimer.ValueRO.SlimeSpawnCooldown;
public float RogueSpawnCoolDown => _enemySpawnTimer.ValueRO.RogueSpawnCooldown;
public bool CanEnemySlimeSpawn => TimeForNextSlimeSpawn <= 0 && SlimeSpawnAmount > SlimeEnemyCounter;
public bool CanEnemyRogueSpawn => TimeForNextRogueSpawn <= 0 && RogueSpawnAmount > RogueEnemyCounter;
public void DecrementTimers(float deltaTime)
{
TimeForNextSlimeSpawn -= deltaTime;
TimeForNextRogueSpawn -= deltaTime;
if (RandomSpawnOffset > -5)
RandomSpawnOffset -= deltaTime;
else
RandomSpawnOffset = 5f;
}
public void IncreaseSlimeCounter()
{
SlimeEnemyCounter++;
}
public void IncreaseRogueCounter()
{
RogueEnemyCounter++;
}
public void ResetRoqueTimer()
{
TimeForNextRogueSpawn = RogueSpawnCoolDown;
}
public void ResetSlimeTimer()
{
TimeForNextSlimeSpawn = SlimeSpawnCoolDown;
}
}
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using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Physics;
using Unity.Transforms;
using UnityEngine;
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
partial struct EnemySpawnerSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<GamePlayingTag>();
state.RequireForUpdate<EnemySpawnPoints>();
state.RequireForUpdate<EnemySpawnTimer>();
state.RequireForUpdate<EntititesReferences>();
state.RequireForUpdate<BeginSimulationEntityCommandBufferSystem.Singleton>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var deltaTime = SystemAPI.Time.DeltaTime;
Entity enemyPropertiesEntity = SystemAPI.GetSingletonEntity<EnemySpawnPoints>();
DynamicBuffer<EnemySpawnPoints> spawnPoints = SystemAPI.GetBuffer<EnemySpawnPoints>(enemyPropertiesEntity);
var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
foreach (var aspect in SystemAPI.Query<EnemySpawnerAspect>())
{
aspect.DecrementTimers(deltaTime);
if (aspect.CanEnemySlimeSpawn)
{
Entity enemySlimeEntity = SystemAPI.GetSingleton<EntititesReferences>().SlimeEnemyEntity;
int slimeSpawnIndex = aspect.SlimeEnemyCounter % spawnPoints.Length;
float randomValue = aspect.RandomSpawnOffset;
float3 spawnPosition =
spawnPoints[slimeSpawnIndex].SpawnPoint + new float3(randomValue, 0, -randomValue);
SpawnEnemy(ecb, enemySlimeEntity, spawnPosition);
aspect.IncreaseSlimeCounter();
aspect.ResetSlimeTimer();
}
if (aspect.CanEnemyRogueSpawn)
{
Entity enemyRogueEntity = SystemAPI.GetSingleton<EntititesReferences>().RougeEnemyEntity;
int rogueSpawnIndex = aspect.RogueEnemyCounter % spawnPoints.Length;
float randomValue = aspect.RandomSpawnOffset;
float3 spawnPosition =
spawnPoints[rogueSpawnIndex].SpawnPoint + new float3(randomValue, 0, -randomValue);
SpawnEnemy(ecb, enemyRogueEntity, spawnPosition);
aspect.IncreaseRogueCounter();
aspect.ResetRoqueTimer();
}
}
}
void SpawnEnemy(EntityCommandBuffer ecb, Entity spawnableEntity, float3 position)
{
Entity newEnemy = ecb.Instantiate(spawnableEntity);
ecb.SetComponent(newEnemy,
LocalTransform.FromPosition(position));
}
}
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......@@ -20,6 +20,9 @@ public class ClientConnectionManager : MonoBehaviour
[SerializeField] private GameObject SlimeAmountContainer;
[SerializeField] private Button _connectButton;
[SerializeField] private int _gameStartCountDownTime;
[SerializeField] private float _slimeSpawnCooldownTime;
[SerializeField] private float _rogueSpawnCooldownTime;
private ushort Port => ushort.Parse(_portField.text);
private int PlayerAmount => int.Parse(_playerAmountField.text);
......@@ -112,21 +115,26 @@ public class ClientConnectionManager : MonoBehaviour
serverWorld.EntityManager.CreateEntityQuery(ComponentType.ReadWrite<NetworkStreamDriver>());
networkDriverQuery.GetSingletonRW<NetworkStreamDriver>().ValueRW.Listen(serverEndpoint);
}
// Create the entity and add components directly.
var configEntity = serverWorld.EntityManager.CreateEntity();
serverWorld.EntityManager.AddComponentData(configEntity, new GameStartProperties
var spawnerEntity = serverWorld.EntityManager.CreateEntity();
serverWorld.EntityManager.AddComponentData(spawnerEntity, new GameStartProperties
{
CountdownTime = _gameStartCountDownTime,
PlayerAmount = PlayerAmount,
RogueEnemyAmount = RogueEnemyAmount,
SlimeEnemyAmount = SlimeEnemyAmount
});
serverWorld.EntityManager.AddComponentData(configEntity, new SpawnableEnemiesCounter
serverWorld.EntityManager.AddComponentData(spawnerEntity, new EnemySpawnTimer
{
SlimeSpawnCooldown = _slimeSpawnCooldownTime,
RogueSpawnCooldown = _rogueSpawnCooldownTime
});
serverWorld.EntityManager.AddComponentData(spawnerEntity, new SpawnableEnemiesCounter
{
SlimeEnemyCounter = 0,
RogueEnemyCounter = 0
});
serverWorld.EntityManager.AddComponentData(configEntity, new PlayerCounter { Value = 0 });
serverWorld.EntityManager.AddComponentData(spawnerEntity, new PlayerCounter { Value = 0 });
}
private void StartClient()
......
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m_CollisionResponse:
m_Override: 0
m_Value: 3
m_Value: 1
m_Friction:
m_Override: 0
m_Value:
......
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......@@ -77,33 +77,6 @@ MonoBehaviour:
UsePreSerialization: 0
RollbackPredictedSpawnedGhostState: 0
RollbackPredictionOnStructuralChanges: 1
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m_Mass: 1
m_Drag: 0
m_AngularDrag: 0.05
m_CenterOfMass: {x: 0, y: 0, z: 0}
m_InertiaTensor: {x: 1, y: 1, z: 1}
m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
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......@@ -173,7 +146,7 @@ MonoBehaviour:
m_ShapeType: 0
m_PrimitiveCenter:
x: 0
y: 0
y: 0.6000001
z: 0
m_PrimitiveSize:
x: 1
......@@ -188,7 +161,7 @@ MonoBehaviour:
m_Capsule:
Height: 1
Radius: 0.5
Axis: 2
Axis: 0
m_Cylinder:
Height: 1
Radius: 0.5
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......@@ -256,7 +229,7 @@ MonoBehaviour:
m_CollidesWithCategories:
m_Override: 0
m_Value:
Category00: 0
Category00: 1
Category01: 1
Category02: 1
Category03: 0
......@@ -301,6 +274,33 @@ MonoBehaviour:
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