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Tracking a mouse-down mouse-up cycle means that a user can + //click on the ground separately from the mouse-click that engaged the action (which also makes the UI flow equivalent to the + //flow from hitting a number key). + bool m_ReceivedMouseDownEvent; + RaycastHit[] m_UpdateResult = new RaycastHit[1]; void Start() @@ -48,7 +55,13 @@ void Update() m_InRangeVisualization.SetActive(isInRange); m_OutOfRangeVisualization.SetActive(!isInRange); - if (Input.GetMouseButtonUp(0)) + // wait for the player to click down and then release the mouse button before actually taking the input + if (Input.GetMouseButtonDown(0)) + { + m_ReceivedMouseDownEvent = true; + } + + if (Input.GetMouseButtonUp(0) && m_ReceivedMouseDownEvent) { if (isInRange) { diff --git a/Assets/BossRoom/Scripts/Client/Game/Character/ClientInputSender.cs b/Assets/BossRoom/Scripts/Client/Game/Character/ClientInputSender.cs index 7ae61110d..069f6b8ff 100644 --- a/Assets/BossRoom/Scripts/Client/Game/Character/ClientInputSender.cs +++ b/Assets/BossRoom/Scripts/Client/Game/Character/ClientInputSender.cs @@ -312,15 +312,21 @@ private void PopulateSkillRequest(Vector3 hitPoint, ActionType action, ref Actio //most skill types should implicitly close distance. The ones that don't are explicitly set to false in the following switch. resultData.ShouldClose = true; + // figure out the Direction in case we want to send it + Vector3 offset = hitPoint - transform.position; + offset.y = 0; + Vector3 direction = offset.normalized; + switch (actionInfo.Logic) { //for projectile logic, infer the direction from the click position. case ActionLogic.LaunchProjectile: - Vector3 offset = hitPoint - transform.position; - offset.y = 0; - resultData.Direction = offset.normalized; + resultData.Direction = direction; resultData.ShouldClose = false; //why? Because you could be lining up a shot, hoping to hit other people between you and your target. Moving you would be quite invasive. return; + case ActionLogic.Melee: + resultData.Direction = direction; + return; case ActionLogic.Target: resultData.ShouldClose = false; return; @@ -365,17 +371,25 @@ void Update() { if (Input.GetKeyDown(KeyCode.Alpha1)) { - RequestAction(CharacterData.Skill2, SkillTriggerStyle.Keyboard); + RequestAction(CharacterData.Skill1, SkillTriggerStyle.Keyboard); } else if (Input.GetKeyUp(KeyCode.Alpha1)) { - RequestAction(CharacterData.Skill2, SkillTriggerStyle.KeyboardRelease); + RequestAction(CharacterData.Skill1, SkillTriggerStyle.KeyboardRelease); } if (Input.GetKeyDown(KeyCode.Alpha2)) { - RequestAction(CharacterData.Skill3, SkillTriggerStyle.Keyboard); + RequestAction(CharacterData.Skill2, SkillTriggerStyle.Keyboard); } else if (Input.GetKeyUp(KeyCode.Alpha2)) + { + RequestAction(CharacterData.Skill2, SkillTriggerStyle.KeyboardRelease); + } + if (Input.GetKeyDown(KeyCode.Alpha3)) + { + RequestAction(CharacterData.Skill3, SkillTriggerStyle.Keyboard); + } + else if (Input.GetKeyUp(KeyCode.Alpha3)) { RequestAction(CharacterData.Skill3, SkillTriggerStyle.KeyboardRelease); } diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/MeleeAction.cs b/Assets/BossRoom/Scripts/Server/Game/Action/MeleeAction.cs index 0acdff300..e8865b133 100644 --- a/Assets/BossRoom/Scripts/Server/Game/Action/MeleeAction.cs +++ b/Assets/BossRoom/Scripts/Server/Game/Action/MeleeAction.cs @@ -45,6 +45,9 @@ public override bool Start() Data.TargetIds = new ulong[] { foe.NetworkObjectId }; } + // snap to face the right direction + m_Parent.transform.forward = Data.Direction; + m_Parent.NetState.RecvDoActionClientRPC(Data); return true; } diff --git a/Assets/BossRoom/VFX/Materials/FX_Crystal_Broken.mat b/Assets/BossRoom/VFX/Materials/FX_Crystal_Broken.mat new file mode 100644 index 000000000..f02639340 --- /dev/null +++ b/Assets/BossRoom/VFX/Materials/FX_Crystal_Broken.mat @@ -0,0 +1,98 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: FX_Crystal_Broken + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _EMISSION + m_LightmapFlags: 2 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - _BumpMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailAlbedoMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailNormalMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _EmissionMap: + m_Texture: {fileID: 2800000, guid: 9ed3e7e3831313745a7354fa9e38753c, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MainTex: + m_Texture: {fileID: 2800000, guid: 9ed3e7e3831313745a7354fa9e38753c, type: 3} + m_Scale: {x: 2, y: 2} + m_Offset: {x: 0, y: 0} + - _MetallicGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _OcclusionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ParallaxMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Texture0: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Floats: + - _BumpScale: 1 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DstBlend: 0 + - _Float0: 0.05 + - _FresnelBias: -7.06 + - _FresnelPower: -0.78 + - _FresnelScale: 5.17 + - _GlossMapScale: 1 + - _Glossiness: 0.417 + - _GlossyReflections: 1 + - _MainTexStepMax: 0.919 + - _MainTexStepMin: 0.239 + - _Metallic: 0 + - _Mode: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _ParallaxDepth: 0.05 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _UVSec: 0 + - _ZWrite: 1 + - __dirty: 0 + m_Colors: + - _Color: {r: 1, g: 0.5529412, b: 0.79607844, a: 1} + - _EmissionColor: {r: 2, g: 0.53333336, b: 1.1921569, a: 1} + - _FresnelColor: {r: 1, g: 0.5518868, b: 0.7967859, a: 0} + - _Tint: {r: 1, g: 0.023584902, b: 0.795634, a: 1} + - _TintBlack: {r: 0.047169805, g: 0.014836603, b: 0.006897471, a: 0} + - _TintWhite: {r: 1, g: 0.05020623, b: 0.042452812, a: 1} + m_BuildTextureStacks: [] diff --git a/Assets/BossRoom/VFX/Materials/FX_Crystal_Broken.mat.meta b/Assets/BossRoom/VFX/Materials/FX_Crystal_Broken.mat.meta new file mode 100644 index 000000000..a341d44a7 --- /dev/null +++ b/Assets/BossRoom/VFX/Materials/FX_Crystal_Broken.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7e2bcc7429e4286459b329e36f352b1d +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: