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Commit
f87e85f0
authored
Feb 03, 2025
by
alsunj
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Plain Diff
fix animations for host
parent
194a4e25
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14 changed files
with
357 additions
and
53 deletions
Assets/Folder.DotSettings.user.meta
Assets/_Game/Code/Enemy/Enemy.cs
Assets/_Game/Code/Enemy/EnemyAnimator.cs
Assets/_Game/Code/Enemy/EnemySpawner.cs
Assets/_Game/Code/Managers/ClientManager.cs
Assets/_Game/Code/Player/PlayerController.cs
Assets/_Game/Prefabs/Enemy/EnemySpawner.prefab
Assets/_Game/Prefabs/Enemy/EnemySpawner.prefab.meta
Assets/_Game/Prefabs/Enemy/Rogue/Rogue.prefab
Assets/_Game/Prefabs/Enemy/Rogue/Skeleton_Rogue.fbx.meta
Assets/_Game/Prefabs/Managers/Managers.prefab
Assets/_Game/Prefabs/Weapons/Arrow.prefab
Assets/_Game/Scenes/SC.unity
Assets/_Game/conf/Enemy/RogueSettings.asset
Assets/Folder.DotSettings.user.meta
0 → 100644
View file @
f87e85f0
fileFormatVersion: 2
guid: 9605dbac431a2944dba3a44fd31376bd
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Code/Enemy/Enemy.cs
View file @
f87e85f0
...
...
@@ -40,6 +40,7 @@ public class Enemy : NetworkBehaviour
_enemyAnimator
.
InitializeEvents
(
_enemyManager
.
enemyEvents
);
_enemyAnimator
.
receiveTargetShotEventFromAnimator
+=
TargetShotEndEventServerRpc
;
_enemyAnimator
.
receiveTargetAimedEventFromAnimator
+=
ShootTargetServerRpc
;
_enemyAnimator
.
receiveTargetReloadEventFromAnimator
+=
ReloadCrossbowServerRpc
;
}
else
{
...
...
@@ -68,8 +69,7 @@ public class Enemy : NetworkBehaviour
}
}
[
ServerRpc
]
public
void
InstantiateArrowServerRpc
()
public
void
InstantiateArrowServer
()
{
_instantiatedArrow
=
Instantiate
(
arrow
,
_arrowSpawnPoint
.
position
,
_arrowSpawnPoint
.
rotation
)
.
GetComponent
<
NetworkObject
>();
...
...
@@ -97,22 +97,34 @@ public class Enemy : NetworkBehaviour
[
ServerRpc
(
RequireOwnership
=
false
)]
public
void
TargetShotEndEventServerRpc
()
{
_instantiatedArrow
.
transform
.
SetParent
(
weapon
.
transform
);
_instantiatedArrow
.
transform
.
position
=
_arrowSpawnPoint
.
position
;
_instantiatedArrow
.
transform
.
rotation
=
_arrowSpawnPoint
.
rotation
;
_instantiatedArrow
.
GetComponent
<
Rigidbody
>().
linearVelocity
=
Vector3
.
zero
;
_isCrossbowLoaded
=
true
;
_targetLocked
=
false
;
UpdateArrowTransformClientRpc
(
_arrowSpawnPoint
.
position
,
_arrowSpawnPoint
.
rotation
);
UpdateArrowTransformClientRpc
(
new
NetworkObjectReference
(
_instantiatedArrow
),
_arrowSpawnPoint
.
position
,
_arrowSpawnPoint
.
rotation
);
}
[
ClientRpc
]
private
void
UpdateArrowTransformClientRpc
(
Vector3
position
,
Quaternion
rotation
)
private
void
UpdateArrowTransformClientRpc
(
NetworkObjectReference
arrowReference
,
Vector3
position
,
Quaternion
rotation
)
{
if
(
arrowReference
.
TryGet
(
out
NetworkObject
arrowObject
))
{
// arrowObject.transform.position = position;
// arrowObject.transform.rotation = rotation;
}
_enemyManager
.
enemyEvents
.
EnemyReload
();
}
[
ServerRpc
(
RequireOwnership
=
false
)]
private
void
ReloadCrossbowServerRpc
()
{
_instantiatedArrow
.
GetComponent
<
Rigidbody
>().
linearVelocity
=
Vector3
.
zero
;
// _instantiatedArrow.gameObject.SetActive(false);
_instantiatedArrow
.
transform
.
position
=
_arrowSpawnPoint
.
position
;
_instantiatedArrow
.
transform
.
rotation
=
_arrowSpawnPoint
.
rotation
;
_instantiatedArrow
.
transform
.
SetParent
(
weapon
.
transform
);
_
instantiatedArrow
.
transform
.
position
=
position
;
_i
nstantiatedArrow
.
transform
.
rotation
=
rotation
;
_
targetLocked
=
false
;
_i
sCrossbowLoaded
=
true
;
}
...
...
Assets/_Game/Code/Enemy/EnemyAnimator.cs
View file @
f87e85f0
...
...
@@ -14,6 +14,7 @@ public class EnemyAnimator : MonoBehaviour
public
event
Action
receiveTargetShotEventFromAnimator
;
public
event
Action
receiveTargetAimedEventFromAnimator
;
public
event
Action
receiveTargetReloadEventFromAnimator
;
private
void
Start
()
{
...
...
@@ -50,6 +51,11 @@ public class EnemyAnimator : MonoBehaviour
receiveTargetAimedEventFromAnimator
?.
Invoke
();
}
private
void
ReceiveTargetReloadEventFromAnimator
()
{
receiveTargetReloadEventFromAnimator
?.
Invoke
();
}
private
void
ReceiveTargetShotEventFromAnimator
()
{
receiveTargetShotEventFromAnimator
?.
Invoke
();
...
...
Assets/_Game/Code/Enemy/EnemySpawner.cs
View file @
f87e85f0
...
...
@@ -7,23 +7,25 @@ public class EnemySpawner : MonoBehaviour
// Start is called once before the first execution of Update after the MonoBehaviour is created
void
Start
()
{
NetworkManager
.
Singleton
.
OnServerStarted
+=
OnServerStarted
;
NetworkManager
.
Singleton
.
OnServerStarted
+=
OnServerStartedServerRpc
;
NetworkManager
.
Singleton
.
OnServerStopped
+=
OnServerStoppedServerRpc
;
}
// Update is called once per frame
void
OnDestroy
(
)
[
ServerRpc
]
private
void
OnServerStoppedServerRpc
(
bool
state
)
{
NetworkManager
.
Singleton
.
OnServerStarted
-=
OnServerStarted
;
if
(!
state
)
{
NetworkManager
.
Singleton
.
OnServerStarted
-=
OnServerStartedServerRpc
;
NetworkManager
.
Singleton
.
OnServerStopped
-=
OnServerStoppedServerRpc
;
}
}
[
ServerRpc
]
private
void
OnServerStarted
()
private
void
OnServerStarted
ServerRpc
()
{
SpawnEnemyArrows
();
}
// SpawnEnemyArrows();
private
void
SpawnEnemyArrows
()
{
var
enemiesTransform
=
GameObject
.
Find
(
"Enemies"
)?.
transform
;
if
(
enemiesTransform
!=
null
)
{
...
...
@@ -32,9 +34,25 @@ public class EnemySpawner : MonoBehaviour
var
enemy
=
child
.
GetComponent
<
Enemy
>();
if
(
enemy
!=
null
)
{
enemy
.
InstantiateArrowServer
Rpc
();
enemy
.
InstantiateArrowServer
();
}
}
}
}
// private void SpawnEnemyArrows()
// {
// var enemiesTransform = GameObject.Find("Enemies")?.transform;
// if (enemiesTransform != null)
// {
// foreach (Transform child in enemiesTransform)
// {
// var enemy = child.GetComponent<Enemy>();
// if (enemy != null)
// {
// enemy.InstantiateArrowServer();
// }
// }
// }
// }
}
\ No newline at end of file
Assets/_Game/Code/Managers/ClientManager.cs
View file @
f87e85f0
...
...
@@ -15,7 +15,7 @@ public class ClientManager : NetworkBehaviour
{
if
(
NetworkManager
.
Singleton
.
IsConnectedClient
)
{
GameManager
gameManager
=
Find
ObjectOf
Type
<
GameManager
>();
GameManager
gameManager
=
Find
FirstObjectBy
Type
<
GameManager
>();
if
(
gameManager
!=
null
)
{
gameManager
.
RequestTimerStateServerRpc
();
...
...
Assets/_Game/Code/Player/PlayerController.cs
View file @
f87e85f0
...
...
@@ -8,7 +8,6 @@ public class PlayerController : NetworkBehaviour
#
region
components
[
SerializeField
]
private
PlayerInteractionSettings
playerInteractionSettings
;
[
SerializeField
]
private
float
speed
=
2f
;
private
PlayerPlacements
_playerPlacements
;
private
PlayerManager
_playerManager
;
private
PlayerAnimator
_playerAnimator
;
...
...
Assets/_Game/Prefabs/Enemy/EnemySpawner.prefab
0 → 100644
View file @
f87e85f0
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