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index 57461da9a..3e6b93315 100644
--- a/Assets/BossRoom/Material/Characters/Hero_Eyes_sheet.mat
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index 5f8a33708..5bf987337 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Hair_Archer_Boy.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Hair_Archer_Girl.mat b/Assets/BossRoom/Material/Characters/Toon/Hair_Archer_Girl.mat
index 352b9c0b4..32d93a59a 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Hair_Archer_Girl.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Hair_Mage_Boy.mat b/Assets/BossRoom/Material/Characters/Toon/Hair_Mage_Boy.mat
index 307013b13..4fa106bdf 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Hair_Mage_Boy.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Hair_Mage_Girl.mat b/Assets/BossRoom/Material/Characters/Toon/Hair_Mage_Girl.mat
index 1131ecd85..ce243b456 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Hair_Mage_Girl.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Hair_Rogue_Boy.mat b/Assets/BossRoom/Material/Characters/Toon/Hair_Rogue_Boy.mat
index c3858561c..d0213e045 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Hair_Rogue_Boy.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Hair_Rogue_Girl.mat b/Assets/BossRoom/Material/Characters/Toon/Hair_Rogue_Girl.mat
index 31b39fc3c..82ac3be77 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Hair_Rogue_Girl.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Hair_Tank_Boy.mat b/Assets/BossRoom/Material/Characters/Toon/Hair_Tank_Boy.mat
index 820268e53..fc966d3ee 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Hair_Tank_Boy.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Hair_Tank_Girl.mat b/Assets/BossRoom/Material/Characters/Toon/Hair_Tank_Girl.mat
index d9653763f..655ebf959 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Hair_Tank_Girl.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Head_Archer_Boy.mat b/Assets/BossRoom/Material/Characters/Toon/Head_Archer_Boy.mat
index 6467dde05..d99448d01 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Head_Archer_Boy.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Head_Archer_Girl.mat b/Assets/BossRoom/Material/Characters/Toon/Head_Archer_Girl.mat
index db289a187..61ab18c33 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Head_Archer_Girl.mat
+++ b/Assets/BossRoom/Material/Characters/Toon/Head_Archer_Girl.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Head_Boss.mat b/Assets/BossRoom/Material/Characters/Toon/Head_Boss.mat
index fa9486882..e5dadf9b7 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Head_Boss.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Head_Imp.mat b/Assets/BossRoom/Material/Characters/Toon/Head_Imp.mat
index 5329382e2..54d706332 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Head_Imp.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Head_Mage_Boy.mat b/Assets/BossRoom/Material/Characters/Toon/Head_Mage_Boy.mat
index 9ce060c38..05edcdad9 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Head_Mage_Boy.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Head_Mage_Girl.mat b/Assets/BossRoom/Material/Characters/Toon/Head_Mage_Girl.mat
index 643e2ef17..0cc3d8b3e 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Head_Mage_Girl.mat
+++ b/Assets/BossRoom/Material/Characters/Toon/Head_Mage_Girl.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Head_Rogue_Boy.mat b/Assets/BossRoom/Material/Characters/Toon/Head_Rogue_Boy.mat
index 017ccbcb0..3eb8075fd 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Head_Rogue_Boy.mat
+++ b/Assets/BossRoom/Material/Characters/Toon/Head_Rogue_Boy.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Head_Rogue_Girl.mat b/Assets/BossRoom/Material/Characters/Toon/Head_Rogue_Girl.mat
index 8a2e93cb4..1e443034f 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Head_Rogue_Girl.mat
+++ b/Assets/BossRoom/Material/Characters/Toon/Head_Rogue_Girl.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Head_Tank_Boy.mat b/Assets/BossRoom/Material/Characters/Toon/Head_Tank_Boy.mat
index cfd543530..678480c5b 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Head_Tank_Boy.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Head_Tank_Girl.mat b/Assets/BossRoom/Material/Characters/Toon/Head_Tank_Girl.mat
index 4f4ef7c30..7989a4797 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Head_Tank_Girl.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Torso_Archer.mat b/Assets/BossRoom/Material/Characters/Toon/Torso_Archer.mat
index 9f65b90ac..1da2d8954 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Torso_Archer.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Torso_Boss.mat b/Assets/BossRoom/Material/Characters/Toon/Torso_Boss.mat
index c799f4ce1..2f8d71356 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Torso_Boss.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Torso_Imp.mat b/Assets/BossRoom/Material/Characters/Toon/Torso_Imp.mat
index fbef9d2b1..7b818295e 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Torso_Imp.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Torso_Mage_Boy.mat b/Assets/BossRoom/Material/Characters/Toon/Torso_Mage_Boy.mat
index 1c1ee86cf..6cf235e06 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Torso_Mage_Boy.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Torso_Mage_Girl.mat b/Assets/BossRoom/Material/Characters/Toon/Torso_Mage_Girl.mat
index 6924e31af..e2056f7a5 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Torso_Mage_Girl.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Torso_Rogue.mat b/Assets/BossRoom/Material/Characters/Toon/Torso_Rogue.mat
index 38f57a45f..cfc3a348a 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Torso_Rogue.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Torso_Tank.mat b/Assets/BossRoom/Material/Characters/Toon/Torso_Tank.mat
index debf993ce..c54daa306 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Torso_Tank.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Weapons_Archer.mat b/Assets/BossRoom/Material/Characters/Toon/Weapons_Archer.mat
index 97b1defe6..77e2c43d9 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Weapons_Archer.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Weapons_Imp.mat b/Assets/BossRoom/Material/Characters/Toon/Weapons_Imp.mat
index 59bdf363f..656ebd1aa 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Weapons_Imp.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Weapons_Mage.mat b/Assets/BossRoom/Material/Characters/Toon/Weapons_Mage.mat
index 0267052da..a6b9dd11d 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Weapons_Mage.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Weapons_Rogue.mat b/Assets/BossRoom/Material/Characters/Toon/Weapons_Rogue.mat
index 0195bb115..8ec2d659b 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Weapons_Rogue.mat
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diff --git a/Assets/BossRoom/Material/Characters/Toon/Weapons_Tank.mat b/Assets/BossRoom/Material/Characters/Toon/Weapons_Tank.mat
index 1cd2a6026..141272e2d 100644
--- a/Assets/BossRoom/Material/Characters/Toon/Weapons_Tank.mat
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diff --git a/Assets/BossRoom/Material/Dungeon/boss_arena.mat b/Assets/BossRoom/Material/Dungeon/boss_arena.mat
index 0fd3be7e0..011e4968d 100644
--- a/Assets/BossRoom/Material/Dungeon/boss_arena.mat
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--- a/Assets/BossRoom/Models/Animated/door_boss_ani.FBX
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diff --git a/Assets/BossRoom/Models/Animation Controlers/CharacterSetController.controller.meta b/Assets/BossRoom/Models/Animation Controllers/CharacterSetController.controller.meta
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/CharacterSetController.controller.meta
rename to Assets/BossRoom/Models/Animation Controllers/CharacterSetController.controller.meta
diff --git a/Assets/BossRoom/Models/Animation Controlers/CharacterSetController_Boss.overrideController b/Assets/BossRoom/Models/Animation Controllers/CharacterSetController_Boss.overrideController
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/CharacterSetController_Boss.overrideController
rename to Assets/BossRoom/Models/Animation Controllers/CharacterSetController_Boss.overrideController
diff --git a/Assets/BossRoom/Models/Animation Controlers/CharacterSetController_Boss.overrideController.meta b/Assets/BossRoom/Models/Animation Controllers/CharacterSetController_Boss.overrideController.meta
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/CharacterSetController_Boss.overrideController.meta
rename to Assets/BossRoom/Models/Animation Controllers/CharacterSetController_Boss.overrideController.meta
diff --git a/Assets/BossRoom/Models/Animation Controlers/CharacterSetController_Imp.overrideController b/Assets/BossRoom/Models/Animation Controllers/CharacterSetController_Imp.overrideController
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/CharacterSetController_Imp.overrideController
rename to Assets/BossRoom/Models/Animation Controllers/CharacterSetController_Imp.overrideController
diff --git a/Assets/BossRoom/Models/Animation Controlers/CharacterSetController_Imp.overrideController.meta b/Assets/BossRoom/Models/Animation Controllers/CharacterSetController_Imp.overrideController.meta
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/CharacterSetController_Imp.overrideController.meta
rename to Assets/BossRoom/Models/Animation Controllers/CharacterSetController_Imp.overrideController.meta
diff --git a/Assets/BossRoom/Models/Animation Controlers/CharacterSetMask_UpperBody.mask b/Assets/BossRoom/Models/Animation Controllers/CharacterSetMask_UpperBody.mask
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/CharacterSetMask_UpperBody.mask
rename to Assets/BossRoom/Models/Animation Controllers/CharacterSetMask_UpperBody.mask
diff --git a/Assets/BossRoom/Models/Animation Controlers/CharacterSetMask_UpperBody.mask.meta b/Assets/BossRoom/Models/Animation Controllers/CharacterSetMask_UpperBody.mask.meta
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/CharacterSetMask_UpperBody.mask.meta
rename to Assets/BossRoom/Models/Animation Controllers/CharacterSetMask_UpperBody.mask.meta
diff --git a/Assets/BossRoom/Models/Animation Controlers/DoorController.controller b/Assets/BossRoom/Models/Animation Controllers/DoorController.controller
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/DoorController.controller
rename to Assets/BossRoom/Models/Animation Controllers/DoorController.controller
diff --git a/Assets/BossRoom/Models/Animation Controlers/DoorController.controller.meta b/Assets/BossRoom/Models/Animation Controllers/DoorController.controller.meta
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/DoorController.controller.meta
rename to Assets/BossRoom/Models/Animation Controllers/DoorController.controller.meta
diff --git a/Assets/BossRoom/Models/Animation Controlers/SwitchController.controller b/Assets/BossRoom/Models/Animation Controllers/SwitchController.controller
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/SwitchController.controller
rename to Assets/BossRoom/Models/Animation Controllers/SwitchController.controller
diff --git a/Assets/BossRoom/Models/Animation Controlers/SwitchController.controller.meta b/Assets/BossRoom/Models/Animation Controllers/SwitchController.controller.meta
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/SwitchController.controller.meta
rename to Assets/BossRoom/Models/Animation Controllers/SwitchController.controller.meta
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new file mode 100644
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diff --git a/Assets/BossRoom/Models/Animation Controlers/UI_LobbyBox.controller.meta b/Assets/BossRoom/Models/Animation Controllers/UI_LobbyBox.controller.meta
similarity index 100%
rename from Assets/BossRoom/Models/Animation Controlers/UI_LobbyBox.controller.meta
rename to Assets/BossRoom/Models/Animation Controllers/UI_LobbyBox.controller.meta
diff --git a/Assets/BossRoom/Models/CharacterSet.fbx.meta b/Assets/BossRoom/Models/CharacterSet.fbx.meta
index 061ff0177..5cfe3a8cf 100644
--- a/Assets/BossRoom/Models/CharacterSet.fbx.meta
+++ b/Assets/BossRoom/Models/CharacterSet.fbx.meta
@@ -690,7 +690,7 @@ ModelImporter:
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curves: []
events:
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+ - time: 0.48019928
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data: impact
objectReferenceParameter: {instanceID: 0}
@@ -1254,7 +1254,14 @@ ModelImporter:
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
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@@ -1283,7 +1290,14 @@ ModelImporter:
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bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
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@@ -1486,7 +1500,14 @@ ModelImporter:
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bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
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@@ -2182,7 +2203,14 @@ ModelImporter:
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curves: []
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@@ -2211,7 +2239,14 @@ ModelImporter:
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bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
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@@ -2704,7 +2739,14 @@ ModelImporter:
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bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
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@@ -2733,7 +2775,14 @@ ModelImporter:
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diff --git a/Assets/BossRoom/Models/CharacterSetController_Archer.overrideController b/Assets/BossRoom/Models/CharacterSetController_Archer.overrideController
index f68bc33e4..a1e119568 100644
--- a/Assets/BossRoom/Models/CharacterSetController_Archer.overrideController
+++ b/Assets/BossRoom/Models/CharacterSetController_Archer.overrideController
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index b4608c28f..76447b07d 100644
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diff --git a/Assets/BossRoom/Prefabs/CharGFX/PlayerGraphics.prefab b/Assets/BossRoom/Prefabs/CharGFX/PlayerGraphics.prefab
index 1d39b228d..06f5f7d13 100644
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diff --git a/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/animated/env_door_boss_ani.prefab b/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/animated/env_door_boss_ani.prefab
index b5c6401ca..34688b51b 100644
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diff --git a/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar.prefab b/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar.prefab
index 6d3244c44..2acf066b9 100644
--- a/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar.prefab
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diff --git a/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar2.prefab b/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar2.prefab
index 8de81943e..132d88c21 100644
--- a/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar2.prefab
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diff --git a/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar2_break_parent.prefab b/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pillar/env_pillar2_break_parent.prefab
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diff --git a/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pots/env_pot_break_parent.prefab b/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pots/env_pot_break_parent.prefab
index 04ffb50da..b139ae4a9 100644
--- a/Assets/BossRoom/Prefabs/Dungeon/Dungeon Pieces/pots/env_pot_break_parent.prefab
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index 76e960e24..2b580d5e4 100644
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index b9762cba2..9dcaa13bb 100644
--- a/Assets/BossRoom/Prefabs/UI/SettingsPanelCanvas.prefab
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diff --git a/Assets/BossRoom/Prefabs/UI/UIHealth.prefab b/Assets/BossRoom/Prefabs/UI/UIHealth.prefab
index e24b2b3d5..3700e54cd 100644
--- a/Assets/BossRoom/Prefabs/UI/UIHealth.prefab
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index de7936d30..ca6b7a0c8 100644
--- a/Assets/BossRoom/Prefabs/UI/UIName.prefab
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diff --git a/Assets/BossRoom/Prefabs/UI/UIStateDisplay.prefab b/Assets/BossRoom/Prefabs/UI/UIStateDisplay.prefab
index bc7945ca6..06da69466 100644
--- a/Assets/BossRoom/Prefabs/UI/UIStateDisplay.prefab
+++ b/Assets/BossRoom/Prefabs/UI/UIStateDisplay.prefab
@@ -77,21 +77,8 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
- m_UIName: {fileID: 6524240990240153829}
+ m_UIName: {fileID: 2963962490385848884}
m_UIHealth: {fileID: 6385511411654384321}
---- !u!114 &6524240990240153829
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--- !u!1001 &1161329279327836704
PrefabInstance:
m_ObjectHideFlags: 0
@@ -224,10 +211,6 @@ PrefabInstance:
propertyPath: m_Name
value: UIName
objectReference: {fileID: 0}
- - target: {fileID: 5566236674185336343, guid: bfbfd55622765a341a87916c843208ab, type: 3}
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propertyPath: m_Pivot.x
value: 0.5
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value: 0
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diff --git a/Assets/BossRoom/Scenes/BossRoom.unity b/Assets/BossRoom/Scenes/BossRoom.unity
index 3aadc240e..91caa7224 100644
--- a/Assets/BossRoom/Scenes/BossRoom.unity
+++ b/Assets/BossRoom/Scenes/BossRoom.unity
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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diff --git a/Assets/BossRoom/Scenes/BossRoom/NavMesh-Patch1.asset b/Assets/BossRoom/Scenes/BossRoom/NavMesh-Patch1.asset
index 4faa09bd3..5e7e484c1 100644
--- a/Assets/BossRoom/Scenes/BossRoom/NavMesh-Patch1.asset
+++ b/Assets/BossRoom/Scenes/BossRoom/NavMesh-Patch1.asset
@@ -1,3 +1,3 @@
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diff --git a/Assets/BossRoom/Scenes/CharSelect.unity b/Assets/BossRoom/Scenes/CharSelect.unity
index fe7b85b22..a147b7d52 100644
--- a/Assets/BossRoom/Scenes/CharSelect.unity
+++ b/Assets/BossRoom/Scenes/CharSelect.unity
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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+size 55796
diff --git a/Assets/BossRoom/Scenes/MainMenu.unity b/Assets/BossRoom/Scenes/MainMenu.unity
index 701165b83..b466242cc 100644
--- a/Assets/BossRoom/Scenes/MainMenu.unity
+++ b/Assets/BossRoom/Scenes/MainMenu.unity
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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+size 49225
diff --git a/Assets/BossRoom/Scenes/PostGame.unity b/Assets/BossRoom/Scenes/PostGame.unity
index 501339821..f8d5cb685 100644
--- a/Assets/BossRoom/Scenes/PostGame.unity
+++ b/Assets/BossRoom/Scenes/PostGame.unity
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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diff --git a/Assets/BossRoom/Scenes/Startup.unity b/Assets/BossRoom/Scenes/Startup.unity
index 82a73b11d..bb0370128 100644
--- a/Assets/BossRoom/Scenes/Startup.unity
+++ b/Assets/BossRoom/Scenes/Startup.unity
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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+size 27423
diff --git a/Assets/BossRoom/Scripts/Client/AnimationCallbacks/AnimatorFootstepSounds.cs b/Assets/BossRoom/Scripts/Client/AnimationCallbacks/AnimatorFootstepSounds.cs
index dfa2fbdbf..f71066cbe 100644
--- a/Assets/BossRoom/Scripts/Client/AnimationCallbacks/AnimatorFootstepSounds.cs
+++ b/Assets/BossRoom/Scripts/Client/AnimationCallbacks/AnimatorFootstepSounds.cs
@@ -13,6 +13,8 @@ namespace BossRoom.Visual
/// approach, but it does have a flaw: it becomes inaccurate when the character's speed is slowed.
/// e.g. if a slowness debuff makes you move at 75% speed, the footsteps will be slightly off because
/// we only have sound-loops for 50% and 100%. That's not a big deal in this particular game, though.
+ /// In the rare situations where animated speed is faster than 100% (due to speed buffs etc.), we
+ /// currently just don't play any footsteps at all.
///
public class AnimatorFootstepSounds : MonoBehaviour
{
@@ -49,12 +51,16 @@ public class AnimatorFootstepSounds : MonoBehaviour
private float m_RunFootstepVolume = 1;
[SerializeField]
- [Tooltip("At what point do we switch from running sounds to walking? From 0 (stationary) to 1 (full sprint)")]
- private float m_WalkingPoint = 0.6f;
+ [Tooltip("If the speed variable is this or below, we're moving too slowly for footsteps (no sounds played)")]
+ private float m_TooSlowThreshold = 0.3f;
[SerializeField]
- [Tooltip("At what point do we switch from walking sounds to no sounds? From 0 (stationary) to 1 (full sprint)")]
- private float m_SilentPoint = 0.3f;
+ [Tooltip("If the speed variable is between TooSlowThreshold and this, we're walking")]
+ private float m_WalkSpeedThreshold = 0.6f;
+
+ [SerializeField]
+ [Tooltip("If the speed variable is between WalkSpeedThreshold and this, we're running. (Higher than this means no sound)")]
+ private float m_RunSpeedThreshold = 1.2f;
private void Update()
{
@@ -69,20 +75,25 @@ private void Update()
AudioClip clipToUse = null;
float volume = 0;
float speed = m_Animator.GetFloat(m_AnimatorVariableHash);
- if (speed <= m_SilentPoint)
+ if (speed <= m_TooSlowThreshold)
{
// we could have a "VERY slow walk" sound... but we don't, so just play nothing
}
- else if (speed <= m_WalkingPoint)
+ else if (speed <= m_WalkSpeedThreshold)
{
clipToUse = m_WalkFootstepAudioClip;
volume = m_WalkFootstepVolume;
}
- else
+ else if (speed <= m_RunSpeedThreshold)
{
clipToUse = m_RunFootstepAudioClip;
volume = m_RunFootstepVolume;
}
+ else
+ {
+ // we're animating the character's legs faster than either of our clips can support.
+ // We could play a faster clip here... but we don't have one, so just play nothing
+ }
// now actually configure and play the appropriate sound
if (clipToUse == null)
diff --git a/Assets/BossRoom/Scripts/Client/AnimationCallbacks/AnimatorTriggeredSpecialFX.cs b/Assets/BossRoom/Scripts/Client/AnimationCallbacks/AnimatorTriggeredSpecialFX.cs
index b8d2cdc68..4f2b7490a 100644
--- a/Assets/BossRoom/Scripts/Client/AnimationCallbacks/AnimatorTriggeredSpecialFX.cs
+++ b/Assets/BossRoom/Scripts/Client/AnimationCallbacks/AnimatorTriggeredSpecialFX.cs
@@ -38,6 +38,12 @@ internal class AnimatorNodeEntryEvent
public float m_PrefabSpawnDelaySeconds;
[Tooltip("If we leave the AnimationNode, should we shutdown the fx or let it play out? 0 = never cancel. Any other time = we can cancel up until this amount of time has elapsed... after that, we just let it play out. So a really big value like 9999 effectively means 'always cancel'")]
public float m_PrefabCanBeAbortedUntilSecs;
+ [Tooltip("If the particle should be parented to a specific bone, link that bone here. (If null, plays at character's feet.)")]
+ public Transform m_PrefabParent;
+ [Tooltip("Prefab will be spawned with this local offset from the parent (Remember, it's a LOCAL offset, so it's affected by the parent transform's scale and rotation!)")]
+ public Vector3 m_PrefabParentOffset;
+ [Tooltip("Should we disconnect the prefab from the character? (So the prefab's transform has no parent)")]
+ public bool m_DeParentPrefab;
[Header("Sound Effect")]
[Tooltip("If we want to use a sound effect that's not in the prefab, specify it here")]
@@ -52,31 +58,6 @@ internal class AnimatorNodeEntryEvent
[SerializeField]
internal AnimatorNodeEntryEvent[] m_EventsOnNodeEntry;
- [Serializable]
- internal class AnimatorNodeExitEvent
- {
- [Tooltip("The name of a node in the Animator's state machine.")]
- public string m_AnimatorNodeName;
- [HideInInspector]
- public int m_AnimatorNodeNameHash; // this is maintained via OnValidate() in the editor
-
- [Header("Particle Prefab")]
- [Tooltip("The prefab that should be instantiated when we exit an AnimatorNode with this name")]
- public SpecialFXGraphic m_Prefab;
- [Tooltip("Wait this many seconds before instantiating the Prefab.")]
- public float m_PrefabStartDelaySeconds;
-
- [Header("Sound Effect")]
- [Tooltip("If we want to use a sound effect that's not in the prefab, specify it here")]
- public AudioClip m_SoundEffect;
- [Tooltip("Time (in seconds) before we start playing this sfx")]
- public float m_SoundStartDelaySeconds;
- [Tooltip("Relative volume to play at.")]
- public float m_VolumeMultiplier = 1;
- }
- [SerializeField]
- internal AnimatorNodeExitEvent[] m_EventsOnNodeExit;
-
///
/// These are the AudioSources we'll use to play sounds. For non-looping sounds we only need one,
/// but to play multiple looping sounds we need additional AudioSources, since each one can only
@@ -123,7 +104,6 @@ public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int lay
{
StartCoroutine(CoroPlayStateEnterSound(info));
}
- break;
}
}
}
@@ -137,7 +117,16 @@ private IEnumerator CoroPlayStateEnterFX(AnimatorNodeEntryEvent eventInfo)
if (!m_ActiveNodes.Contains(eventInfo.m_AnimatorNodeNameHash))
yield break;
- var instantiatedFX = Instantiate(eventInfo.m_Prefab, m_Animator.transform);
+ Transform parent = eventInfo.m_PrefabParent != null ? eventInfo.m_PrefabParent : m_Animator.transform;
+ var instantiatedFX = Instantiate(eventInfo.m_Prefab, parent);
+ instantiatedFX.transform.localPosition += eventInfo.m_PrefabParentOffset;
+
+ // should we have no parent transform at all? (Note that we're de-parenting AFTER applying
+ // the PrefabParent, so that PrefabParent can still be used to determine the initial position/rotation/scale.)
+ if (eventInfo.m_DeParentPrefab)
+ {
+ instantiatedFX.transform.SetParent(null);
+ }
// now we just need to watch and see if we end up needing to prematurely end these new graphics
if (eventInfo.m_PrefabCanBeAbortedUntilSecs > 0)
@@ -208,45 +197,8 @@ public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int laye
Debug.Assert(m_Animator == animator); // just a sanity check
m_ActiveNodes.Remove(stateInfo.shortNameHash);
-
- // figure out which of our on-node-exit events (if any) should be triggered, and trigger it
- foreach (var info in m_EventsOnNodeExit)
- {
- if (info.m_AnimatorNodeNameHash == stateInfo.shortNameHash)
- {
- if (info.m_Prefab)
- {
- StartCoroutine(CoroPlayStateExitFX(info));
- }
- if (info.m_SoundEffect)
- {
- StartCoroutine(CoroPlayStateExitSound(info));
- }
- break;
- }
- }
- }
-
- // creates the graphics prefab (but not the sound effect) of an on-exit event
- private IEnumerator CoroPlayStateExitFX(AnimatorNodeExitEvent eventInfo)
- {
- if (eventInfo.m_PrefabStartDelaySeconds > 0)
- yield return new WaitForSeconds(eventInfo.m_PrefabStartDelaySeconds);
-
- Instantiate(eventInfo.m_Prefab, m_Animator.transform);
- }
-
- // plays the sound effect of an on-exit event
- private IEnumerator CoroPlayStateExitSound(AnimatorNodeExitEvent eventInfo)
- {
- if (eventInfo.m_SoundStartDelaySeconds > 0)
- yield return new WaitForSeconds(eventInfo.m_SoundStartDelaySeconds);
-
- m_AudioSources[0].PlayOneShot(eventInfo.m_SoundEffect, eventInfo.m_VolumeMultiplier);
}
-
-#if UNITY_EDITOR
///
/// Precomputes the hashed values for the animator-tags we care about.
/// (This way we don't have to call Animator.StringToHash() at runtime.)
@@ -261,18 +213,12 @@ private void OnValidate()
m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash = Animator.StringToHash(m_EventsOnNodeEntry[i].m_AnimatorNodeName);
}
}
- if (m_EventsOnNodeExit != null)
- {
- for (int i = 0; i < m_EventsOnNodeExit.Length; ++i)
- {
- m_EventsOnNodeExit[i].m_AnimatorNodeNameHash = Animator.StringToHash(m_EventsOnNodeExit[i].m_AnimatorNodeName);
- }
- }
if (m_AudioSources == null || m_AudioSources.Length == 0) // if we have AudioSources handy, plug them in automatically
+ {
m_AudioSources = GetComponents();
+ }
}
-#endif
}
@@ -354,22 +300,13 @@ private void ValidateNodeNames(AnimatorTriggeredSpecialFX fx)
{
for (int j = i+1; j < fx.m_EventsOnNodeEntry.Length; ++j)
{
- if (fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash == fx.m_EventsOnNodeEntry[j].m_AnimatorNodeNameHash && fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash != 0)
+ if (fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash == fx.m_EventsOnNodeEntry[j].m_AnimatorNodeNameHash
+ && fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash != 0
+ && fx.m_EventsOnNodeEntry[i].m_Prefab == fx.m_EventsOnNodeEntry[j].m_Prefab
+ && fx.m_EventsOnNodeEntry[i].m_SoundEffect == fx.m_EventsOnNodeEntry[j].m_SoundEffect)
{
++totalErrors;
- Debug.LogError($"Entries {i} and {j} in EventsOnNodeEntry refer to the same node name ({fx.m_EventsOnNodeEntry[i].m_AnimatorNodeName})! This is probably a copy-paste error. (But if it isn't and you intend to play two effects, remove this error-check!)");
- }
- }
- }
-
- for (int i = 0; i < fx.m_EventsOnNodeExit.Length; ++i)
- {
- for (int j = i+1; j < fx.m_EventsOnNodeExit.Length; ++j)
- {
- if (fx.m_EventsOnNodeExit[i].m_AnimatorNodeNameHash == fx.m_EventsOnNodeExit[j].m_AnimatorNodeNameHash && fx.m_EventsOnNodeExit[i].m_AnimatorNodeNameHash != 0)
- {
- ++totalErrors;
- Debug.LogError($"Entries {i} and {j} in EventsOnNodeExit refer to the same node name ({fx.m_EventsOnNodeExit[i].m_AnimatorNodeName})! This is probably a copy-paste error. (But if it isn't and you intend to play two effects, remove this error-check!)");
+ Debug.LogError($"Entries {i} and {j} in EventsOnNodeEntry refer to the same node name ({fx.m_EventsOnNodeEntry[i].m_AnimatorNodeName}) and have the same prefab/sounds! This is probably a copy-paste error.");
}
}
}
@@ -380,10 +317,6 @@ private void ValidateNodeNames(AnimatorTriggeredSpecialFX fx)
{
usedNames[fx.m_EventsOnNodeEntry[i].m_AnimatorNodeNameHash] = $"{fx.m_EventsOnNodeEntry[i].m_AnimatorNodeName} (EventsOnNodeEntry index {i})";
}
- for (int i = 0; i < fx.m_EventsOnNodeExit.Length; ++i)
- {
- usedNames[fx.m_EventsOnNodeExit[i].m_AnimatorNodeNameHash] = $"{fx.m_EventsOnNodeExit[i].m_AnimatorNodeName} (EventsOnNodeExit index {i})";
- }
int totalUsedNames = usedNames.Count;
diff --git a/Assets/BossRoom/Scripts/Client/AnimationCallbacks/BossDeathHelmetHandler.cs b/Assets/BossRoom/Scripts/Client/AnimationCallbacks/BossDeathHelmetHandler.cs
new file mode 100644
index 000000000..4186d7110
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Client/AnimationCallbacks/BossDeathHelmetHandler.cs
@@ -0,0 +1,46 @@
+using UnityEngine;
+
+namespace BossRoom.Visual
+{
+ ///
+ /// De-parents the boss's helmet when he is defeated. This prevents the helmet from jittering during the
+ /// animation loop. The "boss defeat start" animation has an event that calls OnAnimEvent("HelmetLanded")
+ /// right as the helmet hits the ground. That's what we listen for here.
+ ///
+ ///
+ /// Without this code, the boss's helmet appears to "jiggle" a bit while the boss throws his temper-tantrum.
+ /// The animation in the FBX keeps the helmet staying stationary, but it moves in-game due to animation
+ /// compression and floating-point round off. Since the helmet is parented deep in the transform hierarchy,
+ /// it's difficult to keep the helmet precisely still while all of its parent transforms are moving around wildly.
+ ///
+ /// We could get rid of the majority of the jiggle by disabling animation-compression on the FBX, but that could
+ /// adversely impact performance. Since this is a special case, we deal with it via this special-case script.
+ ///
+ public class BossDeathHelmetHandler : MonoBehaviour
+ {
+ [SerializeField]
+ [Tooltip("The transform of the boss's helmet, which will become de-parented when the boss is defeated")]
+ Transform m_HelmetTransform;
+
+ bool m_HasDeparentedHelmet;
+
+ public void OnAnimEvent(string id)
+ {
+ if (id == "HelmetLanded" && !m_HasDeparentedHelmet)
+ {
+ m_HasDeparentedHelmet = true;
+ m_HelmetTransform.parent = null;
+ }
+ }
+
+ public void OnDestroy()
+ {
+ if (m_HasDeparentedHelmet && m_HelmetTransform)
+ {
+ // the boss is going away, so the helmet should go too!
+ Destroy(m_HelmetTransform.gameObject);
+ }
+ }
+
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Entity/ClientSpawnerVisualization.cs.meta b/Assets/BossRoom/Scripts/Client/AnimationCallbacks/BossDeathHelmetHandler.cs.meta
similarity index 83%
rename from Assets/BossRoom/Scripts/Client/Game/Entity/ClientSpawnerVisualization.cs.meta
rename to Assets/BossRoom/Scripts/Client/AnimationCallbacks/BossDeathHelmetHandler.cs.meta
index 801c8e057..71eff8150 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Entity/ClientSpawnerVisualization.cs.meta
+++ b/Assets/BossRoom/Scripts/Client/AnimationCallbacks/BossDeathHelmetHandler.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 65e25a152b731564ebb6096eb5e9f0ed
+guid: f9861f5280458794a935935c2e0db02a
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/BossRoom/Scripts/Client/Audio/BossMusicStarter.cs b/Assets/BossRoom/Scripts/Client/Audio/BossMusicStarter.cs
index 7b5a6d171..fbe322dd5 100644
--- a/Assets/BossRoom/Scripts/Client/Audio/BossMusicStarter.cs
+++ b/Assets/BossRoom/Scripts/Client/Audio/BossMusicStarter.cs
@@ -1,20 +1,42 @@
using UnityEngine;
-
+using UnityEngine.Assertions;
namespace BossRoom.Client
{
///
/// Simple class to restart game theme on main menu load
///
+ [RequireComponent(typeof(NetworkLifeState)), RequireComponent(typeof(NetworkHealthState))]
public class BossMusicStarter : MonoBehaviour
{
- private bool m_Won = false;
+ [SerializeField]
+ NetworkLifeState m_NetworkLifeState;
+
+ [SerializeField]
+ NetworkHealthState m_NetworkHealthState;
+
+ bool m_Won;
void Start()
+ {
+ Assert.IsNotNull(m_NetworkLifeState, "NetworkLifeState not set!");
+ Assert.IsNotNull(m_NetworkHealthState, "NetworkHealthState not set!");
+
+ m_NetworkLifeState.LifeState.OnValueChanged += OnLifeStateChanged;
+ m_NetworkHealthState.HitPoints.OnValueChanged += OnHealthChanged;
+ }
+
+ void OnDestroy()
{
var netState = GetComponent();
- netState.NetworkLifeState.OnValueChanged += OnLifeStateChanged;
- netState.HealthState.HitPoints.OnValueChanged += OnHealthChanged;
+ if( netState != null )
+ {
+ netState.NetworkLifeState.LifeState.OnValueChanged -= OnLifeStateChanged;
+ if( netState.HealthState != null )
+ {
+ netState.HealthState.HitPoints.OnValueChanged -= OnHealthChanged;
+ }
+ }
}
private void OnLifeStateChanged(LifeState previousValue, LifeState newValue)
@@ -33,7 +55,7 @@ private void OnHealthChanged(int previousValue, int newValue)
if (m_Won) { return; }
// make sure battle music started anytime boss is hurt
- if (previousValue>newValue)
+ if (newValue < previousValue)
{
ClientMusicPlayer.Instance.PlayBossMusic();
}
diff --git a/Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef b/Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef
index f7684919a..65d97a8e7 100644
--- a/Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef
+++ b/Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef
@@ -6,7 +6,8 @@
"BossRoom.Shared",
"Cinemachine",
"Photon Realtime MLAPI Transport",
- "LiteNetLib MLAPI Transport"
+ "LiteNetLib MLAPI Transport",
+ "Unity.TextMeshPro"
],
"includePlatforms": [],
"excludePlatforms": [],
@@ -17,4 +18,4 @@
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
-}
\ No newline at end of file
+}
diff --git a/Assets/BossRoom/Scripts/Client/ClickFeedback.cs b/Assets/BossRoom/Scripts/Client/ClickFeedback.cs
index 3cb429a6b..8d848f1de 100644
--- a/Assets/BossRoom/Scripts/Client/ClickFeedback.cs
+++ b/Assets/BossRoom/Scripts/Client/ClickFeedback.cs
@@ -14,7 +14,7 @@ public class ClickFeedback : MonoBehaviour
GameObject m_FeedbackObj;
ClientInputSender m_ClientSender;
- private const float HOVER_HEIGHT = .1f;
+ private const float HOVER_HEIGHT = .15f;
// Start is called before the first frame update
void Start()
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/ActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/ActionFX.cs
index 2bc8f15ad..74773e970 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/ActionFX.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/ActionFX.cs
@@ -1,3 +1,5 @@
+using UnityEngine;
+using System.Collections.Generic;
namespace BossRoom.Visual
{
@@ -13,6 +15,11 @@ public abstract class ActionFX : ActionBase
///
public const string k_DefaultHitReact = "HitReact1";
+ ///
+ /// True if this actionFX began running immediately, prior to getting a confirmation from the server.
+ ///
+ public bool Anticipated { get; protected set; }
+
public ActionFX(ref ActionRequestData data, ClientCharacterVisualization parent) : base(ref data)
{
m_Parent = parent;
@@ -21,8 +28,16 @@ public ActionFX(ref ActionRequestData data, ClientCharacterVisualization parent)
///
/// Starts the ActionFX. Derived classes may return false if they wish to end immediately without their Update being called.
///
+ ///
+ /// Derived class should be sure to call base.Start() in their implementation, but note that this resets "Anticipated" to false.
+ ///
/// true to play, false to be immediately cleaned up.
- public abstract bool Start();
+ public virtual bool Start()
+ {
+ Anticipated = false; //once you start for real you are no longer an anticipated action.
+ TimeStarted = UnityEngine.Time.time;
+ return true;
+ }
public abstract bool Update();
@@ -54,19 +69,107 @@ public static ActionFX MakeActionFX(ref ActionRequestData data, ClientCharacterV
case ActionLogic.RangedFXTargeted: return new FXProjectileTargetedActionFX(ref data, parent);
case ActionLogic.Trample: return new TrampleActionFX(ref data, parent);
case ActionLogic.AoE: return new AoeActionFX(ref data, parent);
- case ActionLogic.Stunned: return new AnimationOnlyActionFX(ref data, parent);
case ActionLogic.Target: return new TargetActionFX(ref data, parent);
- case ActionLogic.ChargedShield:
- case ActionLogic.ChargedLaunchProjectile: return new ChargedActionFX(ref data, parent);
+
+ case ActionLogic.ChargedShield: return new ChargedShieldActionFX(ref data, parent);
+ case ActionLogic.ChargedLaunchProjectile: return new ChargedLaunchProjectileActionFX(ref data, parent);
+
case ActionLogic.StealthMode: return new StealthModeActionFX(ref data, parent);
+ case ActionLogic.DashAttack: return new DashAttackActionFX(ref data, parent);
+
+ case ActionLogic.Stunned:
+ case ActionLogic.LaunchProjectile:
+ case ActionLogic.Revive:
+ case ActionLogic.Emote: return new AnimationOnlyActionFX(ref data, parent);
+
default: throw new System.NotImplementedException();
}
}
+ ///
+ /// Should this ActionFX be created anticipatively on the owning client?
+ ///
+ /// The ActionVisualization that would be playing this ActionFX.
+ /// The request being sent to the server
+ /// If true ActionVisualization should pre-emptively create the ActionFX on the owning client, before hearing back from the server.
+ public static bool ShouldAnticipate(ActionVisualization parent, ref ActionRequestData data)
+ {
+ if( !parent.Parent.CanPerformActions ) { return false; }
+
+ var actionDescription = GameDataSource.Instance.ActionDataByType[data.ActionTypeEnum];
+
+ //for actions with ShouldClose set, we check our range locally. If we are out of range, we shouldn't anticipate, as we will
+ //need to execute a ChaseAction (synthesized on the server) prior to actually playing the skill.
+ bool isTargetEligible = true;
+ if( data.ShouldClose == true )
+ {
+ ulong targetId = (data.TargetIds != null && data.TargetIds.Length > 0) ? data.TargetIds[0] : 0;
+ if( MLAPI.Spawning.NetworkSpawnManager.SpawnedObjects.TryGetValue(targetId, out MLAPI.NetworkObject networkObject ) )
+ {
+ float rangeSquared = actionDescription.Range * actionDescription.Range;
+ isTargetEligible = (networkObject.transform.position - parent.Parent.transform.position).sqrMagnitude < rangeSquared;
+ }
+ }
+
+ //at present all Actionts anticipate except for the Target action, which runs a single instance on the client and is
+ //responsible for action anticipation on its own.
+ return isTargetEligible && actionDescription.Logic != ActionLogic.Target;
+ }
+
+ ///
+ /// Called when the visualization receives an animation event.
+ ///
public virtual void OnAnimEvent(string id) { }
- public virtual void OnStoppedChargingUp() { }
- }
+ ///
+ /// Called when this action has finished "charging up". (Which is only meaningful for a
+ /// few types of actions -- it is not called for other actions.)
+ ///
+ ///
+ public virtual void OnStoppedChargingUp(float finalChargeUpPercentage) { }
+
+ ///
+ /// Utility function that instantiates all the graphics in the Spawns list.
+ /// If parentToOrigin is true, the new graphics are parented to the origin Transform.
+ /// If false, they are positioned/oriented the same way but are not parented.
+ ///
+ protected List InstantiateSpecialFXGraphics(Transform origin, bool parentToOrigin)
+ {
+ var returnList = new List();
+ foreach (var prefab in Description.Spawns)
+ {
+ if (!prefab) { continue; } // skip blank entries in our prefab list
+ returnList.Add(InstantiateSpecialFXGraphic(prefab, origin, parentToOrigin));
+ }
+ return returnList;
+ }
+
+ ///
+ /// Utility function that instantiates one of the graphics from the Spawns list.
+ /// If parentToOrigin is true, the new graphics are parented to the origin Transform.
+ /// If false, they are positioned/oriented the same way but are not parented.
+ ///
+ protected SpecialFXGraphic InstantiateSpecialFXGraphic(GameObject prefab, Transform origin, bool parentToOrigin)
+ {
+ if (prefab.GetComponent() == null)
+ {
+ throw new System.Exception($"One of the Spawns on action {Description.ActionTypeEnum} does not have a SpecialFXGraphic component and can't be instantiated!");
+ }
+ var graphicsGO = GameObject.Instantiate(prefab, origin.transform.position, origin.transform.rotation, (parentToOrigin ? origin.transform : null));
+ return graphicsGO.GetComponent();
+ }
+
+ ///
+ /// Called when the action is being "anticipated" on the client. For example, if you are the owner of a tank and you swing your hammer,
+ /// you get this call immediately on the client, before the server round-trip.
+ /// Overriders should always call the base class in their implementation!
+ ///
+ public virtual void AnticipateAction()
+ {
+ Anticipated = true;
+ TimeStarted = UnityEngine.Time.time;
+ }
+ }
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/ActionVisualization.cs b/Assets/BossRoom/Scripts/Client/Game/Action/ActionVisualization.cs
index 602ea6138..74811f9cb 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/ActionVisualization.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/ActionVisualization.cs
@@ -9,14 +9,19 @@ namespace BossRoom.Visual
///
public class ActionVisualization
{
- private List m_PlayingActions;
+ private List m_PlayingActions = new List();
+
+ ///
+ /// Don't let anticipated actionFXs persist longer than this. This is a safeguard against scenarios
+ /// where we never get a confirmed action for an action we anticipated.
+ ///
+ private const float k_AnticipationTimeoutSeconds = 1;
public ClientCharacterVisualization Parent { get; private set; }
public ActionVisualization(ClientCharacterVisualization parent)
{
Parent = parent;
- m_PlayingActions = new List();
}
public void Update()
@@ -25,17 +30,26 @@ public void Update()
for (int i = m_PlayingActions.Count - 1; i >= 0; --i)
{
var action = m_PlayingActions[i];
- bool keepGoing = action.Update();
+ bool keepGoing = action.Anticipated || action.Update(); // only call Update() on actions that are past anticipation
bool expirable = action.Description.DurationSeconds > 0f; //non-positive value is a sentinel indicating the duration is indefinite.
- bool timeExpired = expirable && (Time.time - action.TimeStarted) >= action.Description.DurationSeconds;
- if (!keepGoing || timeExpired)
+ bool timeExpired = expirable && action.TimeRunning >= action.Description.DurationSeconds;
+ bool timedOut = action.Anticipated && action.TimeRunning >= k_AnticipationTimeoutSeconds;
+ if (!keepGoing || timeExpired || timedOut)
{
- action.End();
+ if (timedOut) { action.Cancel(); } //an anticipated action that timed out shouldn't get its End called. It is canceled instead.
+ else { action.End(); }
+
m_PlayingActions.RemoveAt(i);
}
}
}
+ //helper wrapper for a FindIndex call on m_PlayingActions.
+ private int FindAction(ActionType action, bool anticipatedOnly )
+ {
+ return m_PlayingActions.FindIndex(a => a.Description.ActionTypeEnum == action && (!anticipatedOnly || a.Anticipated));
+ }
+
public void OnAnimEvent(string id)
{
foreach (var actionFX in m_PlayingActions)
@@ -44,34 +58,71 @@ public void OnAnimEvent(string id)
}
}
- public void OnStoppedChargingUp()
+ public void OnStoppedChargingUp(float finalChargeUpPercentage)
{
foreach (var actionFX in m_PlayingActions)
{
- actionFX.OnStoppedChargingUp();
+ actionFX.OnStoppedChargingUp(finalChargeUpPercentage);
}
}
- public void PlayAction(ref ActionRequestData data)
+ ///
+ /// Called on the client that owns the Character when the player triggers an action. This allows actions to immediately start playing feedback.
+ ///
+ ///
+ ///
+ /// What is Action Anticipation and what problem does it solve? In short, it lets Actions run logic the moment the input event that triggers them
+ /// is detected on the local client. The purpose of this is to help mask latency. Because this demo is server authoritative, the default behavior is
+ /// to only see feedback for your input after a server-client roundtrip. Somewhere over 200ms of round-trip latency, this starts to feel oppressively sluggish.
+ /// To combat this, you can play visual effects immediately. For example, MeleeActionFX plays both its weapon swing and applies a hit react to the target,
+ /// without waiting to hear from the server. This can lead to discrepancies when the server doesn't think the target was hit, but on the net, will feel
+ /// more responsive.
+ ///
+ /// An important concept of Action Anticipation is that it is opportunistic--it doesn't make any strong guarantees. You don't get an anticipated
+ /// action animation if you are already animating in some way, as one example. Another complexity is that you don't know if the server will actually
+ /// let you play all the actions that you've requested--some may get thrown away, e.g. because you have too many actions in your queue. What this means
+ /// is that Anticipated Actions (actions that have been constructed but not started) won't match up perfectly with actual approved delivered actions from
+ /// the server. For that reason, it must always be fine to receive PlayAction and not have an anticipated action already started (this is true for playback
+ /// Characters belonging to the server and other characters anyway). It also means we need to handle the case where we created an Anticipated Action, but
+ /// never got a confirmation--actions like that need to eventually get discarded.
+ ///
+ /// Another important aspect of Anticipated Actions is that they are an "opt-in" system. You must call base.Start in your Start implementation, but other than
+ /// that, if you don't have a good way to implement an Anticipation for your action, you don't have to do anything. In this case, that action will play
+ /// "normally" (with visual feedback starting when the server's action broadcast reaches the client). Every action type will have its own particular set of
+ /// problems to solve to sell the anticipation effect. For example, in this demo, the mage base attack (FXProjectileTargetedActionFX) just plays the attack animation
+ /// anticipatively, but it could be revised to create and drive the mage bolt effect as well--leaving only damage to arrive in true server time.
+ ///
+ /// How to implement your own Anticipation logic:
+ /// 1. Isolate the visual feedback you want play anticipatively in a private helper method on your ActionFX, like "PlayAttackAnim".
+ /// 2. Override ActionFX.AnticipateAction. Be sure to call base.AnticipateAction, as well as play your visual logic (like PlayAttackAnim).
+ /// 3. In your Start method, be sure to call base.Start (note that this will reset the "Anticipated" field to false).
+ /// 4. In Start, check if the action was Anticipated. If NOT, then play call your PlayAttackAnim method.
+ ///
+ ///
+ /// The Action that is being requested.
+ public void AnticipateAction(ref ActionRequestData data)
{
- ActionDescription actionDesc = GameDataSource.Instance.ActionDataByType[data.ActionTypeEnum];
-
- //Do Trivial Actions (actions that just require playing a single animation, and don't require any state tracking).
- switch (actionDesc.Logic)
+ if (!Parent.IsAnimating() && ActionFX.ShouldAnticipate(this, ref data))
{
- case ActionLogic.LaunchProjectile:
- case ActionLogic.Revive:
- case ActionLogic.Emote:
- Parent.OurAnimator.SetTrigger(actionDesc.Anim);
- return;
+ var actionFX = ActionFX.MakeActionFX(ref data, Parent);
+ actionFX.AnticipateAction();
+ m_PlayingActions.Add(actionFX);
}
+ }
- var actionFX = ActionFX.MakeActionFX(ref data, Parent);
- actionFX.TimeStarted = Time.time;
+ public void PlayAction(ref ActionRequestData data)
+ {
+ var anticipatedActionIndex = FindAction(data.ActionTypeEnum, true);
+
+ var actionFX = anticipatedActionIndex>=0 ? m_PlayingActions[anticipatedActionIndex] : ActionFX.MakeActionFX(ref data, Parent);
if (actionFX.Start())
{
m_PlayingActions.Add(actionFX);
}
+ else if (anticipatedActionIndex >= 0)
+ {
+ m_PlayingActions.RemoveAt(anticipatedActionIndex);
+ }
}
public void CancelAllActions()
@@ -85,7 +136,7 @@ public void CancelAllActions()
public void CancelAllActionsOfType(ActionType actionType)
{
- for (int i = m_PlayingActions.Count-1; i >=0; --i)
+ for (int i = m_PlayingActions.Count - 1; i >= 0; --i)
{
if (m_PlayingActions[i].Description.ActionTypeEnum == actionType)
{
@@ -100,7 +151,7 @@ public void CancelAllActionsOfType(ActionType actionType)
///
public void CancelAll()
{
- foreach( var action in m_PlayingActions )
+ foreach (var action in m_PlayingActions)
{
action.Cancel();
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/AnimationOnlyActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/AnimationOnlyActionFX.cs
index 5840262de..d25db4b7c 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/AnimationOnlyActionFX.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/AnimationOnlyActionFX.cs
@@ -13,16 +13,32 @@ public AnimationOnlyActionFX(ref ActionRequestData data, ClientCharacterVisualiz
public override bool Start()
{
- m_Parent.OurAnimator.SetTrigger(Description.Anim);
+ if( !Anticipated )
+ {
+ PlayStartAnim();
+ }
+
+ base.Start();
return true;
}
+ private void PlayStartAnim()
+ {
+ m_Parent.OurAnimator.SetTrigger(Description.Anim);
+ }
+
+ public override void AnticipateAction()
+ {
+ base.AnticipateAction();
+ PlayStartAnim();
+ }
+
public override bool Update()
{
return ActionConclusion.Continue;
}
- public override void End()
+ public override void Cancel()
{
if (!string.IsNullOrEmpty(Description.Anim2))
{
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/AoeActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/AoeActionFX.cs
index 8e6f27ec4..d13eae627 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/AoeActionFX.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/AoeActionFX.cs
@@ -11,6 +11,7 @@ public AoeActionFX(ref ActionRequestData data, ClientCharacterVisualization pare
public override bool Start()
{
+ base.Start();
m_Parent.OurAnimator.SetTrigger(Description.Anim);
GameObject.Instantiate(Description.Spawns[0], m_Data.Position, Quaternion.identity);
return ActionConclusion.Stop;
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/AoeActionInput.cs b/Assets/BossRoom/Scripts/Client/Game/Action/AoeActionInput.cs
index 63b8aefad..1e5082bdc 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/AoeActionInput.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/AoeActionInput.cs
@@ -21,6 +21,13 @@ public class AoeActionInput : BaseActionInput
int m_GroundLayerMask;
Vector3 m_Origin;
+ //The general action system works on MouseDown events (to support Charged Actions), but that means that if we only wait for
+ //a mouse up event internally, we will fire as part of the same UI click that started the action input (meaning the user would
+ //have to drag her mouse from the button to the firing location). 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)
{
@@ -59,7 +72,7 @@ void Update()
ShouldQueue = false,
TargetIds = null
};
- m_PlayerOwner.RecvDoActionServerRPC(data);
+ m_SendInput(data);
}
Destroy(gameObject);
return;
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/ChargedActionInput.cs b/Assets/BossRoom/Scripts/Client/Game/Action/ChargedActionInput.cs
index f9ee08b4f..030fb8d4d 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/ChargedActionInput.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/ChargedActionInput.cs
@@ -22,22 +22,7 @@ private void Start()
ShouldQueue = false,
TargetIds = null
};
- m_PlayerOwner.RecvDoActionServerRPC(data);
- }
-
- private void Update()
- {
- // FIXME: this is necessary to ensure the GameObject is destroyed, because clicking on the buttons
- // in the UI only sends one event, onClick. The buttons need to send separate "button down" and
- // "button up" events, like we use for keyboard keypresses, to make it possible to "charge up" an
- // attack via keyboard. (When this is done, OnReleaseKey() will reliably be called, so it can
- // destroy the GameObject, and this entire Update() function can be removed.)
- var description = GameDataSource.Instance.ActionDataByType[m_ActionType];
- if (Time.time - m_StartTime > description.DurationSeconds &&
- Time.time - m_StartTime > description.ExecTimeSeconds) // this check handles theoretical cases where Duration is 0 (indeterminate) but we still have a fixed wind-up time
- {
- Destroy(gameObject);
- }
+ m_SendInput(data);
}
public override void OnReleaseKey()
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/ChargedActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/ChargedLaunchProjectileActionFX.cs
similarity index 55%
rename from Assets/BossRoom/Scripts/Client/Game/Action/ChargedActionFX.cs
rename to Assets/BossRoom/Scripts/Client/Game/Action/ChargedLaunchProjectileActionFX.cs
index 96aeaf7cd..2b671138d 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/ChargedActionFX.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/ChargedLaunchProjectileActionFX.cs
@@ -5,13 +5,13 @@
namespace BossRoom.Visual
{
///
- /// The visual aspect of a "Charged" action, including ChargedShieldAction and ChargedLaunchProjectileAction.
+ /// The visual aspect of a ChargedLaunchProjectileAction.
/// To show particles, the ActionDescription's Spawns list can provide a prefab that will be instantiated during run.
/// The prefab must have a SpecialFXGraphic component on it, which is used to cleanly shut down the graphics.
///
- public class ChargedActionFX : ActionFX
+ public class ChargedLaunchProjectileActionFX : ActionFX
{
- public ChargedActionFX(ref ActionRequestData data, ClientCharacterVisualization parent) : base(ref data, parent) { }
+ public ChargedLaunchProjectileActionFX(ref ActionRequestData data, ClientCharacterVisualization parent) : base(ref data, parent) { }
///
/// A list of the special particle graphics we spawned.
@@ -27,44 +27,25 @@ public ChargedActionFX(ref ActionRequestData data, ClientCharacterVisualization
public override bool Start()
{
+ base.Start();
m_Parent.OurAnimator.SetTrigger(Description.Anim);
- if (Description.Spawns.Length > 0)
- {
- foreach (var prefab in Description.Spawns)
- {
- if (prefab && prefab.GetComponent()) // we skip any prefabs that aren't usable by us
- {
- var graphicsGO = GameObject.Instantiate(prefab, m_Parent.Parent.position, m_Parent.Parent.rotation, null);
- var graphics = graphicsGO.GetComponent();
- m_Graphics.Add(graphics);
- }
- }
- if (m_Graphics.Count == 0)
- throw new System.Exception($"None of the {Description.Spawns.Length} Spawns attached to {Description.ActionTypeEnum} have a SpecialFXGraphic component! No charge-up particles found!");
- }
+ m_Graphics = InstantiateSpecialFXGraphics(m_Parent.transform, true);
return true;
}
public override bool Update()
{
- // make sure the particles stick near us! (Even if we aren't moving on the server, our visualization could still be moving for a bit.)
- // Note that we don't use the parent's rotation, because rotating the "charge up" particles just looks weird.
- foreach (var graphic in m_Graphics)
- {
- if (graphic)
- {
- graphic.transform.position = m_Parent.Parent.position;
- }
- }
-
return !m_ChargeEnded;
}
public override void Cancel()
{
- if (Description.Anim2 != "")
+ if (!string.IsNullOrEmpty(Description.Anim2))
+ {
m_Parent.OurAnimator.SetTrigger(Description.Anim2);
+ }
+
if (!m_ChargeEnded)
{
foreach (var graphic in m_Graphics)
@@ -77,7 +58,7 @@ public override void Cancel()
}
}
- public override void OnStoppedChargingUp()
+ public override void OnStoppedChargingUp(float finalChargeUpPercentage)
{
m_ChargeEnded = true;
foreach (var graphic in m_Graphics)
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/ChargedActionFX.cs.meta b/Assets/BossRoom/Scripts/Client/Game/Action/ChargedLaunchProjectileActionFX.cs.meta
similarity index 100%
rename from Assets/BossRoom/Scripts/Client/Game/Action/ChargedActionFX.cs.meta
rename to Assets/BossRoom/Scripts/Client/Game/Action/ChargedLaunchProjectileActionFX.cs.meta
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/ChargedShieldActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/ChargedShieldActionFX.cs
new file mode 100644
index 000000000..85bcaaed1
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/ChargedShieldActionFX.cs
@@ -0,0 +1,119 @@
+using UnityEngine;
+using UnityEngine.Assertions;
+
+namespace BossRoom.Visual
+{
+ ///
+ /// The visual aspect of a ChargedShieldAction. Shows "charge up particles" while the power is charging up.
+ /// If charge-up reaches maximum, we show a separate "shielded" graphic for EffectDurationSeconds. During that
+ /// time we also disable hit-reactions so that the character doesn't appear to "flinch" (since they
+ /// aren't taking any damage!)
+ ///
+ public class ChargedShieldActionFX : ActionFX
+ {
+ ///
+ /// The Time.time when we stop "charging up", or 0 if we haven't stopped yet.
+ ///
+ float m_StoppedChargingUpTime = 0;
+
+ ///
+ /// The "charging up" graphics. These are disabled as soon as the player stops charging up
+ ///
+ SpecialFXGraphic m_ChargeGraphics;
+
+ ///
+ /// The "I'm fully charged" graphics. This is null until instantiated
+ ///
+ SpecialFXGraphic m_ShieldGraphics;
+
+ public ChargedShieldActionFX(ref ActionRequestData data, ClientCharacterVisualization parent) : base(ref data, parent) { }
+
+ public override bool Start()
+ {
+ Assert.IsTrue(Description.Spawns.Length == 2, $"Found {Description.Spawns.Length} spawns for action {Description.ActionTypeEnum}. Should be exactly 2: a charge-up particle and a fully-charged particle");
+
+ if (!Anticipated)
+ {
+ PlayAnim();
+ }
+
+ base.Start();
+ m_ChargeGraphics = InstantiateSpecialFXGraphic(Description.Spawns[0], m_Parent.transform, true);
+ return true;
+ }
+
+ private void PlayAnim()
+ {
+ // because this action can be visually started and stopped as often and as quickly as the player wants, it's possible
+ // for several copies of this action to be playing at once. This can lead to situations where several
+ // dying versions of the action raise the end-trigger, but the animator only lowers it once, leaving the trigger
+ // in a raised state. So we'll make sure that our end-trigger isn't raised yet. (Generally a good idea anyway.)
+ m_Parent.OurAnimator.ResetTrigger(Description.Anim2);
+
+ // raise the start trigger to start the animation loop!
+ m_Parent.OurAnimator.SetTrigger(Description.Anim);
+ }
+
+ private bool IsChargingUp()
+ {
+ return m_StoppedChargingUpTime == 0;
+ }
+
+ public override bool Update()
+ {
+ return IsChargingUp() || (Time.time - m_StoppedChargingUpTime) < Description.EffectDurationSeconds;
+ }
+
+ public override void Cancel()
+ {
+ if (IsChargingUp())
+ {
+ // we never actually stopped "charging up" so do necessary clean up here
+ if (m_ChargeGraphics)
+ {
+ m_ChargeGraphics.Shutdown();
+ }
+ m_Parent.OurAnimator.SetTrigger(Description.Anim2);
+ }
+
+ if (m_ShieldGraphics)
+ {
+ m_ShieldGraphics.Shutdown();
+ m_Parent.OurAnimator.SetInteger(Description.OtherAnimatorVariable, m_Parent.OurAnimator.GetInteger(Description.OtherAnimatorVariable) - 1);
+ }
+ }
+
+ public override void OnStoppedChargingUp(float finalChargeUpPercentage)
+ {
+ if (!IsChargingUp()) { return; }
+
+ m_StoppedChargingUpTime = Time.time;
+ m_Parent.OurAnimator.SetTrigger(Description.Anim2);
+ if (m_ChargeGraphics)
+ {
+ m_ChargeGraphics.Shutdown();
+ m_ChargeGraphics = null;
+ }
+ // if fully charged, we show a special graphic and tell the animator controller to enter "invincibility mode"
+ // (where we don't flinch from damage)
+ if (Mathf.Approximately(finalChargeUpPercentage, 1))
+ {
+ m_ShieldGraphics = InstantiateSpecialFXGraphic(Description.Spawns[1], m_Parent.transform, true);
+
+ // increment our "invincibility counter". We use an integer count instead of a boolean because the player
+ // can restart their shield before the first one has ended, thereby getting two stacks of invincibility.
+ // So each active copy of the charge-up increments the invincibility counter, and the animator controller
+ // knows anything greater than zero means we shouldn't show hit-reacts.
+ m_Parent.OurAnimator.SetInteger(Description.OtherAnimatorVariable, m_Parent.OurAnimator.GetInteger(Description.OtherAnimatorVariable) + 1);
+ }
+ }
+
+ public override void AnticipateAction()
+ {
+ base.AnticipateAction();
+ PlayAnim();
+ }
+
+ }
+}
+
diff --git a/Assets/BossRoom/Scripts/Server/Net/NetSpawnPoint.cs.meta b/Assets/BossRoom/Scripts/Client/Game/Action/ChargedShieldActionFX.cs.meta
similarity index 83%
rename from Assets/BossRoom/Scripts/Server/Net/NetSpawnPoint.cs.meta
rename to Assets/BossRoom/Scripts/Client/Game/Action/ChargedShieldActionFX.cs.meta
index 195d354f1..a5eb8b287 100644
--- a/Assets/BossRoom/Scripts/Server/Net/NetSpawnPoint.cs.meta
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/ChargedShieldActionFX.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 010cedcfbd60e314ebba9823dd329a6f
+guid: 2c1ba1d8886b8bd42bdb110cb2bceae5
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/DashAttackActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/DashAttackActionFX.cs
new file mode 100644
index 000000000..7a515b610
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/DashAttackActionFX.cs
@@ -0,0 +1,95 @@
+using UnityEngine;
+
+namespace BossRoom.Visual
+{
+ ///
+ /// Visualization of a DashAttackAction. See DashAttackAction.cs for more info.
+ ///
+ /// From the server's point of view, the dash attack is just a delayed teleport, followed by a melee attack.
+ /// But on the client, we visualize this as the character dashing across the screen. The dashing begins after
+ /// ExecTimeSeconds have elapsed.
+ ///
+ ///
+ /// This script moves the character visualization during the "dash", which is normally performed by
+ /// . Since SmoothMove is called before ActionFX.Update, action fx position changes override interpolated positions
+ ///
+ public class DashAttackActionFX : ActionFX
+ {
+ private Vector3 m_StartPos;
+ private Vector3 m_EndPos;
+
+ private bool m_StartedDash;
+ private bool m_Teleported;
+
+ public DashAttackActionFX(ref ActionRequestData data, ClientCharacterVisualization parent) : base(ref data, parent) { }
+
+ public override bool Start()
+ {
+ if (!Anticipated)
+ {
+ PlayStartAnim();
+ }
+
+ // save the ending position. But note that we don't save the START position yet!
+ m_EndPos = ActionUtils.GetTeleportDestination(m_Parent.transform, Data.Position, true, Description.Range, Description.Range);
+
+ base.Start();
+
+ return true;
+ }
+
+ private void PlayStartAnim()
+ {
+ m_Parent.OurAnimator.SetTrigger(Description.Anim);
+ }
+
+ public override void AnticipateAction()
+ {
+ base.AnticipateAction();
+ PlayStartAnim();
+ }
+
+ public override bool Update()
+ {
+ if (m_Teleported) { return ActionConclusion.Stop; } // we're done!
+
+ if (TimeRunning >= Description.ExecTimeSeconds && !m_StartedDash)
+ {
+ // we've waited for ExecTime, so now we will pretend to dash across the screen.
+ m_StartedDash = true;
+
+ // Consider our current position to be the starting point of our "dash"
+ m_StartPos = m_Parent.transform.position;
+ }
+
+ if (m_StartedDash)
+ {
+ float dashDuration = Description.DurationSeconds - Description.ExecTimeSeconds;
+ float dashElapsed = TimeRunning - Description.ExecTimeSeconds;
+ Vector3 currentPos = Vector3.Lerp(m_StartPos, m_EndPos, dashElapsed / dashDuration);
+ m_Parent.transform.position = currentPos;
+ }
+
+ return ActionConclusion.Continue;
+ }
+
+ public override void End()
+ {
+ // Anim2 contains the name of the end-loop-sequence trigger
+ if (!string.IsNullOrEmpty(Description.Anim2))
+ {
+ m_Parent.OurAnimator.SetTrigger(Description.Anim2);
+ }
+ }
+
+ public override void Cancel()
+ {
+ // OtherAnimatorVariable contains the name of the cancelation trigger
+ if (!string.IsNullOrEmpty(Description.OtherAnimatorVariable))
+ {
+ m_Parent.OurAnimator.SetTrigger(Description.OtherAnimatorVariable);
+ }
+ }
+
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/DashAttackActionFX.cs.meta b/Assets/BossRoom/Scripts/Client/Game/Action/DashAttackActionFX.cs.meta
new file mode 100644
index 000000000..0696bc89d
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/DashAttackActionFX.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7d46a8a1ef178534d961d9e4562424f1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/FXProjectileTargetedActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/FXProjectileTargetedActionFX.cs
index 8905a42fd..269fcd489 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/FXProjectileTargetedActionFX.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/FXProjectileTargetedActionFX.cs
@@ -25,38 +25,42 @@ public FXProjectileTargetedActionFX(ref ActionRequestData data, ClientCharacterV
public override bool Start()
{
+ bool wasAnticipated = Anticipated;
+ base.Start();
m_Target = GetTarget();
- if (HasTarget() && m_Target == null)
- {
- // target has disappeared! Abort.
- return false;
- }
if (Description.Projectiles.Length < 1 || Description.Projectiles[0].ProjectilePrefab == null)
throw new System.Exception($"Action {Description.ActionTypeEnum} has no valid ProjectileInfo!");
- // figure out how long the pretend-projectile will be flying to the target
- Vector3 targetPos = HasTarget() ? m_Target.transform.position : m_Data.Position;
- float initialDistance = Vector3.Distance(targetPos, m_Parent.transform.position);
- m_ProjectileDuration = initialDistance / Description.Projectiles[0].Speed_m_s;
-
- // create the projectile. It will control itself from here on out
- m_Projectile = SpawnAndInitializeProjectile();
-
// animate shooting the projectile
- m_Parent.OurAnimator.SetTrigger(Description.Anim);
+ if (!wasAnticipated)
+ {
+ PlayFireAnim();
+ }
+
return true;
}
- public override bool Update()
+ private void PlayFireAnim()
{
- // we keep going until the projectile's duration ends
- return (Time.time - TimeStarted) <= m_ProjectileDuration + Description.ExecTimeSeconds;
+ m_Parent.OurAnimator.SetTrigger(Description.Anim);
}
- public override void OnAnimEvent(string id)
+ public override bool Update()
{
- //Debug.Log($"Anim event: {id}");
+ if (TimeRunning >= Description.ExecTimeSeconds && m_Projectile == null)
+ {
+ // figure out how long the pretend-projectile will be flying to the target
+ var targetPos = m_Target ? m_Target.transform.position : m_Data.Position;
+ var initialDistance = Vector3.Distance(targetPos, m_Parent.transform.position);
+ m_ProjectileDuration = initialDistance / Description.Projectiles[0].Speed_m_s;
+
+ // create the projectile. It will control itself from here on out
+ m_Projectile = SpawnAndInitializeProjectile();
+ }
+
+ // we keep going until the projectile's duration ends
+ return TimeRunning <= m_ProjectileDuration + Description.ExecTimeSeconds;
}
public override void Cancel()
@@ -86,14 +90,6 @@ private void PlayHitReact()
}
}
- ///
- /// Do we even have a target? (If false, it means player clicked on nothing, and we're rendering a "missed" fake bolt.)
- ///
- private bool HasTarget()
- {
- return Data.TargetIds != null && Data.TargetIds.Length > 0;
- }
-
private NetworkObject GetTarget()
{
if (Data.TargetIds == null || Data.TargetIds.Length == 0)
@@ -101,10 +97,16 @@ private NetworkObject GetTarget()
return null;
}
- NetworkObject obj;
- if (NetworkSpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out obj) && obj != null)
+ if (NetworkSpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out NetworkObject targetObject) && targetObject != null)
{
- return obj;
+ // make sure this isn't a friend (or if it is, make sure this is a friendly-fire action)
+ var targetable = targetObject.GetComponent();
+ if (targetable != null && targetable.IsNpc == (Description.IsFriendly ^ IsParentAnNPC()))
+ {
+ // not a valid target
+ return null;
+ }
+ return targetObject;
}
else
{
@@ -114,19 +116,54 @@ private NetworkObject GetTarget()
}
}
+ ///
+ /// Determines if the character playing this Action is an NPC (as opposed to a player)
+ ///
+ private bool IsParentAnNPC()
+ {
+ var targetable = m_Parent.Parent.GetComponent();
+ return targetable.IsNpc;
+ }
+
+
private FXProjectile SpawnAndInitializeProjectile()
{
- GameObject projectileGO = Object.Instantiate(Description.Projectiles[0].ProjectilePrefab, m_Parent.transform.position, m_Parent.transform.rotation, null);
+ var projectileGO = Object.Instantiate(Description.Projectiles[0].ProjectilePrefab, m_Parent.transform.position, m_Parent.transform.rotation, null);
- FXProjectile projectile = projectileGO.GetComponent();
+ var projectile = projectileGO.GetComponent();
if (!projectile)
{
throw new System.Exception($"FXProjectileTargetedAction tried to spawn projectile {projectileGO.name}, as dictated for action type {Data.ActionTypeEnum}, but the object doesn't have a FXProjectile component!");
}
// now that we have our projectile, initialize it so it'll fly at the target appropriately
- projectile.Initialize(m_Parent.transform.position, m_Target?.transform, m_Data.Position, Description.ExecTimeSeconds, m_ProjectileDuration);
+ projectile.Initialize(m_Parent.transform.position, m_Target != null ? m_Target.transform : null, m_Data.Position, m_ProjectileDuration);
return projectile;
}
+
+ public override void AnticipateAction()
+ {
+ base.AnticipateAction();
+ PlayFireAnim();
+
+ // see if this is going to be a "miss" because the player tried to click through a wall. If so,
+ // we change our data in the same way that the server will (changing our target point to the spot on the wall)
+ Vector3 targetSpot = Data.Position;
+ if (Data.TargetIds != null && Data.TargetIds.Length > 0)
+ {
+ var targetObj = NetworkSpawnManager.SpawnedObjects[Data.TargetIds[0]];
+ if (targetObj)
+ {
+ targetSpot = targetObj.transform.position;
+ }
+ }
+
+ if (!ActionUtils.HasLineOfSight(m_Parent.transform.position, targetSpot, out Vector3 collidePos))
+ {
+ // we do not have line of sight to the target point. So our target instead becomes the obstruction point
+ Data.TargetIds = null;
+ Data.Position = collidePos;
+ }
+ }
}
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/MeleeActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/MeleeActionFX.cs
index 259cee892..46a32af87 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/MeleeActionFX.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/MeleeActionFX.cs
@@ -1,5 +1,6 @@
using MLAPI;
using MLAPI.Spawning;
+using System.Collections.Generic;
namespace BossRoom.Visual
{
@@ -19,9 +20,36 @@ public MeleeActionFX(ref ActionRequestData data, ClientCharacterVisualization pa
///
private const float k_RangePadding = 3f;
+ ///
+ /// List of active special graphics playing on the target.
+ ///
+ private List m_SpawnedGraphics = null;
+
+
public override bool Start()
{
- m_Parent.OurAnimator.SetTrigger(Description.Anim);
+ if( !Anticipated)
+ {
+ PlayAnim();
+ }
+
+ base.Start();
+
+ // we can optionally have special particles that should play on the target. If so, add them now.
+ // (don't wait until impact, because the particles need to start sooner!)
+ if (Data.TargetIds != null
+ && Data.TargetIds.Length > 0
+ && NetworkSpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out var targetNetworkObj)
+ && targetNetworkObj != null)
+ {
+ float padRange = Description.Range + k_RangePadding;
+
+ if ((m_Parent.transform.position - targetNetworkObj.transform.position).sqrMagnitude < (padRange * padRange))
+ {
+ // target is in range! Play the graphics
+ m_SpawnedGraphics = InstantiateSpecialFXGraphics(targetNetworkObj.transform, true);
+ }
+ }
return true;
}
@@ -43,6 +71,27 @@ public override void End()
//if this didn't already happen, make sure it gets a chance to run. This could have failed to run because
//our animationclip didn't have the "impact" event properly configured (as one possibility).
PlayHitReact();
+ base.End();
+ }
+
+ public override void Cancel()
+ {
+ // if we had any special target graphics, tell them we're done
+ if (m_SpawnedGraphics != null)
+ {
+ foreach (var spawnedGraphic in m_SpawnedGraphics)
+ {
+ if (spawnedGraphic)
+ {
+ spawnedGraphic.Shutdown();
+ }
+ }
+ }
+ }
+
+ private void PlayAnim()
+ {
+ m_Parent.OurAnimator.SetTrigger(Description.Anim);
}
private void PlayHitReact()
@@ -63,7 +112,7 @@ private void PlayHitReact()
string hitAnim = Description.ReactAnim;
if(string.IsNullOrEmpty(hitAnim)) { hitAnim = k_DefaultHitReact; }
var clientChar = originalTarget.GetComponent();
- if (clientChar)
+ if (clientChar && clientChar.ChildVizObject && clientChar.ChildVizObject.OurAnimator)
{
clientChar.ChildVizObject.OurAnimator.SetTrigger(hitAnim);
}
@@ -74,5 +123,14 @@ private void PlayHitReact()
//in the future we may do another physics check to handle the case where a target "ran under our weapon".
//But for now, if the original target is no longer present, then we just don't play our hit react on anything.
}
+
+ public override void AnticipateAction()
+ {
+ base.AnticipateAction();
+
+ //note: because the hit-react is driven from the animation, this means we can anticipatively trigger a hit-react too. That
+ //will make combat feel responsive, but of course the actual damage won't be applied until the server tells us about it.
+ PlayAnim();
+ }
}
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/StealthModeActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/StealthModeActionFX.cs
index 2f76ba430..1a7926262 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/StealthModeActionFX.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/StealthModeActionFX.cs
@@ -27,6 +27,7 @@ public StealthModeActionFX(ref ActionRequestData data, ClientCharacterVisualizat
public override bool Start()
{
+ base.Start();
m_Parent.OurAnimator.SetTrigger(Description.Anim);
return true;
}
@@ -35,15 +36,7 @@ public override bool Update()
{
if (TimeRunning >= Description.ExecTimeSeconds && m_SpawnedGraphics == null && m_Parent.IsOwner)
{
- m_SpawnedGraphics = new List();
- foreach (var prefab in Description.Spawns)
- {
- var specialEffectsGO = GameObject.Instantiate(prefab, m_Parent.transform);
- var specialEffect = specialEffectsGO.GetComponent();
- if (!specialEffect)
- throw new System.Exception($"{Description.ActionTypeEnum} has a spawned graphic that does not have a SpecialFXGraphic component!");
- m_SpawnedGraphics.Add(specialEffect);
- }
+ m_SpawnedGraphics = InstantiateSpecialFXGraphics(m_Parent.transform, true);
}
return ActionConclusion.Continue;
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/TargetActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/TargetActionFX.cs
index e3a081ec5..a82a7b966 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/TargetActionFX.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/TargetActionFX.cs
@@ -13,6 +13,7 @@ public class TargetActionFX : ActionFX
{
private GameObject m_TargetReticule;
private ulong m_CurrentTarget;
+ private ulong m_NewTarget;
private NetworkCharacterState m_ParentState;
private const float k_ReticuleGroundHeight = 0.2f;
@@ -23,15 +24,34 @@ public TargetActionFX(ref ActionRequestData data, ClientCharacterVisualization p
public override bool Start()
{
+ base.Start();
m_ParentState = m_Parent.Parent.GetComponent();
+
+ m_ParentState.TargetId.OnValueChanged += OnTargetChanged;
+ m_ParentState.GetComponent().ActionInputEvent += OnActionInput;
+
return true;
}
+ private void OnTargetChanged(ulong oldTarget, ulong newTarget )
+ {
+ m_NewTarget = newTarget;
+ }
+
+ private void OnActionInput(ActionRequestData data )
+ {
+ //this method runs on the owning client, and allows us to anticipate our new target for purposes of FX visualization.
+ if( data.ActionTypeEnum == ActionType.GeneralTarget )
+ {
+ m_NewTarget = data.TargetIds[0];
+ }
+ }
+
public override bool Update()
{
- if( m_CurrentTarget != m_ParentState.TargetId.Value )
+ if( m_CurrentTarget != m_NewTarget )
{
- m_CurrentTarget = m_ParentState.TargetId.Value;
+ m_CurrentTarget = m_NewTarget;
if (NetworkSpawnManager.SpawnedObjects.TryGetValue(m_CurrentTarget, out NetworkObject targetObject ) )
{
@@ -42,7 +62,7 @@ public override bool Update()
m_TargetReticule.SetActive(true);
var parentTransform = targetObject.transform;
- if( targetObject.TryGetComponent(out Client.ClientCharacter clientCharacter))
+ if( targetObject.TryGetComponent(out Client.ClientCharacter clientCharacter) && clientCharacter.ChildVizObject )
{
//for characters, attach the reticule to the child graphics object.
parentTransform = clientCharacter.ChildVizObject.transform;
@@ -75,7 +95,7 @@ private void ValidateReticule(NetworkObject targetObject)
{
if( m_TargetReticule == null )
{
- m_TargetReticule = Object.Instantiate(m_Parent.TargetReticule);
+ m_TargetReticule = Object.Instantiate(m_Parent.TargetReticulePrefab);
}
bool target_isnpc = targetObject.GetComponent().IsNpc;
@@ -89,6 +109,12 @@ private void ValidateReticule(NetworkObject targetObject)
public override void Cancel()
{
GameObject.Destroy(m_TargetReticule);
+
+ m_ParentState.TargetId.OnValueChanged -= OnTargetChanged;
+ if( m_ParentState.TryGetComponent(out Client.ClientInputSender inputSender))
+ {
+ inputSender.ActionInputEvent -= OnActionInput;
+ }
}
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Action/TrampleActionFX.cs b/Assets/BossRoom/Scripts/Client/Game/Action/TrampleActionFX.cs
index def39ff0d..7de330847 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Action/TrampleActionFX.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Action/TrampleActionFX.cs
@@ -37,7 +37,17 @@ public TrampleActionFX(ref ActionRequestData data, ClientCharacterVisualization
public override bool Start()
{
- m_Parent.OurAnimator.SetTrigger(Description.Anim);
+ base.Start();
+ // reset our "stop" trigger (in case the previous run of the trample action was aborted due to e.g. being stunned)
+ if (!string.IsNullOrEmpty(Description.Anim2))
+ {
+ m_Parent.OurAnimator.ResetTrigger(Description.Anim2);
+ }
+ // start the animation sequence!
+ if (!string.IsNullOrEmpty(Description.Anim))
+ {
+ m_Parent.OurAnimator.SetTrigger(Description.Anim);
+ }
return true;
}
@@ -46,15 +56,7 @@ public override bool Update()
float age = Time.time - TimeStarted;
if (age > k_GraphicsSpawnDelay && m_SpawnedGraphics == null)
{
- m_SpawnedGraphics = new List();
- foreach (var go in Description.Spawns)
- {
- GameObject specialEffectsGO = GameObject.Instantiate(go, m_Parent.Parent.position, m_Parent.Parent.rotation, null);
- var specialEffects = specialEffectsGO.GetComponent();
- if (!specialEffects)
- throw new System.Exception($"{Description.ActionTypeEnum} has a spawned graphic that does not have a SpecialFXGraphic component!");
- m_SpawnedGraphics.Add(specialEffects);
- }
+ m_SpawnedGraphics = InstantiateSpecialFXGraphics(m_Parent.transform, false);
}
return true;
}
@@ -73,6 +75,11 @@ public override void Cancel()
}
}
m_SpawnedGraphics = null;
+
+ if (!string.IsNullOrEmpty(Description.Anim2))
+ {
+ m_Parent.OurAnimator.SetTrigger(Description.Anim2);
+ }
}
}
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Character/CharacterSwap.cs b/Assets/BossRoom/Scripts/Client/Game/Character/CharacterSwap.cs
index 029942a6d..87e4b9650 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Character/CharacterSwap.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Character/CharacterSwap.cs
@@ -1,5 +1,6 @@
using UnityEngine.Assertions;
using UnityEngine;
+using System.Collections.Generic;
namespace BossRoom.Client
{
@@ -25,6 +26,7 @@ public class CharacterModelSet
public GameObject shoulderLeft;
public Visual.AnimatorTriggeredSpecialFX specialFx; // should be a component on the same GameObject as the Animator!
public AnimatorOverrideController animatorOverrides; // references a separate stand-alone object in the project
+ private List m_CachedRenderers;
public void SetFullActive(bool isActive)
{
@@ -41,6 +43,35 @@ public void SetFullActive(bool isActive)
shoulderRight.SetActive(isActive);
shoulderLeft.SetActive(isActive);
}
+
+ public List GetAllBodyParts()
+ {
+ if (m_CachedRenderers == null)
+ {
+ m_CachedRenderers = new List();
+ AddRenderer(ref m_CachedRenderers, ears);
+ AddRenderer(ref m_CachedRenderers, head);
+ AddRenderer(ref m_CachedRenderers, mouth);
+ AddRenderer(ref m_CachedRenderers, hair);
+ AddRenderer(ref m_CachedRenderers, torso);
+ AddRenderer(ref m_CachedRenderers, gearRightHand);
+ AddRenderer(ref m_CachedRenderers, gearLeftHand);
+ AddRenderer(ref m_CachedRenderers, handRight);
+ AddRenderer(ref m_CachedRenderers, handLeft);
+ AddRenderer(ref m_CachedRenderers, shoulderRight);
+ AddRenderer(ref m_CachedRenderers, shoulderLeft);
+ }
+ return m_CachedRenderers;
+ }
+
+ private void AddRenderer(ref List rendererList, GameObject bodypartGO)
+ {
+ if (!bodypartGO) { return; }
+ var bodyPartRenderer = bodypartGO.GetComponent();
+ if (!bodyPartRenderer) { return; }
+ rendererList.Add(bodyPartRenderer);
+ }
+
}
[SerializeField]
@@ -59,6 +90,27 @@ public void SetFullActive(bool isActive)
///
private RuntimeAnimatorController m_OriginalController;
+ [SerializeField]
+ [Tooltip("Special Material we plug in when the local player is \"stealthy\"")]
+ private Material m_StealthySelfMaterial;
+
+ [SerializeField]
+ [Tooltip("Special Material we plug in when another player is \"stealthy\"")]
+ private Material m_StealthyOtherMaterial;
+
+ public enum SpecialMaterialMode
+ {
+ None,
+ StealthySelf,
+ StealthyOther,
+ }
+
+ ///
+ /// When we swap all our Materials out for a special material,
+ /// we keep the old references here, so we can swap them back.
+ ///
+ private Dictionary m_OriginalMaterials = new Dictionary();
+
private void Awake()
{
if (m_Animator)
@@ -67,14 +119,25 @@ private void Awake()
}
}
+ private void OnDisable()
+ {
+ // It's important that the original Materials that we pulled out of the renderers are put back.
+ // Otherwise nothing will Destroy() them and they will leak! (Alternatively we could manually
+ // Destroy() these in our OnDestroy(), but in this case it makes more sense just to put them back.)
+ ClearOverrideMaterial();
+ }
+
///
- /// Swap the visuals of the character to the index passed in.
+ /// Swap the visuals of the character to the index passed in.
///
- ///
- public void SwapToModel(int modelIndex)
+ /// Zero-based array index of the model
+ /// Special Material to apply to all body parts
+ public void SwapToModel(int modelIndex, SpecialMaterialMode specialMaterialMode = SpecialMaterialMode.None)
{
Assert.IsTrue(modelIndex < m_CharacterModels.Length);
+ ClearOverrideMaterial();
+
for (int i = 0; i < m_CharacterModels.Length; i++)
{
m_CharacterModels[i].SetFullActive(i == modelIndex);
@@ -107,19 +170,40 @@ public void SwapToModel(int modelIndex)
m_Animator.runtimeAnimatorController = m_OriginalController;
}
}
+
+ // lastly, now that we're all assembled, apply any override material.
+ switch (specialMaterialMode)
+ {
+ case SpecialMaterialMode.StealthySelf:
+ SetOverrideMaterial(modelIndex, m_StealthySelfMaterial);
+ break;
+ case SpecialMaterialMode.StealthyOther:
+ SetOverrideMaterial(modelIndex, m_StealthyOtherMaterial);
+ break;
+ }
}
- ///
- /// Used by special effects where the character should be invisible.
- ///
- public void SwapAllOff()
+ private void ClearOverrideMaterial()
{
- for (int i = 0; i < m_CharacterModels.Length; i++)
+ foreach (var entry in m_OriginalMaterials)
{
- m_CharacterModels[i].SetFullActive(false);
- if (m_CharacterModels[i].specialFx)
+ if (entry.Key)
{
- m_CharacterModels[i].specialFx.enabled = false;
+ entry.Key.material = entry.Value;
+ }
+ }
+ m_OriginalMaterials.Clear();
+ }
+
+ private void SetOverrideMaterial(int modelIdx, Material overrideMaterial)
+ {
+ ClearOverrideMaterial(); // just sanity-checking; this should already have been called!
+ foreach (var bodypart in m_CharacterModels[modelIdx].GetAllBodyParts())
+ {
+ if (bodypart)
+ {
+ m_OriginalMaterials[bodypart] = bodypart.material;
+ bodypart.material = overrideMaterial;
}
}
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Character/ClientCharacterVisualization.cs b/Assets/BossRoom/Scripts/Client/Game/Character/ClientCharacterVisualization.cs
index b023aa312..b07bc39e4 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Character/ClientCharacterVisualization.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Character/ClientCharacterVisualization.cs
@@ -4,6 +4,7 @@
using MLAPI;
using System;
using UnityEngine;
+using UnityEngine.Assertions;
namespace BossRoom.Visual
{
@@ -12,42 +13,58 @@ namespace BossRoom.Visual
///
public class ClientCharacterVisualization : NetworkBehaviour
{
- private NetworkCharacterState m_NetState;
-
[SerializeField]
private Animator m_ClientVisualsAnimator;
[SerializeField]
private CharacterSwap m_CharacterSwapper;
- [Tooltip("Prefab for the Target Reticule used by this Character")]
- public GameObject TargetReticule;
-
- [Tooltip("Material to use when displaying a friendly target reticule (e.g. green color)")]
- public Material ReticuleFriendlyMat;
+ [SerializeField]
+ private VisualizationConfiguration m_VisualizationConfiguration;
- [Tooltip("Material to use when displaying a hostile target reticule (e.g. red color)")]
- public Material ReticuleHostileMat;
+ [SerializeField]
+ TransformVariable m_RuntimeObjectsParent;
+ ///
+ /// Returns a reference to the active Animator for this visualization
+ ///
public Animator OurAnimator { get { return m_ClientVisualsAnimator; } }
- private ActionVisualization m_ActionViz;
+ ///
+ /// Returns the targeting-reticule prefab for this character visualization
+ ///
+ public GameObject TargetReticulePrefab { get { return m_VisualizationConfiguration.TargetReticule; } }
+
+ ///
+ /// Returns the Material to plug into the reticule when the selected entity is hostile
+ ///
+ public Material ReticuleHostileMat { get { return m_VisualizationConfiguration.ReticuleHostileMat; } }
+
+ ///
+ /// Returns the Material to plug into the reticule when the selected entity is friendly
+ ///
+ public Material ReticuleFriendlyMat { get { return m_VisualizationConfiguration.ReticuleFriendlyMat; } }
+ ///
+ /// Returns our pseudo-Parent, the object that owns the visualization.
+ /// (We don't have an actual transform parent because we're on a top-level GameObject.)
+ ///
public Transform Parent { get; private set; }
+ public bool CanPerformActions { get { return m_NetState.CanPerformActions; } }
+
+ private NetworkCharacterState m_NetState;
+
+ private ActionVisualization m_ActionViz;
+
private const float k_MaxRotSpeed = 280; //max angular speed at which we will rotate, in degrees/second.
/// Player characters need to report health changes and chracter info to the PartyHUD
- private Visual.PartyHUD m_PartyHUD;
+ PartyHUD m_PartyHUD;
- private float m_SmoothedSpeed;
+ float m_SmoothedSpeed;
- int m_AliveStateTriggerID;
- int m_FaintedStateTriggerID;
- int m_DeadStateTriggerID;
int m_HitStateTriggerID;
- int m_AnticipateMoveTriggerID;
- int m_SpeedVariableID;
event Action Destroyed;
@@ -60,11 +77,6 @@ public override void NetworkStart()
return;
}
- m_AliveStateTriggerID = Animator.StringToHash("StandUp");
- m_FaintedStateTriggerID = Animator.StringToHash("FallDown");
- m_DeadStateTriggerID = Animator.StringToHash("Dead");
- m_AnticipateMoveTriggerID = Animator.StringToHash("AnticipateMove");
- m_SpeedVariableID = Animator.StringToHash("Speed");
m_HitStateTriggerID = Animator.StringToHash(ActionFX.k_DefaultHitReact);
m_ActionViz = new ActionVisualization(this);
@@ -75,14 +87,17 @@ public override void NetworkStart()
m_NetState.DoActionEventClient += PerformActionFX;
m_NetState.CancelAllActionsEventClient += CancelAllActionFXs;
m_NetState.CancelActionsByTypeEventClient += CancelActionFXByType;
- m_NetState.NetworkLifeState.OnValueChanged += OnLifeStateChanged;
+ m_NetState.NetworkLifeState.LifeState.OnValueChanged += OnLifeStateChanged;
m_NetState.OnPerformHitReaction += OnPerformHitReaction;
m_NetState.OnStopChargingUpClient += OnStoppedChargingUp;
m_NetState.IsStealthy.OnValueChanged += OnStealthyChanged;
//we want to follow our parent on a spring, which means it can't be directly in the transform hierarchy.
Parent.GetComponent().ChildVizObject = this;
- transform.SetParent(null);
+
+ Assert.IsTrue(m_RuntimeObjectsParent && m_RuntimeObjectsParent.Value,
+ "RuntimeObjectsParent transform is not set!");
+ transform.SetParent(m_RuntimeObjectsParent.Value);
// sync our visualization position & rotation to the most up to date version received from server
var parentMovement = Parent.GetComponent();
@@ -100,7 +115,7 @@ public override void NetworkStart()
SetAppearanceSwap();
// sync our animator to the most up to date version received from server
- SyncEntryAnimation(m_NetState.NetworkLifeState.Value);
+ SyncEntryAnimation(m_NetState.LifeState);
if (!m_NetState.IsNpc)
{
@@ -118,8 +133,9 @@ public override void NetworkStart()
gameObject.AddComponent();
m_PartyHUD.SetHeroData(m_NetState);
- if( Parent.TryGetComponent(out ClientInputSender inputSender))
+ if (Parent.TryGetComponent(out ClientInputSender inputSender))
{
+ inputSender.ActionInputEvent += OnActionInput;
inputSender.ClientMoveEvent += OnMoveInput;
}
}
@@ -143,11 +159,16 @@ public override void NetworkStart()
}
}
+ private void OnActionInput(ActionRequestData data)
+ {
+ m_ActionViz.AnticipateAction(ref data);
+ }
+
private void OnMoveInput(Vector3 position)
{
- if( !IsAnimating )
+ if (!IsAnimating())
{
- OurAnimator.SetTrigger(m_AnticipateMoveTriggerID);
+ OurAnimator.SetTrigger(m_VisualizationConfiguration.AnticipateMoveTriggerID);
}
}
@@ -161,10 +182,10 @@ void SyncEntryAnimation(LifeState lifeState)
switch (lifeState)
{
case LifeState.Dead: // ie. NPCs already dead
- m_ClientVisualsAnimator.SetTrigger(Animator.StringToHash("EntryDeath"));
+ m_ClientVisualsAnimator.SetTrigger(m_VisualizationConfiguration.EntryDeathTriggerID);
break;
case LifeState.Fainted: // ie. PCs already fainted
- m_ClientVisualsAnimator.SetTrigger(Animator.StringToHash("EntryFainted"));
+ m_ClientVisualsAnimator.SetTrigger(m_VisualizationConfiguration.EntryFaintedTriggerID);
break;
}
}
@@ -175,13 +196,14 @@ private void OnDestroy()
m_NetState.DoActionEventClient -= PerformActionFX;
m_NetState.CancelAllActionsEventClient -= CancelAllActionFXs;
m_NetState.CancelActionsByTypeEventClient -= CancelActionFXByType;
- m_NetState.NetworkLifeState.OnValueChanged -= OnLifeStateChanged;
+ m_NetState.NetworkLifeState.LifeState.OnValueChanged -= OnLifeStateChanged;
m_NetState.OnPerformHitReaction -= OnPerformHitReaction;
m_NetState.OnStopChargingUpClient -= OnStoppedChargingUp;
m_NetState.IsStealthy.OnValueChanged -= OnStealthyChanged;
if (Parent != null && Parent.TryGetComponent(out ClientInputSender sender))
{
+ sender.ActionInputEvent -= OnActionInput;
sender.ClientMoveEvent -= OnMoveInput;
}
}
@@ -209,9 +231,9 @@ private void CancelActionFXByType(ActionType actionType)
m_ActionViz.CancelAllActionsOfType(actionType);
}
- private void OnStoppedChargingUp()
+ private void OnStoppedChargingUp(float finalChargeUpPercentage)
{
- m_ActionViz.OnStoppedChargingUp();
+ m_ActionViz.OnStoppedChargingUp(finalChargeUpPercentage);
}
private void OnLifeStateChanged(LifeState previousValue, LifeState newValue)
@@ -219,13 +241,13 @@ private void OnLifeStateChanged(LifeState previousValue, LifeState newValue)
switch (newValue)
{
case LifeState.Alive:
- m_ClientVisualsAnimator.SetTrigger(m_AliveStateTriggerID);
+ m_ClientVisualsAnimator.SetTrigger(m_VisualizationConfiguration.AliveStateTriggerID);
break;
case LifeState.Fainted:
- m_ClientVisualsAnimator.SetTrigger(m_FaintedStateTriggerID);
+ m_ClientVisualsAnimator.SetTrigger(m_VisualizationConfiguration.FaintedStateTriggerID);
break;
case LifeState.Dead:
- m_ClientVisualsAnimator.SetTrigger(m_DeadStateTriggerID);
+ m_ClientVisualsAnimator.SetTrigger(m_VisualizationConfiguration.DeadStateTriggerID);
break;
default:
throw new ArgumentOutOfRangeException(nameof(newValue), newValue, null);
@@ -261,18 +283,55 @@ private void SetAppearanceSwap()
{
if (m_CharacterSwapper)
{
- if (m_NetState.IsStealthy.Value && !m_NetState.IsOwner)
+ var specialMaterialMode = CharacterSwap.SpecialMaterialMode.None;
+ if (m_NetState.IsStealthy.Value)
{
- // this character is in "stealth mode", so other players can't see them!
- m_CharacterSwapper.SwapAllOff();
- }
- else
- {
- m_CharacterSwapper.SwapToModel(m_NetState.CharacterAppearance.Value);
+ if (m_NetState.IsOwner)
+ {
+ specialMaterialMode = CharacterSwap.SpecialMaterialMode.StealthySelf;
+ }
+ else
+ {
+ specialMaterialMode = CharacterSwap.SpecialMaterialMode.StealthyOther;
+ }
}
+
+ m_CharacterSwapper.SwapToModel(m_NetState.CharacterAppearance.Value, specialMaterialMode);
}
}
+ ///
+ /// Returns the value we should set the Animator's "Speed" variable, given current
+ /// gameplay conditions.
+ ///
+ private float GetVisualMovementSpeed()
+ {
+ Assert.IsNotNull(m_VisualizationConfiguration);
+ if (m_NetState.NetworkLifeState.LifeState.Value != LifeState.Alive)
+ {
+ return m_VisualizationConfiguration.SpeedDead;
+ }
+
+ switch (m_NetState.MovementStatus.Value)
+ {
+ case MovementStatus.Idle:
+ return m_VisualizationConfiguration.SpeedIdle;
+ case MovementStatus.Normal:
+ return m_VisualizationConfiguration.SpeedNormal;
+ case MovementStatus.Uncontrolled:
+ return m_VisualizationConfiguration.SpeedUncontrolled;
+ case MovementStatus.Slowed:
+ return m_VisualizationConfiguration.SpeedSlowed;
+ case MovementStatus.Hasted:
+ return m_VisualizationConfiguration.SpeedHasted;
+ case MovementStatus.Walking:
+ return m_VisualizationConfiguration.SpeedWalking;
+ default:
+ throw new Exception($"Unknown MovementStatus {m_NetState.MovementStatus.Value}");
+ }
+ }
+
+
void Update()
{
if (Parent == null)
@@ -287,12 +346,7 @@ void Update()
if (m_ClientVisualsAnimator)
{
// set Animator variables here
- float visibleSpeed = 0;
- if (m_NetState.NetworkLifeState.Value == LifeState.Alive)
- {
- visibleSpeed = m_NetState.VisualMovementSpeed.Value;
- }
- m_ClientVisualsAnimator.SetFloat("Speed", visibleSpeed);
+ m_ClientVisualsAnimator.SetFloat(m_VisualizationConfiguration.SpeedVariableID, GetVisualMovementSpeed());
}
m_ActionViz.Update();
@@ -307,23 +361,21 @@ public void OnAnimEvent(string id)
m_ActionViz.OnAnimEvent(id);
}
- public bool IsAnimating
+ public bool IsAnimating()
{
- get
- {
- if( OurAnimator.GetFloat(m_SpeedVariableID) > 0.0 ) { return true; }
+ if (OurAnimator.GetFloat(m_VisualizationConfiguration.SpeedVariableID) > 0.0) { return true; }
- for( int i = 0; i < OurAnimator.layerCount; i++ )
+ for (int i = 0; i < OurAnimator.layerCount; i++)
+ {
+ if (OurAnimator.GetCurrentAnimatorStateInfo(i).tagHash != m_VisualizationConfiguration.BaseNodeTagID)
{
- if (!OurAnimator.GetCurrentAnimatorStateInfo(i).IsTag("BaseNode"))
- {
- //we are in an active node, not the default "nothing" node.
- return true;
- }
+ //we are in an active node, not the default "nothing" node.
+ return true;
}
-
- return false;
}
+
+ return false;
}
+
}
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Character/ClientInputSender.cs b/Assets/BossRoom/Scripts/Client/Game/Character/ClientInputSender.cs
index 0a415344d..88af89842 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Character/ClientInputSender.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Character/ClientInputSender.cs
@@ -17,10 +17,11 @@ public class ClientInputSender : NetworkBehaviour
private const float k_MouseInputRaycastDistance = 100f;
//The movement input rate is capped at 50ms (or 20 fps). This provides a nice balance between responsiveness and
- //upstream network conservation. This matters when holding down your mouse button to move.
+ //upstream network conservation. This matters when holding down your mouse button to move.
private const float k_MoveSendRateSeconds = 0.05f; //20 fps.
- private const float k_TargetMoveTimeout = 0.45f; //prevent moves for this long after targeting someone (helps prevent walking to the guy you clicked).
+
+ private const float k_TargetMoveTimeout = 0.45f; //prevent moves for this long after targeting someone (helps prevent walking to the guy you clicked).
private float m_LastSentMove;
@@ -33,6 +34,11 @@ public class ClientInputSender : NetworkBehaviour
private NetworkCharacterState m_NetworkCharacter;
+ ///
+ /// This event fires at the time when an action request is sent to the server.
+ ///
+ public Action ActionInputEvent;
+
///
/// This describes how a skill was requested. Skills requested via mouse click will do raycasts to determine their target; skills requested
/// in other matters will use the stateful target stored in NetworkCharacterState.
@@ -44,6 +50,12 @@ public enum SkillTriggerStyle
Keyboard, //skill was triggered via a Keyboard press, implying target should be taken from the active target.
KeyboardRelease, //represents a released key.
UI, //skill was triggered from the UI, and similar to Keyboard, target should be inferred from the active target.
+ UIRelease, //represents letting go of the mouse-button on a UI button
+ }
+
+ private bool IsReleaseStyle(SkillTriggerStyle style)
+ {
+ return style == SkillTriggerStyle.KeyboardRelease || style == SkillTriggerStyle.UIRelease;
}
///
@@ -87,7 +99,6 @@ private struct ActionRequest
public override void NetworkStart()
{
- // TODO Don't use NetworkBehaviour for just NetworkStart [GOMPS-81]
if (!IsClient || !IsOwner)
{
enabled = false;
@@ -115,31 +126,37 @@ void Awake()
m_MainCamera = Camera.main;
}
- public void FinishSkill()
+ void FinishSkill()
{
m_CurrentSkillInput = null;
}
+ void SendInput(ActionRequestData action)
+ {
+ ActionInputEvent?.Invoke(action);
+ m_NetworkCharacter.RecvDoActionServerRPC(action);
+ }
+
void FixedUpdate()
{
//play all ActionRequests, in FIFO order.
for (int i = 0; i < m_ActionRequestCount; ++i)
{
- if( m_CurrentSkillInput != null )
+ if (m_CurrentSkillInput != null)
{
//actions requested while input is active are discarded, except for "Release" requests, which go through.
- if (m_ActionRequests[i].TriggerStyle == SkillTriggerStyle.KeyboardRelease )
+ if (IsReleaseStyle(m_ActionRequests[i].TriggerStyle))
{
m_CurrentSkillInput.OnReleaseKey();
}
}
- else
+ else if (!IsReleaseStyle(m_ActionRequests[i].TriggerStyle))
{
var actionData = GameDataSource.Instance.ActionDataByType[m_ActionRequests[i].RequestedAction];
if (actionData.ActionInput != null)
{
var skillPlayer = Instantiate(actionData.ActionInput);
- skillPlayer.Initiate(m_NetworkCharacter, actionData.ActionTypeEnum, FinishSkill);
+ skillPlayer.Initiate(m_NetworkCharacter, actionData.ActionTypeEnum, SendInput, FinishSkill);
m_CurrentSkillInput = skillPlayer;
}
else
@@ -151,7 +168,7 @@ void FixedUpdate()
m_ActionRequestCount = 0;
- if( m_MoveRequest )
+ if (m_MoveRequest)
{
m_MoveRequest = false;
if ( (Time.time - m_LastSentMove) > k_MoveSendRateSeconds)
@@ -178,7 +195,7 @@ void FixedUpdate()
private void PerformSkill(ActionType actionType, SkillTriggerStyle triggerStyle, ulong targetId = 0)
{
Transform hitTransform = null;
-
+
if (targetId != 0)
{
// if a targetId is given, try to find the object
@@ -213,17 +230,21 @@ private void PerformSkill(ActionType actionType, SkillTriggerStyle triggerStyle,
if (GetActionRequestForTarget(hitTransform, actionType, triggerStyle, out ActionRequestData playerAction))
{
- //Don't trigger our move logic for another 500ms. This protects us from moving just because we clicked on them to target them.
+ //Don't trigger our move logic for a while. This protects us from moving just because we clicked on them to target them.
m_LastSentMove = Time.time + k_TargetMoveTimeout;
- m_NetworkCharacter.RecvDoActionServerRPC(playerAction);
+ SendInput(playerAction);
}
else if(actionType != ActionType.GeneralTarget )
{
- // clicked on nothing... perform a "miss" attack on the spot they clicked on
+ // clicked on nothing... perform an "untargeted" attack on the spot they clicked on.
+ // (Different Actions will deal with this differently. For some, like archer arrows, this will fire an arrow
+ // in the desired direction. For others, like mage's bolts, this will fire a "miss" projectile at the spot clicked on.)
+
var data = new ActionRequestData();
PopulateSkillRequest(k_CachedHit[0].point, actionType, ref data);
- m_NetworkCharacter.RecvDoActionServerRPC(data);
+
+ SendInput(data);
}
}
@@ -249,7 +270,7 @@ private bool GetActionRequestForTarget(Transform hit, ActionType actionType, Ski
NetworkSpawnManager.SpawnedObjects.TryGetValue(targetId, out targetNetObj);
}
- //sanity check that this is indeed a valid target.
+ //sanity check that this is indeed a valid target.
if(targetNetObj==null || !ActionUtils.IsValidTarget(targetNetObj.NetworkObjectId))
{
return false;
@@ -261,7 +282,7 @@ private bool GetActionRequestForTarget(Transform hit, ActionType actionType, Ski
//Skill1 may be contextually overridden if it was generated from a mouse-click.
if (actionType == CharacterData.Skill1 && triggerStyle == SkillTriggerStyle.MouseClick)
{
- if (!targetNetState.IsNpc && targetNetState.NetworkLifeState.Value == LifeState.Fainted)
+ if (!targetNetState.IsNpc && targetNetState.LifeState == LifeState.Fainted)
{
//right-clicked on a downed ally--change the skill play to Revive.
actionType = ActionType.GeneralRevive;
@@ -290,15 +311,21 @@ 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;
@@ -306,7 +333,10 @@ private void PopulateSkillRequest(Vector3 hitPoint, ActionType action, ref Actio
resultData.CancelMovement = true;
return;
case ActionLogic.RangedFXTargeted:
- if (resultData.TargetIds == null) { resultData.Position = hitPoint; }
+ resultData.Position = hitPoint;
+ return;
+ case ActionLogic.DashAttack:
+ resultData.Position = hitPoint;
return;
}
}
@@ -327,7 +357,7 @@ public void RequestAction(ActionType action, SkillTriggerStyle triggerStyle, ulo
Assert.IsTrue(GameDataSource.Instance.ActionDataByType.ContainsKey(action),
$"Action {action} must be part of ActionData dictionary!");
- if( m_ActionRequestCount < m_ActionRequests.Length )
+ if (m_ActionRequestCount < m_ActionRequests.Length)
{
m_ActionRequests[m_ActionRequestCount].RequestedAction = action;
m_ActionRequests[m_ActionRequestCount].TriggerStyle = triggerStyle;
@@ -340,17 +370,25 @@ 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/Client/Game/Entity/ClientBreakableVisualization.cs b/Assets/BossRoom/Scripts/Client/Game/Entity/ClientBreakableVisualization.cs
index c454544e9..af2530a39 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Entity/ClientBreakableVisualization.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Entity/ClientBreakableVisualization.cs
@@ -12,6 +12,21 @@ public class ClientBreakableVisualization : NetworkBehaviour
[SerializeField]
private GameObject m_BrokenPrefab;
+ [SerializeField][Tooltip("If set, will be used instead of BrokenPrefab when new players join, skipping transition effects.")]
+ private GameObject m_PrebrokenPrefab;
+
+ [SerializeField]
+ [Tooltip("We use this transform's position and rotation when creating the prefab. (Defaults to self)")]
+ private Transform m_BrokenPrefabPos;
+
+ [SerializeField]
+ private GameObject[] m_UnbrokenGameObjects;
+
+ [SerializeField]
+ private NetworkBreakableState m_NetState;
+
+ private GameObject m_CurrentBrokenVisualization;
+
public override void NetworkStart()
{
if (!IsClient)
@@ -20,31 +35,75 @@ public override void NetworkStart()
}
else
{
- var netState = transform.parent.GetComponent();
- netState.IsBroken.OnValueChanged += (bool oldVal, bool newVal) =>
- {
- if (oldVal == false && newVal == true)
- {
- PerformBreak();
- }
- };
+ m_NetState.IsBroken.OnValueChanged += OnBreakableStateChanged;
- if (netState.IsBroken.Value == true)
+ if (m_NetState.IsBroken.Value == true)
{
- //todo: don't dramatically break on entry to scene, if already broken.
- PerformBreak();
+ PerformBreak(true);
}
}
}
- private void PerformBreak()
+ private void OnBreakableStateChanged(bool wasBroken, bool isBroken)
+ {
+ if (!wasBroken && isBroken)
+ {
+ PerformBreak(false);
+ }
+ else if (wasBroken && !isBroken)
+ {
+ PerformUnbreak();
+ }
+ }
+
+ private void OnDestroy()
+ {
+ if (m_NetState)
+ {
+ m_NetState.IsBroken.OnValueChanged -= OnBreakableStateChanged;
+ }
+ }
+
+ private void PerformBreak(bool onStart)
+ {
+ foreach (var gameObject in m_UnbrokenGameObjects)
+ {
+ if (gameObject)
+ gameObject.SetActive(false);
+ }
+
+ if (m_CurrentBrokenVisualization)
+ Destroy(m_CurrentBrokenVisualization); // just a safety check, should be null when we get here
+
+ GameObject brokenPrefab = (onStart && m_PrebrokenPrefab != null) ? m_PrebrokenPrefab : m_BrokenPrefab;
+ if (brokenPrefab)
+ {
+ m_CurrentBrokenVisualization = Instantiate(brokenPrefab, m_BrokenPrefabPos.position, m_BrokenPrefabPos.rotation, transform);
+ }
+ }
+
+ private void PerformUnbreak()
+ {
+ if (m_CurrentBrokenVisualization)
+ {
+ Destroy(m_CurrentBrokenVisualization);
+ }
+ foreach (var gameObject in m_UnbrokenGameObjects)
+ {
+ if (gameObject)
+ gameObject.SetActive(true);
+ }
+ }
+
+#if UNITY_EDITOR
+ private void OnValidate()
{
- var myParent = transform.parent;
- Destroy(gameObject);
- var brokenPot = Instantiate(m_BrokenPrefab);
- brokenPot.transform.parent = myParent;
- brokenPot.transform.localPosition = Vector3.zero;
+ if (!m_NetState)
+ m_NetState = GetComponent();
+ if (!m_BrokenPrefabPos)
+ m_BrokenPrefabPos = transform;
}
+#endif
}
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/Entity/ClientProjectileVisualization.cs b/Assets/BossRoom/Scripts/Client/Game/Entity/ClientProjectileVisualization.cs
index b0f24c1ca..fa4212e23 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Entity/ClientProjectileVisualization.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Entity/ClientProjectileVisualization.cs
@@ -31,6 +31,14 @@ public override void NetworkStart()
m_NetState.HitEnemyEvent += OnEnemyHit;
}
+ void OnDestroy()
+ {
+ if( m_NetState != null )
+ {
+ m_NetState.HitEnemyEvent -= OnEnemyHit;
+ }
+ }
+
void Update()
{
if (m_Parent == null)
diff --git a/Assets/BossRoom/Scripts/Client/Game/Entity/ClientSpawnerVisualization.cs b/Assets/BossRoom/Scripts/Client/Game/Entity/ClientSpawnerVisualization.cs
deleted file mode 100644
index 9adff98b7..000000000
--- a/Assets/BossRoom/Scripts/Client/Game/Entity/ClientSpawnerVisualization.cs
+++ /dev/null
@@ -1,46 +0,0 @@
-using MLAPI;
-using UnityEngine;
-
-namespace BossRoom
-{
- public class ClientSpawnerVisualization : NetworkBehaviour
- {
- [SerializeField]
- NetworkHealthState m_NetworkHealthState;
-
- // TODO: Integrate visuals (GOMPS-123)
- [SerializeField]
- Animator m_Animator;
-
- public override void NetworkStart()
- {
- if (!IsClient)
- {
- enabled = false;
- return;
- }
-
- m_NetworkHealthState.HitPointsDepleted += SpawnerHitPointsDepleted;
- m_NetworkHealthState.HitPointsReplenished += SpawnerHitPointsReplenished;
- m_NetworkHealthState.HitPoints.OnValueChanged += HitPointsChanged;
- }
-
- void SpawnerHitPointsDepleted()
- {
- // TODO: Integrate visuals (GOMPS-123)
- }
-
- void SpawnerHitPointsReplenished()
- {
- // TODO: Integrate visuals (GOMPS-123)
- }
-
- void HitPointsChanged(int previousValue, int newValue)
- {
- if (previousValue > newValue && newValue > 0)
- {
- // received a hit
- }
- }
- }
-}
diff --git a/Assets/BossRoom/Scripts/Client/Game/FXProjectile.cs b/Assets/BossRoom/Scripts/Client/Game/FXProjectile.cs
index 5f08f5b17..10edb0fb6 100644
--- a/Assets/BossRoom/Scripts/Client/Game/FXProjectile.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/FXProjectile.cs
@@ -3,34 +3,17 @@
///
/// Logic that handles an FX-based pretend-missile.
-/// There are three stages to this missile:
-/// - wind-up (while the caster is animating)
-/// - flying through the air
-/// - impacted the target/impacted the ground (in the case of a miss)
-///
-/// This script should be attached to a projectile prefab. The prefab's initial state should be set up for the "windup"
-/// stage -- that is, any game objects needed for display in this state should be enabled, and game objects needed for
-/// the other stages should be disabled.
///
public class FXProjectile : MonoBehaviour
{
[SerializeField]
- private List m_ShowTheseWhenFiring;
+ private List m_ProjectileGraphics;
[SerializeField]
- private List m_HideTheseWhenFiring;
+ private List m_TargetHitGraphics;
[SerializeField]
- private List m_ShowTheseOnTargetImpact;
-
- [SerializeField]
- private List m_HideTheseOnTargetImpact;
-
- [SerializeField]
- private List m_ShowTheseOnFloorImpact;
-
- [SerializeField]
- private List m_HideTheseOnFloorImpact;
+ private List m_TargetMissedGraphics;
[SerializeField]
[Tooltip("If this projectile plays an impact particle, how long should we stay alive for it to keep playing?")]
@@ -39,107 +22,77 @@ public class FXProjectile : MonoBehaviour
private Vector3 m_StartPoint;
private Transform m_TargetDestination; // null if we're a "miss" projectile (i.e. we hit nothing)
private Vector3 m_MissDestination; // only used if m_TargetDestination is null
- private float m_WindupDuration;
private float m_FlightDuration;
private float m_Age;
+ private bool m_HasImpacted;
- private enum State
- {
- WINDUP,
- FLYING,
- IMPACT,
- }
- private State m_State;
-
- public void Initialize(Vector3 startPoint, Transform target, Vector3 missPos, float windupTime, float flightTime)
+ public void Initialize(Vector3 startPoint, Transform target, Vector3 missPos, float flightTime)
{
m_StartPoint = startPoint;
m_TargetDestination = target;
m_MissDestination = missPos;
- m_WindupDuration = windupTime;
m_FlightDuration = flightTime;
- m_State = State.WINDUP;
+ m_HasImpacted = false;
+
+ // the projectile graphics are actually already enabled in the prefab, but just in case, turn them on
+ foreach (var projectileGO in m_ProjectileGraphics)
+ {
+ projectileGO.SetActive(true);
+ }
}
public void Cancel()
{
// we could play a "poof" particle... but for now we just instantly disappear
- Object.Destroy(gameObject);
+ Destroy(gameObject);
}
private void Update()
{
m_Age += Time.deltaTime;
- switch (m_State)
+ if (!m_HasImpacted)
{
- case State.WINDUP:
- if (m_Age >= m_WindupDuration)
- {
- SwitchState(State.FLYING);
- }
- break;
- case State.FLYING:
- if (m_Age >= m_WindupDuration + m_FlightDuration)
- {
- SwitchState(State.IMPACT);
- }
- else
- {
- // we're flying through the air. Reposition ourselves to be closer to the destination
- float progress = (m_Age - m_WindupDuration) / m_FlightDuration;
- transform.position = Vector3.Lerp(m_StartPoint, m_TargetDestination?m_TargetDestination.position:m_MissDestination, progress);
- }
- break;
- case State.IMPACT:
- if (m_Age >= m_WindupDuration + m_FlightDuration + m_PostImpactDurationSeconds)
- {
- Destroy(gameObject);
- }
- break;
+ if (m_Age >= m_FlightDuration)
+ {
+ Impact();
+ }
+ else
+ {
+ // we're flying through the air. Reposition ourselves to be closer to the destination
+ float progress = m_Age / m_FlightDuration;
+ transform.position = Vector3.Lerp(m_StartPoint, m_TargetDestination ? m_TargetDestination.position : m_MissDestination, progress);
+ }
+ }
+ else if (m_Age >= m_FlightDuration + m_PostImpactDurationSeconds)
+ {
+ Destroy(gameObject);
}
}
- private void SwitchState(State newState)
+ private void Impact()
{
- if (newState == State.FLYING)
+ m_HasImpacted = true;
+
+ foreach (var projectileGO in m_ProjectileGraphics)
{
- foreach (var gameObject in m_HideTheseWhenFiring)
- {
- gameObject.SetActive(false);
- }
- foreach (var gameObject in m_ShowTheseWhenFiring)
- {
- gameObject.SetActive(true);
- }
+ projectileGO.SetActive(false);
}
- else if (newState == State.IMPACT)
+
+ // is it impacting an actual enemy? We allow different graphics for the "miss" case
+ if (m_TargetDestination)
{
- // is it impacting an actual enemy? We allow different graphics for the "miss" case
- if (m_TargetDestination)
+ foreach (var hitGraphicGO in m_TargetHitGraphics)
{
- foreach (var gameObject in m_HideTheseOnTargetImpact)
- {
- gameObject.SetActive(false);
- }
- foreach (var gameObject in m_ShowTheseOnTargetImpact)
- {
- gameObject.SetActive(true);
- }
+ hitGraphicGO.SetActive(true);
}
- else
+ }
+ else
+ {
+ foreach (var missGraphicGO in m_TargetMissedGraphics)
{
- foreach (var gameObject in m_HideTheseOnFloorImpact)
- {
- gameObject.SetActive(false);
- }
- foreach (var gameObject in m_ShowTheseOnFloorImpact)
- {
- gameObject.SetActive(true);
- }
+ missGraphicGO.SetActive(true);
}
-
}
- m_State = newState;
}
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/State/ClientCharSelectState.cs b/Assets/BossRoom/Scripts/Client/Game/State/ClientCharSelectState.cs
index 1bce35af1..d36672daf 100644
--- a/Assets/BossRoom/Scripts/Client/Game/State/ClientCharSelectState.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/State/ClientCharSelectState.cs
@@ -3,6 +3,8 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
+using UnityEngine.SceneManagement;
+using TMPro;
namespace BossRoom.Client
{
@@ -51,6 +53,10 @@ public class ColorAndIndicator
[Tooltip("Representational information for each player")]
public ColorAndIndicator[] m_IdentifiersForEachPlayerNumber;
+ [SerializeField]
+ [Tooltip("Text element containing player count which updates as players connect")]
+ private TextMeshProUGUI m_NumPlayersText;
+
[Header("UI Elements for different lobby modes")]
[SerializeField]
[Tooltip("UI elements to turn on when the player hasn't chosen their seat yet. Turned off otherwise!")]
@@ -81,8 +87,8 @@ public class ColorAndIndicator
[Tooltip("Error message text when lobby is full")]
private string m_FatalErrorLobbyFullMsg = "Error: lobby is full! You cannot play.";
- private int m_LastSeatSelected;
- private bool m_HasLocalPlayerLockedIn;
+ private int m_LastSeatSelected = -1;
+ private bool m_HasLocalPlayerLockedIn = false;
///
/// Conceptual modes or stages that the lobby can be in. We don't actually
@@ -163,12 +169,20 @@ private void OnAssignedPlayerNumber(int playerNum)
m_ClassInfoBox.OnSetPlayerNumber(playerNum);
}
+ private void UpdatePlayerCount()
+ {
+ int count = CharSelectData.LobbyPlayers.Count;
+ var pstr = (count > 1) ? "players" : "player";
+ m_NumPlayersText.text = "" + count + " " + pstr +" connected";
+ }
+
///
/// Called by the server when any of the seats in the lobby have changed. (Including ours!)
///
private void OnLobbyPlayerStateChanged(NetworkListEvent lobbyArray )
{
UpdateSeats();
+ UpdatePlayerCount();
// now let's find our local player in the list and update the character/info box appropriately
int localPlayerIdx = -1;
@@ -191,6 +205,8 @@ private void OnLobbyPlayerStateChanged(NetworkListEvent
@@ -363,9 +392,23 @@ public void OnPlayerClickedSeat(int seatIdx)
///
public void OnPlayerClickedReady()
{
- CharSelectData.ChangeSeatServerRpc(NetworkManager.Singleton.LocalClientId, m_LastSeatSelected, true);
+ // request to lock in or unlock if already locked in
+ CharSelectData.ChangeSeatServerRpc(NetworkManager.Singleton.LocalClientId, m_LastSeatSelected, !m_HasLocalPlayerLockedIn );
}
+ ///
+ /// Called directly by UI elements!
+ ///
+ public void OnPlayerExit()
+ {
+ // Player is leaving the group
+ // first disconnect then return to menu
+ var gameNetPortal = GameObject.FindGameObjectWithTag("GameNetPortal").GetComponent();
+ gameNetPortal.RequestDisconnect();
+ SceneManager.LoadScene("MainMenu");
+ }
+
+
#if UNITY_EDITOR
private void OnValidate()
{
diff --git a/Assets/BossRoom/Scripts/Client/Game/State/ClientMainMenuState.cs b/Assets/BossRoom/Scripts/Client/Game/State/ClientMainMenuState.cs
index 2602d53b4..929a6296b 100644
--- a/Assets/BossRoom/Scripts/Client/Game/State/ClientMainMenuState.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/State/ClientMainMenuState.cs
@@ -19,5 +19,4 @@ public override void NetworkStart()
//fortunately we know you are a client, because all players are clients when sitting at the main menu screen.
}
}
-
}
diff --git a/Assets/BossRoom/Scripts/Client/Game/State/ClientPostGameState.cs b/Assets/BossRoom/Scripts/Client/Game/State/ClientPostGameState.cs
index 5fcd9fedf..5537c6831 100644
--- a/Assets/BossRoom/Scripts/Client/Game/State/ClientPostGameState.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/State/ClientPostGameState.cs
@@ -1,3 +1,5 @@
+using UnityEngine;
+
namespace BossRoom.Client
{
///
@@ -8,6 +10,19 @@ public class ClientPostGameState : GameStateBehaviour
{
public override GameState ActiveState { get { return GameState.PostGame; } }
+ protected override void Start()
+ {
+ base.Start();
+
+ //it is common for the user to get dumped back to main menu from here (i.e., if the host decides not to play again), and
+ //it is a little funny to display a "Connection to Host Lost" message in that case. The best thing would probably be to
+ //display a "Host Abandoned the Game" message, but this would require some more plumbing (an RPC from the host before it quit,
+ //containing that information).
+ //In the meantime, we just set "UserRequested" to suppress the Disconnected error popup.
+ var portalGO = GameObject.FindGameObjectWithTag("GameNetPortal");
+ portalGO.GetComponent().DisconnectReason.SetDisconnectReason(ConnectStatus.UserRequestedDisconnect);
+ }
+
public override void NetworkStart()
{
base.NetworkStart();
diff --git a/Assets/BossRoom/Scripts/Client/Game/Utils/SpecialFXGraphic.cs b/Assets/BossRoom/Scripts/Client/Game/Utils/SpecialFXGraphic.cs
index 2a9e6fe4d..306ca43fb 100644
--- a/Assets/BossRoom/Scripts/Client/Game/Utils/SpecialFXGraphic.cs
+++ b/Assets/BossRoom/Scripts/Client/Game/Utils/SpecialFXGraphic.cs
@@ -67,7 +67,10 @@ public void Shutdown()
{
foreach (var particleSystem in m_ParticleSystemsToTurnOffOnShutdown)
{
- particleSystem.Stop();
+ if (particleSystem)
+ {
+ particleSystem.Stop();
+ }
}
// now, when and how do we fully destroy ourselves?
@@ -143,6 +146,11 @@ public override void OnInspectorGUI()
private void AddAllParticleSystems(SpecialFXGraphic specialFxGraphic)
{
+ if (specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown == null)
+ {
+ specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown = new List();
+ }
+
specialFxGraphic.m_ParticleSystemsToTurnOffOnShutdown.Clear();
foreach (var particleSystem in specialFxGraphic.GetComponentsInChildren())
{
diff --git a/Assets/BossRoom/Scripts/Client/Net/ClientGameNetPortal.cs b/Assets/BossRoom/Scripts/Client/Net/ClientGameNetPortal.cs
index 64bdccc4d..5172aebca 100644
--- a/Assets/BossRoom/Scripts/Client/Net/ClientGameNetPortal.cs
+++ b/Assets/BossRoom/Scripts/Client/Net/ClientGameNetPortal.cs
@@ -18,6 +18,11 @@ public class ClientGameNetPortal : MonoBehaviour
{
private GameNetPortal m_Portal;
+ ///
+ /// If a disconnect occurred this will be populated with any contextual information that was available to explain why.
+ ///
+ public DisconnectReason DisconnectReason { get; private set; } = new DisconnectReason();
+
///
/// Time in seconds before the client considers a lack of server response a timeout
///
@@ -34,12 +39,29 @@ public class ClientGameNetPortal : MonoBehaviour
void Start()
{
m_Portal = GetComponent();
- m_Portal.NetworkStarted += NetworkStart;
+
+ m_Portal.NetworkReadied += OnNetworkReady;
m_Portal.ConnectFinished += OnConnectFinished;
+ m_Portal.DisconnectReasonReceived += OnDisconnectReasonReceived;
m_Portal.NetManager.OnClientDisconnectCallback += OnDisconnectOrTimeout;
}
- private void NetworkStart()
+ void OnDestroy()
+ {
+ if( m_Portal != null )
+ {
+ m_Portal.NetworkReadied -= OnNetworkReady;
+ m_Portal.ConnectFinished -= OnConnectFinished;
+ m_Portal.DisconnectReasonReceived -= OnDisconnectReasonReceived;
+
+ if( m_Portal.NetManager != null )
+ {
+ m_Portal.NetManager.OnClientDisconnectCallback -= OnDisconnectOrTimeout;
+ }
+ }
+ }
+
+ private void OnNetworkReady()
{
if (!m_Portal.NetManager.IsClient)
{
@@ -47,10 +69,31 @@ private void NetworkStart()
}
else
{
- SceneManager.sceneLoaded += (Scene scene, LoadSceneMode mode) =>
+ // O__O if adding any event registrations in this block, please add unregistrations in the OnClientDisconnect method.
+ if(!m_Portal.NetManager.IsHost )
{
- m_Portal.C2SSceneChanged(SceneManager.GetActiveScene().buildIndex);
- };
+ //only do this if a pure client, so as not to overlap with host behavior in ServerGameNetPortal.
+ m_Portal.UserDisconnectRequested += OnUserDisconnectRequest;
+ }
+
+ SceneManager.sceneLoaded += OnSceneLoaded;
+ }
+ }
+
+ private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
+ {
+ m_Portal.ClientToServerSceneChanged(SceneManager.GetActiveScene().buildIndex);
+ }
+
+ ///
+ /// Invoked when the user has requested a disconnect via the UI, e.g. when hitting "Return to Main Menu" in the post-game scene.
+ ///
+ private void OnUserDisconnectRequest()
+ {
+ if( m_Portal.NetManager.IsClient )
+ {
+ DisconnectReason.SetDisconnectReason(ConnectStatus.UserRequestedDisconnect);
+ m_Portal.NetManager.StopClient();
}
}
@@ -60,13 +103,29 @@ private void OnConnectFinished(ConnectStatus status)
//on failure, we must raise an event so that the UI layer can display something.
Debug.Log("RecvConnectFinished Got status: " + status);
+ if( status != ConnectStatus.Success )
+ {
+ //this indicates a game level failure, rather than a network failure. See note in ServerGameNetPortal.
+ DisconnectReason.SetDisconnectReason(status);
+ }
+
ConnectFinished?.Invoke(status);
}
+ private void OnDisconnectReasonReceived(ConnectStatus status)
+ {
+ DisconnectReason.SetDisconnectReason(status);
+ }
+
private void OnDisconnectOrTimeout(ulong clientID)
{
- if(clientID == MLAPI.NetworkManager.Singleton.LocalClientId )
+ // we could also check whether the disconnect was us or the host, but the "interesting" question is whether
+ //following the disconnect, we're no longer a Connected Client, so we just explicitly check that scenario.
+ if ( !MLAPI.NetworkManager.Singleton.IsConnectedClient && !MLAPI.NetworkManager.Singleton.IsHost )
{
+ SceneManager.sceneLoaded -= OnSceneLoaded;
+ m_Portal.UserDisconnectRequested -= OnUserDisconnectRequest;
+
//On a client disconnect we want to take them back to the main menu.
//We have to check here in SceneManager if our active scene is the main menu, as if it is, it means we timed out rather than a raw disconnect;
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name != "MainMenu")
@@ -74,6 +133,11 @@ private void OnDisconnectOrTimeout(ulong clientID)
// we're not at the main menu, so we obviously had a connection before... thus, we aren't in a timeout scenario.
// Just shut down networking and switch back to main menu.
MLAPI.NetworkManager.Singleton.Shutdown();
+ if( !DisconnectReason.HasTransitionReason )
+ {
+ //disconnect that happened for some other reason than user UI interaction--should display a message.
+ DisconnectReason.SetDisconnectReason(ConnectStatus.GenericDisconnect);
+ }
SceneManager.LoadScene("MainMenu");
}
else
@@ -95,7 +159,6 @@ private void OnDisconnectOrTimeout(ulong clientID)
/// The port of the host to connect to.
public static void StartClient(GameNetPortal portal, string ipaddress, int port)
{
- //DMW_NOTE: non-portable. We need to be updated when moving to UTP transport.
var chosenTransport = NetworkManager.Singleton.gameObject.GetComponent().IpHostTransport;
NetworkManager.Singleton.NetworkConfig.NetworkTransport = chosenTransport;
@@ -160,10 +223,12 @@ public static bool StartClientRelayMode(GameNetPortal portal, string roomKey, ou
private static void ConnectClient(GameNetPortal portal)
{
var clientGuid = ClientPrefs.GetGuid();
- //var payload = $"client_guid={clientGuid}\n"; //minimal format where key=value pairs are separated by newlines.
- //payload += $"client_scene={UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex}\n";
- //payload += $"player_name={portal.PlayerName}\n";
- var payload = JsonUtility.ToJson(new ConnectionPayload() {clientGUID = clientGuid, clientScene = SceneManager.GetActiveScene().buildIndex, playerName = portal.PlayerName});
+ var payload = JsonUtility.ToJson(new ConnectionPayload()
+ {
+ clientGUID = clientGuid,
+ clientScene = SceneManager.GetActiveScene().buildIndex,
+ playerName = portal.PlayerName
+ });
var payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload);
@@ -171,7 +236,7 @@ private static void ConnectClient(GameNetPortal portal)
portal.NetManager.NetworkConfig.ClientConnectionBufferTimeout = k_TimeoutDuration;
//and...we're off! MLAPI will establish a socket connection to the host.
- // If the socket connection fails, we'll hear back by [???] (FIXME: GOMPS-79, need to handle transport layer failures too).
+ // If the socket connection fails, we'll hear back by getting an OnClientDisconnect callback for ourselves (TODO-FIXME:MLAPI GOMPS-79, provide feedback for different transport failures).
// If the socket connection succeeds, we'll get our RecvConnectFinished invoked. This is where game-layer failures will be reported.
portal.NetManager.StartClient();
}
diff --git a/Assets/BossRoom/Scripts/Client/Net/DisconnectReason.cs b/Assets/BossRoom/Scripts/Client/Net/DisconnectReason.cs
new file mode 100644
index 000000000..c31996ee1
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Client/Net/DisconnectReason.cs
@@ -0,0 +1,43 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace BossRoom.Client
+{
+ ///
+ /// This class provides some additional context for the connection managed by the ClientGameNetPortal. If a disconnect occurrs, or is expected to occur, client
+ /// code can set the reason why here. Then subsequent code can interrogate this class to get the disconnect reason, and display appropriate information to
+ /// the user, even after a scene transition has occurred. The state is set back to Undefined if a new connection is begun.
+ ///
+ public class DisconnectReason
+ {
+ ///
+ /// When a disconnect is detected (or expected), set this to provide some context for why it occurred.
+ ///
+ public void SetDisconnectReason( ConnectStatus reason)
+ {
+ //using an explicit setter here rather than the auto-property, to make the code locations where disconnect information is set more obvious.
+ Debug.Assert(reason != ConnectStatus.Success);
+ Reason = reason;
+ }
+
+ ///
+ /// The reason why a disconnect occurred, or Undefined if not set.
+ ///
+ public ConnectStatus Reason { get; private set; } = ConnectStatus.Undefined;
+
+ ///
+ /// Clear the DisconnectReason, returning it to Undefined.
+ ///
+ public void Clear()
+ {
+ Reason = ConnectStatus.Undefined;
+ }
+
+ ///
+ /// Has a TransitionReason already be set? (The TransitionReason provides context for why someone transition back to the MainMenu, and is a one-use item
+ /// that is unset as soon as it is read).
+ ///
+ public bool HasTransitionReason => Reason != ConnectStatus.Undefined;
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Client/Net/DisconnectReason.cs.meta b/Assets/BossRoom/Scripts/Client/Net/DisconnectReason.cs.meta
new file mode 100644
index 000000000..fb7d32177
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Client/Net/DisconnectReason.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c92998344b3ecfa4da078bd59ebd469e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Client/UI/HeroActionBar.cs b/Assets/BossRoom/Scripts/Client/UI/HeroActionBar.cs
index a828e546b..08e3c0c8c 100644
--- a/Assets/BossRoom/Scripts/Client/UI/HeroActionBar.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/HeroActionBar.cs
@@ -1,28 +1,130 @@
+using MLAPI;
+using MLAPI.Spawning;
+using System.Collections.Generic;
using UnityEngine;
-using UnityEngine.UI;
+using UnityEngine.Assertions;
using SkillTriggerStyle = BossRoom.Client.ClientInputSender.SkillTriggerStyle;
namespace BossRoom.Visual
{
///
- /// Provides logic for a Hero Action Bar with attack, skill button and a button to open emotes panel
+ /// Provides logic for a Hero Action Bar with attack, skill buttons and a button to open emotes panel
/// This bar tracks button clicks on hero action buttons for later use by ClientInputSender
///
public class HeroActionBar : MonoBehaviour
{
- // All buttons in this action bar
[SerializeField]
- private Button[] m_Buttons;
+ [Tooltip("The button that activates the basic action (comparable to right-clicking the mouse)")]
+ UIHUDButton m_BasicActionButton;
- // The Emote panel will be enabled or disabled when clicking the last button
[SerializeField]
- private GameObject m_EmotePanel;
+ [Tooltip("The button that activates the hero's first special move")]
+ UIHUDButton m_SpecialAction1Button;
- private BossRoom.Client.ClientInputSender m_InputSender;
+ [SerializeField]
+ [Tooltip("The button that activates the hero's second special move")]
+ UIHUDButton m_SpecialAction2Button;
+
+ [SerializeField]
+ [Tooltip("The button that opens/closes the Emote bar")]
+ UIHUDButton m_EmoteBarButton;
+
+ [SerializeField]
+ [Tooltip("The Emote bar that will be enabled or disabled when clicking the Emote bar button")]
+ GameObject m_EmotePanel;
+
+ ///
+ /// Our input-sender. Initialized in RegisterInputSender()
+ ///
+ Client.ClientInputSender m_InputSender;
+
+ ///
+ /// Cached reference to local player's net state.
+ /// We find the Sprites to use by checking the Skill1, Skill2, and Skill3 members of our chosen CharacterClass
+ ///
+ NetworkCharacterState m_NetState;
+
+ ///
+ /// If we have another player selected, this is a reference to their stats; if anything else is selected, this is null
+ ///
+ NetworkCharacterState m_SelectedPlayerNetState;
+
+ ///
+ /// If m_SelectedPlayerNetState is non-null, this indicates whether we think they're alive. (Updated every frame)
+ ///
+ bool m_WasSelectedPlayerAliveDuringLastUpdate;
+
+ ///
+ /// Identifiers for the buttons on the action bar.
+ ///
+ enum ActionButtonType
+ {
+ BasicAction,
+ Special1,
+ Special2,
+ EmoteBar,
+ }
+
+ ///
+ /// Cached UI information about one of the buttons on the action bar.
+ /// Takes care of registering/unregistering click-event messages,
+ /// and routing the events into HeroActionBar.
+ ///
+ class ActionButtonInfo
+ {
+ public readonly ActionButtonType Type;
+ public readonly UIHUDButton Button;
+ public readonly Client.UITooltipDetector Tooltip;
- // We find the Sprites to use by checking the Skill1, Skill2, and Skill3 members of our chosen CharacterClass
- private CharacterClass m_CharacterData;
+ ///
+ /// The current ActionType that is used when this button is pressed.
+ ///
+ public ActionType CurActionType;
+ readonly HeroActionBar m_Owner;
+
+ public ActionButtonInfo(ActionButtonType type, UIHUDButton button, HeroActionBar owner)
+ {
+ Type = type;
+ Button = button;
+ Tooltip = button.GetComponent();
+ CurActionType = ActionType.None;
+ m_Owner = owner;
+ }
+
+ public void RegisterEventHandlers()
+ {
+ Button.OnPointerDownEvent += OnClickDown;
+ Button.OnPointerUpEvent += OnClickUp;
+ }
+
+ public void UnregisterEventHandlers()
+ {
+ Button.OnPointerDownEvent -= OnClickDown;
+ Button.OnPointerUpEvent -= OnClickUp;
+ }
+
+ void OnClickDown()
+ {
+ m_Owner.OnButtonClickedDown(Type);
+ }
+
+ void OnClickUp()
+ {
+ m_Owner.OnButtonClickedUp(Type);
+ }
+ }
+
+ ///
+ /// Dictionary of info about all the buttons on the action bar.
+ ///
+ Dictionary m_ButtonInfo;
+
+ ///
+ /// Called during startup by the ClientInputSender. In response, we cache the provided
+ /// inputSender and self-initialize.
+ ///
+ ///
public void RegisterInputSender(Client.ClientInputSender inputSender)
{
if (m_InputSender != null)
@@ -31,49 +133,88 @@ public void RegisterInputSender(Client.ClientInputSender inputSender)
}
m_InputSender = inputSender;
- m_CharacterData = m_InputSender.GetComponent().CharacterData;
- SetPlayerType(m_CharacterData);
+ m_NetState = m_InputSender.GetComponent();
+ m_NetState.TargetId.OnValueChanged += OnSelectionChanged;
+ UpdateAllActionButtons();
}
- private void SetPlayerType(CharacterClass characterData)
+ void Awake()
{
- var sprites = new Sprite[]
+ m_ButtonInfo = new Dictionary()
{
- GetSpriteForAction(characterData.Skill1),
- GetSpriteForAction(characterData.Skill2),
- GetSpriteForAction(characterData.Skill3),
+ [ActionButtonType.BasicAction] = new ActionButtonInfo(ActionButtonType.BasicAction, m_BasicActionButton, this),
+ [ActionButtonType.Special1] = new ActionButtonInfo(ActionButtonType.Special1, m_SpecialAction1Button, this),
+ [ActionButtonType.Special2] = new ActionButtonInfo(ActionButtonType.Special2, m_SpecialAction2Button, this),
+ [ActionButtonType.EmoteBar] = new ActionButtonInfo(ActionButtonType.EmoteBar, m_EmoteBarButton, this),
};
- SetButtonIcons(sprites);
}
- ///
- /// Returns the Sprite for an Action, or null if no sprite is available
- ///
- private Sprite GetSpriteForAction(ActionType actionType)
+ void OnEnable()
{
- if (actionType == ActionType.None)
- return null;
- var desc = GameDataSource.Instance.ActionDataByType[actionType];
- if (desc != null)
- return desc.Icon;
- return null;
+ foreach (ActionButtonInfo buttonInfo in m_ButtonInfo.Values)
+ {
+ buttonInfo.RegisterEventHandlers();
+ }
}
- void SetButtonIcons(Sprite[] icons)
+ void OnDisable()
{
- for (int i = 0; i < m_Buttons.Length; i++)
+ foreach (ActionButtonInfo buttonInfo in m_ButtonInfo.Values)
{
- if (i < icons.Length)
- {
- m_Buttons[i].image.sprite = icons[i];
- m_Buttons[i].gameObject.SetActive(icons[i] != null);
- }
+ buttonInfo.UnregisterEventHandlers();
}
}
- public void OnButtonClicked(int buttonIndex)
+ void OnDestroy()
{
- if (buttonIndex == 3)
+ if (m_NetState)
+ {
+ m_NetState.TargetId.OnValueChanged -= OnSelectionChanged;
+ }
+ }
+
+ void Update()
+ {
+ // If we have another player selected, see if their aliveness state has changed,
+ // and if so, update the interactiveness of the basic-action button
+
+ if (!m_SelectedPlayerNetState) { return; }
+
+ bool isAliveNow = m_SelectedPlayerNetState.NetworkLifeState.LifeState.Value == LifeState.Alive;
+ if (isAliveNow != m_WasSelectedPlayerAliveDuringLastUpdate)
+ {
+ // this will update the icons so that the basic-action button's interactiveness is correct
+ UpdateAllActionButtons();
+ }
+
+ m_WasSelectedPlayerAliveDuringLastUpdate = isAliveNow;
+ }
+
+ void OnSelectionChanged(ulong oldSelectionNetworkId, ulong newSelectionNetworkId)
+ {
+ UpdateAllActionButtons();
+ }
+
+ void OnButtonClickedDown(ActionButtonType buttonType)
+ {
+ if (buttonType == ActionButtonType.EmoteBar)
+ {
+ return; // this is the "emote" button; we won't do anything until they let go of the button
+ }
+
+ if (m_InputSender == null)
+ {
+ //nothing to do past this point if we don't have an InputSender.
+ return;
+ }
+
+ // send input to begin the action associated with this button
+ m_InputSender.RequestAction(m_ButtonInfo[buttonType].CurActionType, SkillTriggerStyle.UI);
+ }
+
+ void OnButtonClickedUp(ActionButtonType buttonType)
+ {
+ if (buttonType == ActionButtonType.EmoteBar)
{
m_EmotePanel.SetActive(!m_EmotePanel.activeSelf);
return;
@@ -85,12 +226,75 @@ public void OnButtonClicked(int buttonIndex)
return;
}
- switch (buttonIndex)
+ // send input to complete the action associated with this button
+ m_InputSender.RequestAction(m_ButtonInfo[buttonType].CurActionType, SkillTriggerStyle.UIRelease);
+ }
+
+ ///
+ /// Updates all the action buttons and caches info about the currently-selected entity (when appropriate):
+ /// stores info in m_SelectedPlayerNetState and m_WasSelectedPlayerAliveDuringLastUpdate
+ ///
+ void UpdateAllActionButtons()
+ {
+ UpdateActionButton(m_ButtonInfo[ActionButtonType.BasicAction], m_NetState.CharacterData.Skill1);
+ UpdateActionButton(m_ButtonInfo[ActionButtonType.Special1], m_NetState.CharacterData.Skill2);
+ UpdateActionButton(m_ButtonInfo[ActionButtonType.Special2], m_NetState.CharacterData.Skill3);
+
+ // special case: when we have a player selected, we change the meaning of the basic action
+ if (m_NetState.TargetId.Value != 0
+ && NetworkSpawnManager.SpawnedObjects.TryGetValue(m_NetState.TargetId.Value, out NetworkObject selection)
+ && selection != null
+ && selection.IsPlayerObject
+ && selection.NetworkObjectId != m_NetState.NetworkObjectId)
+ {
+ // we have another player selected! In that case we want to reflect that our basic Action is a Revive, not an attack!
+ // But we need to know if the player is alive... if so, the button should be disabled (for better player communication)
+
+ var charState = selection.GetComponent();
+ Assert.IsNotNull(charState); // all PlayerObjects should have a NetworkCharacterState component
+
+ bool isAlive = charState.NetworkLifeState.LifeState.Value == LifeState.Alive;
+ UpdateActionButton(m_ButtonInfo[ActionButtonType.BasicAction], ActionType.GeneralRevive, !isAlive);
+
+ // we'll continue to monitor our selected player every frame to see if their life-state changes.
+ m_SelectedPlayerNetState = charState;
+ m_WasSelectedPlayerAliveDuringLastUpdate = isAlive;
+ }
+ else
{
- case 0: m_InputSender.RequestAction(m_CharacterData.Skill1, SkillTriggerStyle.UI); break;
- case 1: m_InputSender.RequestAction(m_CharacterData.Skill2, SkillTriggerStyle.UI); break;
- case 2: m_InputSender.RequestAction(m_CharacterData.Skill3, SkillTriggerStyle.UI); break;
+ m_SelectedPlayerNetState = null;
+ m_WasSelectedPlayerAliveDuringLastUpdate = false;
}
}
+
+ void UpdateActionButton(ActionButtonInfo buttonInfo, ActionType actionType, bool isClickable = true)
+ {
+ // first find the info we need (sprite and description)
+ Sprite sprite = null;
+ string description = "";
+
+ if (actionType != ActionType.None)
+ {
+ var desc = GameDataSource.Instance.ActionDataByType[actionType];
+ sprite = desc.Icon;
+ description = desc.Description;
+ }
+
+ // set up UI elements appropriately
+ if (sprite == null)
+ {
+ buttonInfo.Button.gameObject.SetActive(false);
+ }
+ else
+ {
+ buttonInfo.Button.gameObject.SetActive(true);
+ buttonInfo.Button.interactable = isClickable;
+ buttonInfo.Button.image.sprite = sprite;
+ buttonInfo.Tooltip.SetText(description);
+ }
+
+ // store the action type so that we can retrieve it in click events
+ buttonInfo.CurActionType = actionType;
+ }
}
}
diff --git a/Assets/BossRoom/Scripts/Client/UI/MainMenuUI.cs b/Assets/BossRoom/Scripts/Client/UI/MainMenuUI.cs
index fd05216c8..bf8527089 100644
--- a/Assets/BossRoom/Scripts/Client/UI/MainMenuUI.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/MainMenuUI.cs
@@ -33,11 +33,15 @@ void Start()
m_ClientNetPortal.NetworkTimedOut += OnNetworkTimeout;
m_ClientNetPortal.ConnectFinished += OnConnectFinished;
+
+ //any disconnect reason set? Show it to the user here.
+ ConnectStatusToMessage(m_ClientNetPortal.DisconnectReason.Reason, false);
+ m_ClientNetPortal.DisconnectReason.Clear();
}
public void OnHostClicked()
{
- m_ResponsePopup.SetupEnterGameDisplay(true, "Host Game", "Input the IP to host on", "", "iphost", "Confirm",
+ m_ResponsePopup.SetupEnterGameDisplay(true, "Host Game", "Input the Host IP
or select drop down to use relay", "", "iphost", "Confirm",
(string connectInput, int connectPort, string playerName, OnlineMode onlineMode) =>
{
m_GameNetPortal.PlayerName = playerName;
@@ -96,14 +100,38 @@ private string PostProcessIpInput(string ipInput)
///
private void OnConnectFinished(ConnectStatus status)
{
- if (status != ConnectStatus.Success)
- {
- m_ResponsePopup.SetupNotifierDisplay("Connection Failed", "Something went wrong", false, true);
- }
- else
+ ConnectStatusToMessage(status, true);
+ }
+
+ ///
+ /// Takes a ConnectStatus and shows an appropriate message to the user. This can be called on: (1) successful connect,
+ /// (2) failed connect, (3) disconnect.
+ ///
+ /// pass true if this is being called in response to a connect finishing.
+ private void ConnectStatusToMessage(ConnectStatus status, bool connecting)
+ {
+ switch(status)
{
- //Here we want to display that the connection was successful before we load in game.
- m_ResponsePopup.SetupNotifierDisplay("Success!", "Joining Now", false, false);
+ case ConnectStatus.Undefined:
+ case ConnectStatus.UserRequestedDisconnect:
+ break;
+ case ConnectStatus.ServerFull:
+ m_ResponsePopup.SetupNotifierDisplay("Connection Failed", "The Host is full and cannot accept any additional connections", false, true);
+ break;
+ case ConnectStatus.Success:
+ if(connecting) { m_ResponsePopup.SetupNotifierDisplay("Success!", "Joining Now", false, true); }
+ break;
+ case ConnectStatus.LoggedInAgain:
+ m_ResponsePopup.SetupNotifierDisplay("Connection Failed", "You have logged in elsewhere using the same account", false, true);
+ break;
+ case ConnectStatus.GenericDisconnect:
+ var title = connecting ? "Connection Failed" : "Disconnected From Host";
+ var text = connecting ? "Something went wrong" : "The connection to the host was lost";
+ m_ResponsePopup.SetupNotifierDisplay(title, text, false, true);
+ break;
+ default:
+ Debug.LogWarning($"New ConnectStatus {status} has been added, but no connect message defined for it.");
+ break;
}
}
diff --git a/Assets/BossRoom/Scripts/Client/UI/NameDisplay.cs b/Assets/BossRoom/Scripts/Client/UI/NameDisplay.cs
index e12ca3fa2..c4b431942 100644
--- a/Assets/BossRoom/Scripts/Client/UI/NameDisplay.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/NameDisplay.cs
@@ -1,5 +1,6 @@
using UnityEngine.UI;
using UnityEngine;
+using TMPro;
namespace BossRoom.Visual
{
@@ -11,7 +12,7 @@ namespace BossRoom.Visual
public class NameDisplay : MonoBehaviour
{
[SerializeField]
- private Text m_CurrentName;
+ private TextMeshProUGUI m_CurrentName;
///
/// This is where we pull our name data from
diff --git a/Assets/BossRoom/Scripts/Client/UI/PartyHUD.cs b/Assets/BossRoom/Scripts/Client/UI/PartyHUD.cs
index 2d1e9a91e..b0a5bdc53 100644
--- a/Assets/BossRoom/Scripts/Client/UI/PartyHUD.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/PartyHUD.cs
@@ -1,6 +1,8 @@
+using System.Collections.Generic;
using MLAPI.Spawning;
using UnityEngine;
using UnityEngine.UI;
+using TMPro;
namespace BossRoom.Visual
{
@@ -18,7 +20,7 @@ public class PartyHUD : MonoBehaviour
private GameObject[] m_AllyPanel;
[SerializeField]
- private Text[] m_PartyNames;
+ private TextMeshProUGUI[] m_PartyNames;
[SerializeField]
private Image[] m_PartyClassSymbols;
@@ -39,6 +41,8 @@ public class PartyHUD : MonoBehaviour
// track Hero's target to show when it is the Hero or an ally
private ulong m_CurrentTarget;
+ private Dictionary m_TrackedHeroes = new Dictionary();
+
private Client.ClientInputSender m_ClientSender;
public void SetHeroData(NetworkCharacterState netState)
@@ -56,6 +60,7 @@ public void SetHeroData(NetworkCharacterState netState)
}
// plus we track their target
netState.TargetId.OnValueChanged += OnHeroSelectionChanged;
+ m_TrackedHeroes.Add(netState.NetworkObjectId, netState);
m_ClientSender = netState.GetComponent();
}
@@ -214,6 +219,25 @@ public void RemoveAlly(ulong id)
return;
}
}
+
+ if( m_TrackedHeroes.TryGetValue(id, out var heroState))
+ {
+ if( heroState != null )
+ {
+ heroState.TargetId.OnValueChanged -= OnHeroSelectionChanged;
+ }
+ }
+ }
+
+ void OnDestroy()
+ {
+ foreach( var kvp in m_TrackedHeroes )
+ {
+ if( kvp.Value != null )
+ {
+ kvp.Value.TargetId.OnValueChanged -= OnHeroSelectionChanged;
+ }
+ }
}
}
}
diff --git a/Assets/BossRoom/Scripts/Client/UI/PopupPanel.cs b/Assets/BossRoom/Scripts/Client/UI/PopupPanel.cs
index 17ffbd569..13ddba261 100644
--- a/Assets/BossRoom/Scripts/Client/UI/PopupPanel.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/PopupPanel.cs
@@ -4,6 +4,7 @@
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
+using TMPro;
namespace BossRoom.Visual
{
@@ -13,11 +14,11 @@ namespace BossRoom.Visual
public class PopupPanel : MonoBehaviour
{
[SerializeField]
- private Text m_TitleText;
+ private TextMeshProUGUI m_TitleText;
[SerializeField]
- private Text m_MainText;
+ private TextMeshProUGUI m_MainText;
[SerializeField]
- private Text m_SubText;
+ private TextMeshProUGUI m_SubText;
[SerializeField]
[Tooltip("The Animating \"Connecting\" Image you want to animate to show the client is doing something")]
private GameObject m_ReconnectingImage;
@@ -33,7 +34,7 @@ public class PopupPanel : MonoBehaviour
[SerializeField]
private Button m_ConfirmationButton;
[SerializeField]
- private Text m_ConfirmationText;
+ private TextMeshProUGUI m_ConfirmationText;
[SerializeField]
[Tooltip("This Button appears for popups that ask for player inputs")]
private Button m_CancelButton;
@@ -58,6 +59,8 @@ public class PopupPanel : MonoBehaviour
private const string k_DefaultConfirmText = "OK";
+ static readonly char[] k_InputFieldIncludeChars = new[] { '.', '_' };
+
///
/// Setup this panel to be a panel view to have the player enter the game, complete with the ability for the player to
/// cancel their input and requests.
@@ -121,6 +124,45 @@ private void OnConfirmClick()
m_ConfirmFunction.Invoke(m_InputField.text, portNum, m_NameDisplay.GetCurrentName(), (OnlineMode)m_OnlineModeDropdown.value);
}
+ ///
+ /// Sanitize user port InputField box allowing only alphanumerics, plus any matching chars, if provided.
+ ///
+ /// string to sanitize.
+ /// Array of chars to include.
+ /// Sanitized text string.
+ static string Sanitize(string dirtyString, char[] includeChars = null)
+ {
+ var result = new StringBuilder(dirtyString.Length);
+ foreach (char c in dirtyString)
+ {
+ if (char.IsLetterOrDigit(c) ||
+ (includeChars != null && Array.Exists(includeChars, includeChar => includeChar == c)))
+ {
+ result.Append(c);
+ }
+ }
+
+ return result.ToString();
+ }
+
+ ///
+ /// Added to the InputField component's OnValueChanged callback for the Room/IP UI text.
+ ///
+ public void SanitizeInputText()
+ {
+ var inputFieldText = Sanitize(m_InputField.text, k_InputFieldIncludeChars);
+ m_InputField.text = inputFieldText;
+ }
+
+ ///
+ /// Added to the InputField component's OnValueChanged callback for the Port UI text.
+ ///
+ public void SanitizePortText()
+ {
+ var inputFieldText = Sanitize(m_PortInputField.text);
+ m_PortInputField.text = inputFieldText;
+ }
+
///
/// Called when the user clicks on the cancel button when in a mode where the player is expecting to input something.
/// Primary responsibility for this method is to reset the UI state.
diff --git a/Assets/BossRoom/Scripts/Client/UI/PostGameUI.cs b/Assets/BossRoom/Scripts/Client/UI/PostGameUI.cs
index 61b7b5f5c..bba4b3a9d 100644
--- a/Assets/BossRoom/Scripts/Client/UI/PostGameUI.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/PostGameUI.cs
@@ -2,6 +2,7 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
+using TMPro;
namespace BossRoom.Visual
{
@@ -15,6 +16,12 @@ public class PostGameUI : MonoBehaviour
[SerializeField]
private Light m_SceneLight;
+
+ [SerializeField]
+ private TextMeshProUGUI m_WinEndMessage;
+
+ [SerializeField]
+ private TextMeshProUGUI m_LoseGameMessage;
[SerializeField]
private GameObject m_ReplayButton;
@@ -25,11 +32,6 @@ public class PostGameUI : MonoBehaviour
[SerializeField]
private PostGameData m_PostGameData;
- [SerializeField]
- private Sprite m_WinSprite;
- [SerializeField]
- private Sprite m_LoseSprite;
-
[SerializeField]
private Color m_WinLightColor;
@@ -55,7 +57,14 @@ void Start()
OnGameWonChanged(0, m_PostGameData.GameBannerState.Value );
m_PostGameData.GameBannerState.OnValueChanged += OnGameWonChanged;
+ }
+ void OnDestroy()
+ {
+ if( m_PostGameData != null )
+ {
+ m_PostGameData.GameBannerState.OnValueChanged -= OnGameWonChanged;
+ }
}
//this won't actually change dynamically, but using a callback robustifies us against race
@@ -65,15 +74,15 @@ private void OnGameWonChanged(byte prevVal, byte currentVal)
// Set end message and background color based last game outcome
if (m_PostGameData.GameBannerState.Value == (byte)PostGameData.BannerState.Won )
{
- m_EndMessage.sprite = m_WinSprite;
m_SceneLight.color = m_WinLightColor;
- m_EndMessage.color = Color.white;
+ m_WinEndMessage.gameObject.SetActive(true);
+ m_LoseGameMessage.gameObject.SetActive(false);
}
else if( m_PostGameData.GameBannerState.Value == (byte)PostGameData.BannerState.Lost )
{
- m_EndMessage.sprite = m_LoseSprite;
m_SceneLight.color = m_LoseLightColor;
- m_EndMessage.color = Color.white;
+ m_WinEndMessage.gameObject.SetActive(false);
+ m_LoseGameMessage.gameObject.SetActive(true);
}
}
@@ -88,8 +97,9 @@ public void OnPlayAgainClicked()
public void OnMainMenuClicked()
{
// Player is leaving this group - leave current network connection first
- MLAPI.NetworkManager.Singleton.StopClient();
- MLAPI.NetworkManager.Singleton.Shutdown();
+ var gameNetPortal = GameObject.FindGameObjectWithTag("GameNetPortal").GetComponent();
+ gameNetPortal.RequestDisconnect();
+
SceneManager.LoadScene("MainMenu");
}
}
diff --git a/Assets/BossRoom/Scripts/Client/UI/RoomNameBox.cs b/Assets/BossRoom/Scripts/Client/UI/RoomNameBox.cs
index c2d40a484..6474e0c29 100644
--- a/Assets/BossRoom/Scripts/Client/UI/RoomNameBox.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/RoomNameBox.cs
@@ -4,13 +4,13 @@
using Photon.Realtime;
using UnityEngine;
using UnityEngine.Assertions;
-using UnityEngine.UI;
+using TMPro;
public class RoomNameBox : MonoBehaviour
{
[SerializeField]
- Text m_RoomNameText;
+ TextMeshProUGUI m_RoomNameText;
bool m_ConnectionFinished = false;
@@ -41,7 +41,10 @@ void Update()
{
var transport = NetworkManager.Singleton.NetworkConfig.NetworkTransport;
- if (transport is PhotonRealtimeTransport realtimeTransport && string.IsNullOrEmpty(realtimeTransport.Client.CloudRegion) == false)
+ if (transport != null &&
+ transport is PhotonRealtimeTransport realtimeTransport &&
+ realtimeTransport.Client != null &&
+ string.IsNullOrEmpty(realtimeTransport.Client.CloudRegion) == false)
{
string roomName = $"{realtimeTransport.Client.CloudRegion.ToUpper()}_{realtimeTransport.RoomName}";
m_RoomNameText.text = $"Room Name: {roomName}";
diff --git a/Assets/BossRoom/Scripts/Client/UI/StartupUI.cs b/Assets/BossRoom/Scripts/Client/UI/StartupUI.cs
index 4f66aa543..b26bc9b23 100644
--- a/Assets/BossRoom/Scripts/Client/UI/StartupUI.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/StartupUI.cs
@@ -10,7 +10,6 @@ public class StartupUI : MonoBehaviour
{
void Start()
{
- AudioListener.volume = ClientPrefs.GetMasterVolume();
SceneManager.LoadScene("MainMenu");
}
}
diff --git a/Assets/BossRoom/Scripts/Client/UI/UICharSelectClassInfoBox.cs b/Assets/BossRoom/Scripts/Client/UI/UICharSelectClassInfoBox.cs
index b0fa4087b..94302a69a 100644
--- a/Assets/BossRoom/Scripts/Client/UI/UICharSelectClassInfoBox.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/UICharSelectClassInfoBox.cs
@@ -1,8 +1,8 @@
using BossRoom;
-using System.Collections;
-using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
+using TMPro;
+
namespace BossRoom.Client
{
@@ -17,9 +17,9 @@ namespace BossRoom.Client
public class UICharSelectClassInfoBox : MonoBehaviour
{
[SerializeField]
- private Text m_WelcomeBanner;
+ private TextMeshProUGUI m_WelcomeBanner;
[SerializeField]
- private Text m_ClassLabel;
+ private TextMeshProUGUI m_ClassLabel;
[SerializeField]
private GameObject m_HideWhenNoClassSelected;
[SerializeField]
@@ -31,7 +31,9 @@ public class UICharSelectClassInfoBox : MonoBehaviour
[SerializeField]
private Image m_Skill3;
[SerializeField]
- private Button m_ReadyButton;
+ private Image m_ReadyButtonImage;
+ [SerializeField]
+ private GameObject m_Checkmark;
[SerializeField]
[Tooltip("Message shown in the char-select screen. {0} will be replaced with the player's seat number")]
[Multiline]
@@ -41,7 +43,7 @@ public class UICharSelectClassInfoBox : MonoBehaviour
[Multiline]
private string m_TooltipFormat = "{0}\n\n{1}";
- private bool isLockedIn = false;
+ private bool m_IsLockedIn = false;
public void OnSetPlayerNumber(int playerNumber)
{
@@ -51,22 +53,21 @@ public void OnSetPlayerNumber(int playerNumber)
public void ConfigureForNoSelection()
{
m_HideWhenNoClassSelected.SetActive(false);
- m_ReadyButton.interactable = false;
+ SetLockedIn(false);
}
- public void ConfigureForLockedIn()
+ public void SetLockedIn(bool lockedIn)
{
- m_ReadyButton.interactable = false;
- isLockedIn = true;
+ m_ReadyButtonImage.color = lockedIn ? Color.green : Color.white;
+ m_IsLockedIn = lockedIn;
+ m_Checkmark.SetActive(lockedIn);
}
public void ConfigureForClass(CharacterTypeEnum characterType)
{
m_HideWhenNoClassSelected.SetActive(true);
- if (!isLockedIn)
- {
- m_ReadyButton.interactable = true;
- }
+
+ m_Checkmark.SetActive(m_IsLockedIn);
CharacterClass characterClass = GameDataSource.Instance.CharacterDataByType[characterType];
m_ClassLabel.text = characterClass.DisplayedName;
diff --git a/Assets/BossRoom/Scripts/Client/UI/UICharSelectPlayerSeat.cs b/Assets/BossRoom/Scripts/Client/UI/UICharSelectPlayerSeat.cs
index 4e7bad1b4..13dcc7aad 100644
--- a/Assets/BossRoom/Scripts/Client/UI/UICharSelectPlayerSeat.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/UICharSelectPlayerSeat.cs
@@ -1,5 +1,6 @@
using UnityEngine;
using UnityEngine.UI;
+using TMPro;
namespace BossRoom.Client
{
@@ -15,7 +16,7 @@ public class UICharSelectPlayerSeat : MonoBehaviour
[SerializeField]
private Image m_PlayerNumberHolder;
[SerializeField]
- private Text m_PlayerNameHolder;
+ private TextMeshProUGUI m_PlayerNameHolder;
[SerializeField]
private Image m_Glow;
[SerializeField]
@@ -26,6 +27,8 @@ public class UICharSelectPlayerSeat : MonoBehaviour
private Animator m_Animator;
[SerializeField]
private string m_AnimatorTriggerWhenLockedIn = "LockedIn";
+ [SerializeField]
+ private string m_AnimatorTriggerWhenUnlocked = "Unlocked";
[SerializeField]
private CharacterTypeEnum m_CharacterClass;
@@ -40,7 +43,7 @@ public class UICharSelectPlayerSeat : MonoBehaviour
private CharSelectData.SeatState m_State;
// once this is true, we're never clickable again!
- private bool m_IsPermanentlyDisabled;
+ private bool m_IsDisabled;
public void Initialize(int seatIndex)
{
@@ -63,10 +66,39 @@ public void SetState(CharSelectData.SeatState state, int playerIndex, string pla
ConfigureStateGraphics();
}
- public void PermanentlyDisableInteraction()
+ public bool IsLocked()
{
- m_Button.interactable = false;
- m_IsPermanentlyDisabled = true;
+ return m_State == CharSelectData.SeatState.LockedIn;
+ }
+
+ public void SetDisableInteraction(bool disable)
+ {
+ m_Button.interactable = !disable;
+ m_IsDisabled = disable;
+
+ if (!disable)
+ {
+ // if we were locked move to unlocked state
+ PlayUnlockAnim();
+ }
+ }
+
+ private void PlayLockAnim()
+ {
+ if (m_Animator)
+ {
+ m_Animator.ResetTrigger(m_AnimatorTriggerWhenUnlocked);
+ m_Animator.SetTrigger(m_AnimatorTriggerWhenLockedIn);
+ }
+ }
+
+ private void PlayUnlockAnim()
+ {
+ if (m_Animator)
+ {
+ m_Animator.ResetTrigger(m_AnimatorTriggerWhenLockedIn);
+ m_Animator.SetTrigger(m_AnimatorTriggerWhenUnlocked);
+ }
}
private void ConfigureStateGraphics()
@@ -78,18 +110,18 @@ private void ConfigureStateGraphics()
m_Glow.gameObject.SetActive(false);
m_Checkbox.gameObject.SetActive(false);
m_PlayerNameHolder.gameObject.SetActive(false);
- m_Button.interactable = m_IsPermanentlyDisabled ? false : true;
+ m_Button.interactable = m_IsDisabled ? false : true;
+ PlayUnlockAnim();
}
else // either active or locked-in... these states are visually very similar
{
m_InactiveStateVisuals.SetActive(false);
m_PlayerNumberHolder.sprite = ClientCharSelectState.Instance.m_IdentifiersForEachPlayerNumber[m_PlayerNumber].Indicator;
m_ActiveStateVisuals.SetActive(true);
- m_Glow.gameObject.SetActive(false);
- m_Checkbox.gameObject.SetActive(false);
+
m_PlayerNameHolder.gameObject.SetActive(true);
m_PlayerNameHolder.color = ClientCharSelectState.Instance.m_IdentifiersForEachPlayerNumber[m_PlayerNumber].Color;
- m_Button.interactable = m_IsPermanentlyDisabled ? false : true;
+ m_Button.interactable = m_IsDisabled ? false : true;
if (m_State == CharSelectData.SeatState.LockedIn)
{
@@ -97,8 +129,13 @@ private void ConfigureStateGraphics()
m_Glow.gameObject.SetActive(true);
m_Checkbox.gameObject.SetActive(true);
m_Button.interactable = false;
- if (m_Animator)
- m_Animator.SetTrigger(m_AnimatorTriggerWhenLockedIn);
+ PlayLockAnim();
+ }
+ else
+ {
+ m_Glow.gameObject.SetActive(false);
+ m_Checkbox.gameObject.SetActive(false);
+ PlayUnlockAnim();
}
}
}
diff --git a/Assets/BossRoom/Scripts/Client/UI/UIHUDButton.cs b/Assets/BossRoom/Scripts/Client/UI/UIHUDButton.cs
index b7f101416..4bfb4c608 100644
--- a/Assets/BossRoom/Scripts/Client/UI/UIHUDButton.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/UIHUDButton.cs
@@ -1,3 +1,4 @@
+using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
@@ -5,23 +6,38 @@
namespace BossRoom.Visual
{
///
- /// Provides logic for a UI HUD Button to slightly shrink scale on pointer down
+ /// Provides logic for a UI HUD Button to slightly shrink scale on pointer down.
+ /// Also has an optional code interface for receiving notifications about down/up events (instead of just on-click)
///
public class UIHUDButton : Button, IPointerDownHandler, IPointerUpHandler
{
// We apply a uniform 95% scale to buttons when pressed
static readonly Vector3 k_DownScale = new Vector3(0.95f, 0.95f, 0.95f);
+ ///
+ /// Called when the user clicks down on the button (but hasn't released the button yet)
+ ///
+ public Action OnPointerDownEvent;
+
+ ///
+ /// Called when the user clicks up on the button (completing a click event)
+ ///
+ public Action OnPointerUpEvent;
+
public override void OnPointerDown(PointerEventData eventData)
{
+ if (!IsInteractable()) { return; }
base.OnPointerDown(eventData);
- transform.localScale = UIHUDButton.k_DownScale;
+ transform.localScale = k_DownScale;
+ OnPointerDownEvent?.Invoke();
}
public override void OnPointerUp(PointerEventData eventData)
{
+ if (!IsInteractable()) { return; }
base.OnPointerUp(eventData);
transform.localScale = Vector3.one;
+ OnPointerUpEvent?.Invoke();
}
}
}
diff --git a/Assets/BossRoom/Scripts/Client/UI/UITooltipPopup.cs b/Assets/BossRoom/Scripts/Client/UI/UITooltipPopup.cs
index 43987d0bb..6e9e75016 100644
--- a/Assets/BossRoom/Scripts/Client/UI/UITooltipPopup.cs
+++ b/Assets/BossRoom/Scripts/Client/UI/UITooltipPopup.cs
@@ -1,5 +1,6 @@
using UnityEngine;
-using UnityEngine.UI;
+using TMPro;
+using UnityEngine.Assertions;
namespace BossRoom.Client
{
@@ -7,12 +8,6 @@ namespace BossRoom.Client
/// This controls the tooltip popup -- the little text blurb that appears when you hover your mouse
/// over an ability icon.
///
- ///
- /// For this demo we're using a Text component. It offers a few HTML-like formatting options, but is limited
- /// to text. If you need to fancier tooltips, consider replacing the Text component with a Text Mesh Pro
- /// component (in code, that's a TMPro.TextMeshProUGUI component). This is a beefed-up version of Text with
- /// more features, including better HTML-like formatting, embedded images, hyperlinks, and more.
- ///
public class UITooltipPopup : MonoBehaviour
{
[SerializeField]
@@ -21,10 +16,15 @@ public class UITooltipPopup : MonoBehaviour
[Tooltip("This transform is shown/hidden to show/hide the popup box")]
private GameObject m_WindowRoot;
[SerializeField]
- private Text m_TextField;
+ private TextMeshProUGUI m_TextField;
[SerializeField]
private Vector3 m_CursorOffset;
+ private void Awake()
+ {
+ Assert.IsNotNull(m_Canvas);
+ }
+
///
/// Shows a tooltip at the given mouse coordinates.
///
diff --git a/Assets/BossRoom/Scripts/Editor/BossRoom.Editor.asmdef b/Assets/BossRoom/Scripts/Editor/BossRoom.Editor.asmdef
index b0d4e1356..ce0141fee 100644
--- a/Assets/BossRoom/Scripts/Editor/BossRoom.Editor.asmdef
+++ b/Assets/BossRoom/Scripts/Editor/BossRoom.Editor.asmdef
@@ -2,7 +2,8 @@
"name": "BossRoom.Editor",
"rootNamespace": "",
"references": [
- "Unity.Multiplayer.MultiPie.Editor"
+ "BossRoom.Shared",
+ "Unity.Multiplayer.MLAPI.Runtime"
],
"includePlatforms": [
"Editor"
diff --git a/Assets/BossRoom/Scripts/Editor/GameEventEditor.cs b/Assets/BossRoom/Scripts/Editor/GameEventEditor.cs
new file mode 100644
index 000000000..1d962155e
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Editor/GameEventEditor.cs
@@ -0,0 +1,25 @@
+using UnityEditor;
+using UnityEngine;
+
+namespace BossRoom.Scripts.Editor
+{
+ ///
+ /// Custom inspector class for GameEvent ScriptableObject class. Overriding OnInspectorGUI() to add debugging
+ /// functionality via the ability to raise this event within the editor.
+ ///
+ [CustomEditor(typeof(GameEvent))]
+ public class GameEventEditor : UnityEditor.Editor
+ {
+ public override void OnInspectorGUI()
+ {
+ base.OnInspectorGUI();
+
+ var gameEvent = (GameEvent)target;
+
+ if (GUILayout.Button("Raise Event"))
+ {
+ gameEvent.Raise();
+ }
+ }
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Editor/GameEventEditor.cs.meta b/Assets/BossRoom/Scripts/Editor/GameEventEditor.cs.meta
new file mode 100644
index 000000000..430c7e816
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Editor/GameEventEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e0768142ecc8dad4fac10eda30ef0f95
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Server/Game/AIState/AttackAIState.cs b/Assets/BossRoom/Scripts/Server/Game/AIState/AttackAIState.cs
index 02a71f433..305106706 100644
--- a/Assets/BossRoom/Scripts/Server/Game/AIState/AttackAIState.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/AIState/AttackAIState.cs
@@ -88,11 +88,18 @@ public override void Update()
}
}
- // Choose whether we can attack our foe directly, or if we need to get closer first
- var attackInfo = GetCurrentAttackInfo();
+ // choose the attack to use
+ m_CurAttackAction = ChooseAttack();
+ if (m_CurAttackAction == ActionType.None)
+ {
+ // no actions are usable right now
+ return;
+ }
+
+ // attack!
var attackData = new ActionRequestData
{
- ActionTypeEnum = attackInfo.ActionTypeEnum,
+ ActionTypeEnum = m_CurAttackAction,
TargetIds = new ulong[] { m_Foe.NetworkObjectId },
ShouldClose = true
};
@@ -122,18 +129,36 @@ private ServerCharacter ChooseFoe()
return closestFoe;
}
- private ActionDescription GetCurrentAttackInfo()
+ ///
+ /// Randomly picks a usable attack. If no actions are usable right now, returns ActionType.None.
+ ///
+ /// Action to attack with, or ActionType.None
+ private ActionType ChooseAttack()
{
- m_CurAttackAction = m_AttackActions[Random.Range(0, m_AttackActions.Count)];
+ // make a random choice
+ int idx = Random.Range(0, m_AttackActions.Count);
- ActionDescription result;
- bool found = GameDataSource.Instance.ActionDataByType.TryGetValue(m_CurAttackAction, out result);
- if (!found)
+ // now iterate through our options to find one that's currently usable
+ bool anyUsable;
+ do
{
- throw new System.Exception($"GameObject {m_Brain.GetMyServerCharacter().gameObject.name} tried to play Action {m_CurAttackAction} but this action does not exist");
- }
+ anyUsable = false;
+ foreach (var actionType in m_AttackActions)
+ {
+ if (m_ActionPlayer.IsReuseTimeElapsed(actionType))
+ {
+ anyUsable = true;
+ if (idx == 0)
+ {
+ return actionType;
+ }
+ --idx;
+ }
+ }
+ } while (anyUsable);
- return result;
+ // none of our actions are available now
+ return ActionType.None;
}
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/AIState/IdleAIState.cs b/Assets/BossRoom/Scripts/Server/Game/AIState/IdleAIState.cs
index 95dc27637..8d66e8701 100644
--- a/Assets/BossRoom/Scripts/Server/Game/AIState/IdleAIState.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/AIState/IdleAIState.cs
@@ -1,3 +1,4 @@
+using MLAPI;
using UnityEngine;
namespace BossRoom.Server
@@ -28,12 +29,13 @@ public override void Update()
protected void DetectFoes()
{
- float detectionRange = m_Brain.CharacterData.DetectRange;
+ float detectionRange = m_Brain.DetectRange;
// we are doing this check every Update, so we'll use square-magnitude distance to avoid the expensive sqrt (that's implicit in Vector3.magnitude)
float detectionRangeSqr = detectionRange * detectionRange;
Vector3 position = m_Brain.GetMyServerCharacter().transform.position;
- foreach (ServerCharacter character in ServerCharacter.GetAllActiveServerCharacters())
+ // in this game, NPCs only attack players (and never other NPCs), so we can just iterate over the players to see if any are nearby
+ foreach (var character in PlayerServerCharacter.GetPlayerServerCharacters())
{
if (m_Brain.IsAppropriateFoe(character) && (character.transform.position - position).sqrMagnitude <= detectionRangeSqr)
{
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/Action.cs b/Assets/BossRoom/Scripts/Server/Game/Action/Action.cs
index 5b12ae7ca..68845eac7 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Action/Action.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/Action.cs
@@ -55,9 +55,7 @@ public Action(ServerCharacter parent, ref ActionRequestData data) : base(ref dat
/// true to become a non-blocking Action, false to remain a blocking Action
public virtual bool ShouldBecomeNonBlocking()
{
- return Description.BlockingMode == BlockingMode.OnlyDuringExecTime ? TimeRunning >= Description.ExecTimeSeconds :
- Description.BlockingMode == BlockingMode.ExecTimeWithCooldown ? TimeRunning >= (Description.ExecTimeSeconds + Description.CooldownSeconds) :
- false;
+ return Description.BlockingMode == BlockingMode.OnlyDuringExecTime ? TimeRunning >= Description.ExecTimeSeconds : false;
}
///
@@ -175,6 +173,7 @@ public static Action MakeAction(ServerCharacter parent, ref ActionRequestData da
case ActionLogic.Target: return new TargetAction(parent, ref data);
case ActionLogic.ChargedLaunchProjectile: return new ChargedLaunchProjectileAction(parent, ref data);
case ActionLogic.StealthMode: return new StealthModeAction(parent, ref data);
+ case ActionLogic.DashAttack: return new DashAttackAction(parent, ref data);
default: throw new System.NotImplementedException();
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/ActionPlayer.cs b/Assets/BossRoom/Scripts/Server/Game/Action/ActionPlayer.cs
index ffcb519a6..775c13f45 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Action/ActionPlayer.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/ActionPlayer.cs
@@ -11,10 +11,14 @@ public class ActionPlayer
{
private ServerCharacter m_Parent;
+ private ServerCharacterMovement m_Movement;
+
private List m_Queue;
private List m_NonBlockingActions;
+ private Dictionary m_LastUsedTimestamps;
+
///
/// To prevent the action queue from growing without bound, we cap its play time to this number of seconds. We can only ever estimate
/// the time-length of the queue, since actions are allowed to block indefinitely. But this is still a useful estimate that prevents
@@ -28,8 +32,10 @@ public class ActionPlayer
public ActionPlayer(ServerCharacter parent)
{
m_Parent = parent;
+ m_Movement = parent.GetComponent();
m_Queue = new List();
m_NonBlockingActions = new List();
+ m_LastUsedTimestamps = new Dictionary();
}
///
@@ -57,6 +63,10 @@ public void ClearActions(bool cancelNonBlocking)
{
if (m_Queue.Count > 0)
{
+ // Since this action was canceled, we don't want the player to have to wait Description.ReuseTimeSeconds
+ // to be able to start it again. It should be restartable immediately!
+ m_LastUsedTimestamps.Remove(m_Queue[0].Description.ActionTypeEnum);
+
m_Queue[0].Cancel();
}
m_Queue.Clear();
@@ -90,6 +100,29 @@ public bool GetActiveActionInfo(out ActionRequestData data)
}
}
+ ///
+ /// Figures out if an action can be played now, or if it would automatically fail because it was
+ /// used too recently. (Meaning that its ReuseTimeSeconds hasn't elapsed since the last use.)
+ ///
+ /// the action we want to run
+ /// true if the action can be run now, false if more time must elapse before this action can be run
+ public bool IsReuseTimeElapsed(ActionType actionType)
+ {
+ if (m_LastUsedTimestamps.TryGetValue(actionType, out float lastTimeUsed))
+ {
+ if (GameDataSource.Instance.ActionDataByType.TryGetValue(actionType, out ActionDescription description))
+ {
+ float reuseTime = description.ReuseTimeSeconds;
+ if (reuseTime > 0 && Time.time - lastTimeUsed < reuseTime)
+ {
+ // still needs more time!
+ return false;
+ }
+ }
+ }
+ return true;
+ }
+
///
/// Returns how many actions are actively running. This includes all non-blocking actions,
/// and the one blocking action at the head of the queue (if present).
@@ -109,6 +142,16 @@ private void StartAction()
{
if (m_Queue.Count > 0)
{
+ float reuseTime = m_Queue[0].Description.ReuseTimeSeconds;
+ if ( reuseTime > 0
+ && m_LastUsedTimestamps.TryGetValue(m_Queue[0].Description.ActionTypeEnum, out float lastTimeUsed)
+ && Time.time - lastTimeUsed < reuseTime)
+ {
+ // we've already started one of these too recently
+ AdvanceQueue(false); // note: this will call StartAction() recursively if there's more stuff in the queue ...
+ return; // ... so it's important not to try to do anything more here
+ }
+
int index = SynthesizeTargetIfNecessary(0);
SynthesizeChaseIfNecessary(index);
@@ -117,16 +160,27 @@ private void StartAction()
if (!play)
{
//actions that exited out in the "Start" method will not have their End method called, by design.
- AdvanceQueue(false);
+ AdvanceQueue(false); // note: this will call StartAction() recursively if there's more stuff in the queue ...
+ return; // ... so it's important not to try to do anything more here
}
- if( m_Queue.Count > 0 && m_Queue[0].Description.ExecTimeSeconds==0 &&
- m_Queue[0].Description.BlockingMode==ActionDescription.BlockingModeType.OnlyDuringExecTime)
+ // if this Action is interruptible, that means movement should interrupt it... character needs to be stationary for this!
+ // So stop any movement that's already happening before we begin
+ if (m_Queue[0].Description.ActionInterruptible && !m_Movement.IsPerformingForcedMovement())
+ {
+ m_Movement.CancelMove();
+ }
+
+ // remember the moment when we successfully used this Action!
+ m_LastUsedTimestamps[m_Queue[0].Description.ActionTypeEnum] = Time.time;
+
+ if (m_Queue[0].Description.ExecTimeSeconds==0 && m_Queue[0].Description.BlockingMode== BlockingMode.OnlyDuringExecTime)
{
//this is a non-blocking action with no exec time. It should never be hanging out at the front of the queue (not even for a frame),
//because it could get cleared if a new Action came in in that interval.
m_NonBlockingActions.Add(m_Queue[0]);
- AdvanceQueue(false);
+ AdvanceQueue(false); // note: this will call StartAction() recursively if there's more stuff in the queue ...
+ return; // ... so it's important not to try to do anything more here
}
}
}
@@ -261,8 +315,7 @@ private bool UpdateAction(Action action)
bool keepGoing = action.Update();
bool expirable = action.Description.DurationSeconds > 0f; //non-positive value is a sentinel indicating the duration is indefinite.
var timeElapsed = Time.time - action.TimeStarted;
- bool timeExpired = expirable &&
- timeElapsed >= (action.Description.DurationSeconds + action.Description.CooldownSeconds);
+ bool timeExpired = expirable && timeElapsed >= action.Description.DurationSeconds;
return keepGoing && !timeExpired;
}
@@ -280,8 +333,7 @@ private float GetQueueTimeDepth()
{
var info = action.Description;
float actionTime = info.BlockingMode == BlockingMode.OnlyDuringExecTime ? info.ExecTimeSeconds :
- info.BlockingMode == BlockingMode.ExecTimeWithCooldown ? (info.ExecTimeSeconds+info.CooldownSeconds) :
- info.BlockingMode == BlockingMode.EntireDuration ? (info.DurationSeconds + info.CooldownSeconds) :
+ info.BlockingMode == BlockingMode.EntireDuration ? info.DurationSeconds :
throw new System.Exception($"Unrecognized blocking mode: {info.BlockingMode}");
totalTime += actionTime;
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/ChargedLaunchProjectileAction.cs b/Assets/BossRoom/Scripts/Server/Game/Action/ChargedLaunchProjectileAction.cs
index da78d57d1..f2ee620bf 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Action/ChargedLaunchProjectileAction.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/ChargedLaunchProjectileAction.cs
@@ -65,13 +65,10 @@ public override bool Start()
public override bool Update()
{
- if (m_StoppedChargingUpTime == 0)
+ if (m_StoppedChargingUpTime == 0 && GetPercentChargedUp() >= 1)
{
- // we haven't explicitly stopped charging up... but if we've reached max charge, that implicitly stops us
- if (TimeRunning >= Description.ExecTimeSeconds)
- {
- StopChargingUp();
- }
+ // we haven't explicitly stopped charging up... but we've reached max charge, so that implicitly stops us
+ StopChargingUp();
}
// we end as soon as we've stopped charging up (and have fired the projectile)
@@ -107,7 +104,7 @@ private void StopChargingUp()
if (m_StoppedChargingUpTime == 0)
{
m_StoppedChargingUpTime = Time.time;
- m_Parent.NetState.RecvStopChargingUpClientRpc();
+ m_Parent.NetState.RecvStopChargingUpClientRpc(GetPercentChargedUp());
if (!m_HitByAttack)
{
LaunchProjectile();
@@ -115,6 +112,11 @@ private void StopChargingUp()
}
}
+ private float GetPercentChargedUp()
+ {
+ return ActionUtils.GetPercentChargedUp(m_StoppedChargingUpTime, TimeRunning, TimeStarted, Description.ExecTimeSeconds);
+ }
+
///
/// Overridden from base-class to choose a different projectile depending on how "charged up" we got.
/// To do this, we assume that the Projectiles list is ordered from weakest to strongest.
@@ -129,13 +131,10 @@ protected override ActionDescription.ProjectileInfo GetProjectileInfo()
if (Description.Projectiles.Length == 0) // uh oh, this is bad data
throw new System.Exception($"Action {Description.ActionTypeEnum} has no Projectiles!");
- float timeSpentChargingUp = m_StoppedChargingUpTime - TimeStarted;
- float pctChargedUp = Mathf.Clamp01(timeSpentChargingUp / Description.ExecTimeSeconds);
-
- // Finally, choose which prefab to use based on how charged-up we got.
+ // choose which prefab to use based on how charged-up we got.
// Note how we cast the result to an int, which implicitly rounds down.
// Thus, only a 100% maxed charge can return the most powerful prefab.
- int projectileIdx = (int)(pctChargedUp * (Description.Projectiles.Length - 1));
+ int projectileIdx = (int)(GetPercentChargedUp() * (Description.Projectiles.Length - 1));
return Description.Projectiles[projectileIdx];
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/ChargedShieldAction.cs b/Assets/BossRoom/Scripts/Server/Game/Action/ChargedShieldAction.cs
index 74a99c2d6..950159600 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Action/ChargedShieldAction.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/ChargedShieldAction.cs
@@ -74,27 +74,30 @@ public override bool ShouldBecomeNonBlocking()
return m_StoppedChargingUpTime != 0;
}
+ private float GetPercentChargedUp()
+ {
+ return ActionUtils.GetPercentChargedUp(m_StoppedChargingUpTime, TimeRunning, TimeStarted, Description.ExecTimeSeconds);
+ }
+
public override void BuffValue(BuffableValue buffType, ref float buffedValue)
{
if (buffType == BuffableValue.PercentDamageReceived)
{
- float timeSpentChargingUp = m_StoppedChargingUpTime - TimeStarted;
- float pctChargedUp = Mathf.Clamp01(timeSpentChargingUp / Description.ExecTimeSeconds);
+ float percentChargedUp = GetPercentChargedUp();
// the amount of damage reduction starts at 50% (for not-charged-up), then slowly increases to 100% depending on how charged-up we got
- float pctDamageReduction = 0.5f + ((pctChargedUp * pctChargedUp) / 2);
+ float percentDamageReduction = 0.5f + ((percentChargedUp * percentChargedUp) / 2);
// Now that we know how much damage to reduce it by, we need to set buffedValue to the inverse (because
// it's looking for how much damage to DO, not how much to REDUCE BY). Also note how we don't just SET
// buffedValue... we multiply our buff in with the current value. This lets our Action "stack"
// with any other Actions that also alter this variable.)
- buffedValue *= 1-pctDamageReduction;
+ buffedValue *= 1-percentDamageReduction;
}
else if (buffType == BuffableValue.ChanceToStunTramplers)
{
// if we are at "full charge", we stun enemies that try to trample us!
- float timeSpentChargingUp = m_StoppedChargingUpTime - TimeStarted;
- if (timeSpentChargingUp / Description.ExecTimeSeconds >= 1 && buffedValue < 1)
+ if (GetPercentChargedUp() >= 1)
{
buffedValue = 1;
}
@@ -120,7 +123,7 @@ private void StopChargingUp()
if (m_StoppedChargingUpTime == 0)
{
m_StoppedChargingUpTime = Time.time;
- m_Parent.NetState.RecvStopChargingUpClientRpc();
+ m_Parent.NetState.RecvStopChargingUpClientRpc(GetPercentChargedUp());
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/DashAttackAction.cs b/Assets/BossRoom/Scripts/Server/Game/Action/DashAttackAction.cs
new file mode 100644
index 000000000..1d7cb617e
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/DashAttackAction.cs
@@ -0,0 +1,91 @@
+using MLAPI;
+using MLAPI.Spawning;
+using UnityEngine;
+using UnityEngine.Assertions;
+
+namespace BossRoom.Server
+{
+ ///
+ /// Causes the attacker to teleport near a target spot, then perform a melee attack. The client
+ /// visualization moves the character locally beforehand, making the character appear to dash to the
+ /// destination spot.
+ ///
+ /// After the ExecTime has elapsed, the character is immune to damage until the action ends.
+ ///
+ /// Since the "Range" field means "range when we can teleport to our target", we need another
+ /// field to mean "range of our melee attack after dashing". We'll use the "Radius" field of the
+ /// ActionDescription for that.
+ ///
+ ///
+ /// See MeleeAction for relevant discussion about targeting; we use the same concept here: preferring
+ /// the chosen target, but using whatever is actually within striking distance at time of attack.
+ ///
+ public class DashAttackAction : Action
+ {
+ private Vector3 m_TargetSpot;
+
+ public DashAttackAction(ServerCharacter parent, ref ActionRequestData data) : base(parent, ref data)
+ {
+ Assert.IsTrue(Description.Radius > 0, $"ActionDescription for {Description.ActionTypeEnum} needs a Radius assigned!");
+ }
+
+ public override bool Start()
+ {
+ // remember the exact spot we'll stop.
+ m_TargetSpot = ActionUtils.GetTeleportDestination(m_Parent.transform, Data.Position, true, Description.Range, Description.Range);
+
+ // snap to face our destination. This ensures the client visualization faces the right way while "pretending" to dash
+ m_Parent.transform.LookAt(m_TargetSpot);
+
+ // tell clients to visualize this action
+ m_Parent.NetState.RecvDoActionClientRPC(Data);
+
+ return ActionConclusion.Continue;
+ }
+
+ public override bool Update()
+ {
+ return ActionConclusion.Continue;
+ }
+
+ public override void End()
+ {
+ // we're done, time to teleport!
+ m_Parent.GetComponent().Teleport(m_TargetSpot);
+
+ // and then swing!
+ PerformMeleeAttack();
+ }
+
+ public override void Cancel()
+ {
+ // because the client-side visualization of the action moves the character visualization around,
+ // we need to explicitly end the client-side visuals when we abort
+ m_Parent.NetState.RecvCancelActionsByTypeClientRpc(Description.ActionTypeEnum);
+
+ }
+
+ public override void BuffValue(BuffableValue buffType, ref float buffedValue)
+ {
+ if (TimeRunning >= Description.ExecTimeSeconds && buffType == BuffableValue.PercentDamageReceived)
+ {
+ // we suffer no damage during the "dash" (client-side pretend movement)
+ buffedValue = 0;
+ }
+ }
+
+ private void PerformMeleeAttack()
+ {
+ // perform a typical melee-hit. But note that we are using the Radius field for range, not the Range field!
+ IDamageable foe = MeleeAction.GetIdealMeleeFoe(Description.IsFriendly ^ m_Parent.IsNpc,
+ m_Parent.GetComponent(),
+ Description.Radius,
+ (Data.TargetIds != null && Data.TargetIds.Length > 0 ? Data.TargetIds[0] : 0));
+
+ if (foe != null)
+ {
+ foe.ReceiveHP(m_Parent, -Description.Amount);
+ }
+ }
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/DashAttackAction.cs.meta b/Assets/BossRoom/Scripts/Server/Game/Action/DashAttackAction.cs.meta
new file mode 100644
index 000000000..978e94825
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/DashAttackAction.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: da83192fdb317c24d9053c8d28133cc8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/FXProjectileTargetedAction.cs b/Assets/BossRoom/Scripts/Server/Game/Action/FXProjectileTargetedAction.cs
index 31379f0f6..838af5e54 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Action/FXProjectileTargetedAction.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/FXProjectileTargetedAction.cs
@@ -8,8 +8,8 @@ namespace BossRoom.Server
/// Action that represents an always-hit raybeam-style ranged attack. A particle is shown from caster to target, and then the
/// target takes damage. (It is not possible to escape the hit; the target ALWAYS takes damage.) This is intended for fairly
/// swift particles; the time before it's applied is based on a simple distance-check at the attack's start.
- /// (If no target is provided, it means the user clicked on an empty spot on the map. In that case we still perform an action,
- /// it just hits nothing.)
+ /// (If no target is provided (because the user clicked on an empty spot on the map) or if the caster doesn't have line of
+ /// sight to the target (because it's behind a wall), we still perform an action, it just hits nothing.
///
public class FXProjectileTargetedAction : Action
{
@@ -22,13 +22,21 @@ public FXProjectileTargetedAction(ServerCharacter parent, ref ActionRequestData
public override bool Start()
{
m_Target = GetTarget();
- if (m_Target == null && HasTarget())
+
+ // figure out where the player wants us to aim at...
+ Vector3 targetPos = m_Target != null ? m_Target.transform.position : m_Data.Position;
+
+ // then make sure we can actually see that point!
+ if (!ActionUtils.HasLineOfSight(m_Parent.transform.position, targetPos, out Vector3 collidePos))
{
- // target has disappeared! Abort.
- return false;
- }
+ // we do not have line of sight to the target point. So our target instead becomes the obstruction point
+ m_Target = null;
+ targetPos = collidePos;
- Vector3 targetPos = HasTarget() ? m_Target.transform.position : m_Data.Position;
+ // and update our action data so that when we send it to the clients, it will be up-to-date
+ Data.TargetIds = new ulong[0];
+ Data.Position = targetPos;
+ }
// turn to face our target!
m_Parent.transform.LookAt(targetPos);
@@ -36,13 +44,15 @@ public override bool Start()
// figure out how long the pretend-projectile will be flying to the target
float distanceToTargetPos = Vector3.Distance(targetPos, m_Parent.transform.position);
m_TimeUntilImpact = Description.ExecTimeSeconds + (distanceToTargetPos / Description.Projectiles[0].Speed_m_s);
+
+ // tell clients to visualize this action
m_Parent.NetState.RecvDoActionClientRPC(Data);
return true;
}
public override bool Update()
{
- if (!m_ImpactedTarget && m_TimeUntilImpact <= (Time.time - TimeStarted))
+ if (!m_ImpactedTarget && m_TimeUntilImpact <= TimeRunning)
{
m_ImpactedTarget = true;
if (m_Target != null )
@@ -55,15 +65,10 @@ public override bool Update()
public override void Cancel()
{
- // TODO: somehow tell the corresponding FX to abort!
- }
-
- ///
- /// Are we even supposed to have a target? (If not, we're representing a "missed" bolt that just hits nothing.)
- ///
- private bool HasTarget()
- {
- return Data.TargetIds != null && Data.TargetIds.Length > 0;
+ if (!m_ImpactedTarget)
+ {
+ m_Parent.NetState.RecvCancelActionsByTypeClientRpc(Description.ActionTypeEnum);
+ }
}
///
@@ -79,6 +84,13 @@ private IDamageable GetTarget()
NetworkObject obj;
if (NetworkSpawnManager.SpawnedObjects.TryGetValue(Data.TargetIds[0], out obj) && obj != null)
{
+ // make sure this isn't a friend (or if it is, make sure this is a friendly-fire action)
+ var serverChar = obj.GetComponent();
+ if (serverChar && serverChar.IsNpc == (Description.IsFriendly ^ m_Parent.IsNpc))
+ {
+ // not a valid target
+ return null;
+ }
return obj.GetComponent();
}
else
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/MeleeAction.cs b/Assets/BossRoom/Scripts/Server/Game/Action/MeleeAction.cs
index a1d47117e..251bf9cc2 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Action/MeleeAction.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/MeleeAction.cs
@@ -45,6 +45,12 @@ public override bool Start()
Data.TargetIds = new ulong[] { foe.NetworkObjectId };
}
+ // snap to face the right direction
+ if( Data.Direction != Vector3.zero )
+ {
+ m_Parent.transform.forward = Data.Direction;
+ }
+
m_Parent.NetState.RecvDoActionClientRPC(Data);
return true;
}
@@ -64,36 +70,47 @@ public override bool Update()
return true;
}
-
///
/// Returns the ServerCharacter of the foe we hit, or null if none found.
///
///
private IDamageable DetectFoe(ulong foeHint = 0)
{
- //this simple detect just does a boxcast out from our position in the direction we're facing, out to the range of the attack.
+ return GetIdealMeleeFoe(Description.IsFriendly ^ m_Parent.IsNpc, m_Parent.GetComponent(), Description.Range, foeHint);
+ }
+ ///
+ /// Utility used by Actions to perform Melee attacks. Performs a melee hit-test
+ /// and then looks through the results to find an alive target, preferring the provided
+ /// enemy.
+ ///
+ /// true if the attacker is an NPC (and therefore should hit PCs). False for the reverse.
+ /// The collider of the attacking GameObject.
+ /// The range in meters to check for foes.
+ /// The NetworkObjectId of our preferred foe, or 0 if no preference
+ /// ideal target's IDamageable, or null if no valid target found
+ public static IDamageable GetIdealMeleeFoe(bool isNPC, Collider ourCollider, float meleeRange, ulong preferredTargetNetworkId)
+ {
RaycastHit[] results;
- int numResults = ActionUtils.DetectMeleeFoe(Description.IsFriendly ^ m_Parent.IsNpc, m_Parent.GetComponent(), Description, out results);
+ int numResults = ActionUtils.DetectMeleeFoe(isNPC, ourCollider, meleeRange, out results);
- if (numResults == 0) { return null; }
-
- //everything that passes the mask should have a ServerCharacter component.
- IDamageable foundFoe = results[0].collider.GetComponent();
+ IDamageable foundFoe = null;
+ //everything that got hit by the raycast should have an IDamageable component, so we can retrieve that and see if they're appropriate targets.
//we always prefer the hinted foe. If he's still in range, he should take the damage, because he's who the client visualization
//system will play the hit-react on (in case there's any ambiguity).
for (int i = 0; i < numResults; i++)
{
- var serverChar = results[i].collider.GetComponent();
- if (serverChar!=null && serverChar.NetworkObjectId == foeHint)
+ var damageable = results[i].collider.GetComponent();
+ if (damageable != null && damageable.IsDamageable() &&
+ (damageable.NetworkObjectId == preferredTargetNetworkId || foundFoe == null))
{
- foundFoe = serverChar;
- break;
+ foundFoe = damageable;
}
}
return foundFoe;
}
+
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/ReviveAction.cs b/Assets/BossRoom/Scripts/Server/Game/Action/ReviveAction.cs
index 731dd2abe..30a8c6ef2 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Action/ReviveAction.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/ReviveAction.cs
@@ -1,5 +1,6 @@
using MLAPI.Spawning;
using UnityEngine;
+using UnityEngine.Assertions;
namespace BossRoom.Server
{
@@ -20,8 +21,8 @@ public override bool Start()
return false;
}
- var targetNeworkedObj = NetworkSpawnManager.SpawnedObjects[m_Data.TargetIds[0]];
- m_TargetCharacter = targetNeworkedObj.GetComponent();
+ var targetNetworkObject = NetworkSpawnManager.SpawnedObjects[m_Data.TargetIds[0]];
+ m_TargetCharacter = targetNetworkObject.GetComponent();
m_Parent.NetState.RecvDoActionClientRPC(Data);
return true;
@@ -33,9 +34,10 @@ public override bool Update()
{
m_ExecFired = true;
- if (m_TargetCharacter.NetState.NetworkLifeState.Value == LifeState.Fainted)
+ if (m_TargetCharacter.NetState.LifeState == LifeState.Fainted)
{
- m_TargetCharacter.Revive(m_Parent, (int)m_Data.Amount);
+ Assert.IsTrue(Description.Amount > 0, "Revive amount must be greater than 0.");
+ m_TargetCharacter.Revive(m_Parent, Description.Amount);
}
else
{
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/StealthModeAction.cs b/Assets/BossRoom/Scripts/Server/Game/Action/StealthModeAction.cs
index ef4aef9d7..13479da3a 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Action/StealthModeAction.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/StealthModeAction.cs
@@ -20,12 +20,6 @@ public override bool Start()
{
m_Parent.NetState.RecvDoActionClientRPC(Data);
- // not allowed to walk while going stealthy!
- var movement = m_Parent.GetComponent();
- if (!movement.IsPerformingForcedMovement())
- {
- movement.CancelMove();
- }
return true;
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Action/TrampleAction.cs b/Assets/BossRoom/Scripts/Server/Game/Action/TrampleAction.cs
index fedd5f28d..53ef5c095 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Action/TrampleAction.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Action/TrampleAction.cs
@@ -22,7 +22,6 @@ private enum ActionStage
Windup, // performing animations prior to actually moving
Charging, // running across the screen and hitting characters
Complete, // ending action
- Cooldown, // time spent after completion
}
///
@@ -78,14 +77,10 @@ private ActionStage GetCurrentStage()
{
return ActionStage.Windup;
}
- if (timeSoFar < Description.ExecTimeSeconds + Description.DurationSeconds)
+ if (timeSoFar < Description.DurationSeconds)
{
return ActionStage.Charging;
}
- if (timeSoFar < Description.ExecTimeSeconds + Description.DurationSeconds + Description.CooldownSeconds)
- {
- return ActionStage.Cooldown;
- }
return ActionStage.Complete;
}
@@ -132,9 +127,7 @@ private void CollideWithVictim(ServerCharacter victim)
if (chanceToStun > 0 && Random.Range(0,1) < chanceToStun)
{
// we're stunned! No collision behavior for the victim. Stun ourselves and abort.
- m_WasStunned = true;
- m_Movement.CancelMove();
- m_Parent.NetState.RecvCancelAllActionsClientRpc();
+ StunSelf();
return;
}
@@ -156,23 +149,44 @@ private void CollideWithVictim(ServerCharacter victim)
victimMovement.StartKnockback(m_Parent.transform.position, Description.KnockbackSpeed, Description.KnockbackDuration);
}
+ // called by owning class when parent's Collider collides with stuff
public override void OnCollisionEnter(Collision collision)
{
- var actionStage = GetCurrentStage();
// we only detect other possible victims when we start charging
- if (actionStage != ActionStage.Charging)
+ if (GetCurrentStage() != ActionStage.Charging)
return;
- if (m_CollidedAlready.Contains(collision.collider))
+ Collide(collision.collider);
+ }
+
+ // here we handle colliding with anything (whether a victim or not)
+ private void Collide(Collider collider)
+ {
+ if (m_CollidedAlready.Contains(collider))
return; // already hit them!
- m_CollidedAlready.Add(collision.collider);
+ m_CollidedAlready.Add(collider);
- var victim = collision.collider.gameObject.GetComponent();
+ var victim = collider.gameObject.GetComponent();
if (victim)
{
CollideWithVictim(victim);
}
+ else if (!m_WasStunned)
+ {
+ // they aren't a living, breathing victim, but they might still be destructible...
+ var damageable = collider.gameObject.GetComponent();
+ if (damageable != null)
+ {
+ damageable.ReceiveHP(this.m_Parent, -Description.SplashDamage);
+
+ // lastly, a special case: if the trampler runs into certain breakables, they are stunned!
+ if ((damageable.GetSpecialDamageFlags() & IDamageable.SpecialDamageFlags.StunOnTrample) == IDamageable.SpecialDamageFlags.StunOnTrample)
+ {
+ StunSelf();
+ }
+ }
+ }
}
private void SimulateCollisionWithNearbyFoes()
@@ -184,13 +198,18 @@ private void SimulateCollisionWithNearbyFoes()
int numResults = ActionUtils.DetectNearbyEntities(true, true, m_Parent.GetComponent(), k_PhysicalTouchDistance, out results);
for (int i = 0; i < numResults; i++)
{
- m_CollidedAlready.Add(results[i].collider);
- var serverChar = results[i].collider.GetComponent();
- if (serverChar)
- {
- CollideWithVictim(serverChar);
- }
+ Collide(results[i].collider);
+ }
+ }
+
+ private void StunSelf()
+ {
+ if (!m_WasStunned)
+ {
+ m_Movement.CancelMove();
+ m_Parent.NetState.RecvCancelAllActionsClientRpc();
}
+ m_WasStunned = true;
}
public override bool ChainIntoNewAction(ref ActionRequestData newAction)
diff --git a/Assets/BossRoom/Scripts/Server/Game/Character/AIBrain.cs b/Assets/BossRoom/Scripts/Server/Game/Character/AIBrain.cs
index 67b85da54..03347d903 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Character/AIBrain.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Character/AIBrain.cs
@@ -25,6 +25,12 @@ private enum AIStateType
private Dictionary m_Logics;
private List m_HatedEnemies;
+ ///
+ /// If we are created by a spawner, the spawner might override our detection radius
+ /// -1 is a sentinel value meaning "no override"
+ ///
+ private float m_DetectRangeOverride = -1;
+
public AIBrain(ServerCharacter me, ActionPlayer myActionPlayer)
{
m_ServerCharacter = me;
@@ -90,7 +96,7 @@ public bool IsAppropriateFoe(ServerCharacter potentialFoe)
{
if (potentialFoe == null ||
potentialFoe.IsNpc ||
- potentialFoe.NetState.NetworkLifeState.Value != LifeState.Alive ||
+ potentialFoe.NetState.LifeState != LifeState.Alive ||
potentialFoe.NetState.IsStealthy.Value)
{
return false;
@@ -148,5 +154,23 @@ public CharacterClass CharacterData
}
}
+ ///
+ /// The range at which this character can detect enemies, in meters.
+ /// This is usually the same value as is indicated by our game data, but it
+ /// can be dynamically overridden.
+ ///
+ public float DetectRange
+ {
+ get
+ {
+ return (m_DetectRangeOverride == -1) ? CharacterData.DetectRange : m_DetectRangeOverride;
+ }
+
+ set
+ {
+ m_DetectRangeOverride = value;
+ }
+ }
+
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Character/PlayerServerCharacter.cs b/Assets/BossRoom/Scripts/Server/Game/Character/PlayerServerCharacter.cs
new file mode 100644
index 000000000..c1d3a36b8
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Server/Game/Character/PlayerServerCharacter.cs
@@ -0,0 +1,54 @@
+using System.Collections;
+using System.Collections.Generic;
+using MLAPI;
+using UnityEngine;
+
+namespace BossRoom.Server
+{
+ ///
+ /// Attached to the player-characters' prefab, this maintains a list of active ServerCharacter objects for players.
+ ///
+ ///
+ /// This is an optimization. In server code you can already get a list of players' ServerCharacters by
+ /// iterating over the active connections and calling GetComponent() on their PlayerObject. But we need
+ /// to iterate over all players quite often -- the monsters' IdleAIState does so in every Update() --
+ /// and all those GetComponent() calls add up! So this optimization lets us iterate without calling
+ /// GetComponent(). This will be refactored with a ScriptableObject-based approach on player collection.
+ ///
+ [RequireComponent(typeof(ServerCharacter))]
+ public class PlayerServerCharacter : NetworkBehaviour
+ {
+ static List s_ActivePlayers = new List();
+
+ [SerializeField]
+ ServerCharacter m_CachedServerCharacter;
+
+ public override void NetworkStart()
+ {
+ if( !IsServer )
+ {
+ enabled = false;
+ }
+ }
+
+ void OnEnable()
+ {
+ s_ActivePlayers.Add(m_CachedServerCharacter);
+ }
+
+ void OnDisable()
+ {
+ s_ActivePlayers.Remove(m_CachedServerCharacter);
+ }
+
+ ///
+ /// Returns a list of all active players' ServerCharacters. Treat the list as read-only!
+ /// The list will be empty on the client.
+ ///
+ public static List GetPlayerServerCharacters()
+ {
+
+ return s_ActivePlayers;
+ }
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Character/PlayerServerCharacter.cs.meta b/Assets/BossRoom/Scripts/Server/Game/Character/PlayerServerCharacter.cs.meta
new file mode 100644
index 000000000..a9c3da118
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Server/Game/Character/PlayerServerCharacter.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a46d628dbb19f12449867d14fa5268b0
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacter.cs b/Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacter.cs
index 83f9b80ff..914b456af 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacter.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacter.cs
@@ -42,12 +42,6 @@ public bool IsNpc
// Cached component reference
private ServerCharacterMovement m_Movement;
- ///
- /// Temp place to store all the active characters (to avoid having to
- /// perform insanely-expensive GameObject.Find operations during Update)
- ///
- private static List s_ActiveServerCharacters = new List();
-
private void Awake()
{
m_Movement = GetComponent();
@@ -60,21 +54,6 @@ private void Awake()
}
}
- private void OnEnable()
- {
- s_ActiveServerCharacters.Add(this);
- }
-
- private void OnDisable()
- {
- s_ActiveServerCharacters.Remove(this);
- }
-
- public static List GetAllActiveServerCharacters()
- {
- return s_ActiveServerCharacters;
- }
-
public override void NetworkStart()
{
if (!IsServer) { enabled = false; }
@@ -84,8 +63,7 @@ public override void NetworkStart()
NetState.DoActionEventServer += OnActionPlayRequest;
NetState.ReceivedClientInput += OnClientMoveRequest;
NetState.OnStopChargingUpServer += OnStoppedChargingUp;
- NetState.NetworkLifeState.OnValueChanged += OnLifeStateChanged;
-
+ NetState.NetworkLifeState.LifeState.OnValueChanged += OnLifeStateChanged;
NetState.ApplyCharacterData();
@@ -104,7 +82,7 @@ public void OnDestroy()
NetState.DoActionEventServer -= OnActionPlayRequest;
NetState.ReceivedClientInput -= OnClientMoveRequest;
NetState.OnStopChargingUpServer -= OnStoppedChargingUp;
- NetState.NetworkLifeState.OnValueChanged -= OnLifeStateChanged;
+ NetState.NetworkLifeState.LifeState.OnValueChanged -= OnLifeStateChanged;
}
}
@@ -114,7 +92,7 @@ public void OnDestroy()
public void PlayAction(ref ActionRequestData action)
{
//the character needs to be alive in order to be able to play actions
- if (NetState.NetworkLifeState.Value == LifeState.Alive && !m_Movement.IsPerformingForcedMovement())
+ if (NetState.LifeState == LifeState.Alive && !m_Movement.IsPerformingForcedMovement())
{
if (action.CancelMovement)
{
@@ -127,9 +105,20 @@ public void PlayAction(ref ActionRequestData action)
private void OnClientMoveRequest(Vector3 targetPosition)
{
- if (NetState.NetworkLifeState.Value == LifeState.Alive && !m_Movement.IsPerformingForcedMovement())
+ if (NetState.LifeState == LifeState.Alive && !m_Movement.IsPerformingForcedMovement())
{
- ClearActions(false);
+ // if we're currently playing an interruptible action, interrupt it!
+ if (m_ActionPlayer.GetActiveActionInfo(out ActionRequestData data))
+ {
+ if (GameDataSource.Instance.ActionDataByType.TryGetValue(data.ActionTypeEnum, out ActionDescription description))
+ {
+ if (description.ActionInterruptible)
+ {
+ m_ActionPlayer.ClearActions(false);
+ }
+ }
+ }
+
m_ActionPlayer.CancelRunningActionsByLogic(ActionLogic.Target, true); //clear target on move.
m_Movement.SetMovementTarget(targetPosition);
}
@@ -139,19 +128,11 @@ private void OnLifeStateChanged(LifeState prevLifeState, LifeState lifeState)
{
if (lifeState != LifeState.Alive)
{
- ClearActions(true);
+ m_ActionPlayer.ClearActions(true);
m_Movement.CancelMove();
}
}
- ///
- /// Clear all active Actions.
- ///
- public void ClearActions(bool alsoClearNonBlockingActions)
- {
- m_ActionPlayer.ClearActions(alsoClearNonBlockingActions);
- }
-
private void OnActionPlayRequest(ActionRequestData data)
{
if (!GameDataSource.Instance.ActionDataByType[data.ActionTypeEnum].IsFriendly)
@@ -198,7 +179,7 @@ public void ReceiveHP(ServerCharacter inflicter, int HP)
if( m_AIBrain != null )
{
- //let the brain know about the modified amount of damage we received.
+ //let the brain know about the modified amount of damage we received.
m_AIBrain.ReceiveHP(inflicter, HP);
}
@@ -206,20 +187,20 @@ public void ReceiveHP(ServerCharacter inflicter, int HP)
//that's handled by a separate function.
if (NetState.HitPoints <= 0)
{
- ClearActions(false);
+ m_ActionPlayer.ClearActions(false);
if (IsNpc)
{
- if (m_KilledDestroyDelaySeconds >= 0.0f && NetState.NetworkLifeState.Value != LifeState.Dead)
+ if (m_KilledDestroyDelaySeconds >= 0.0f && NetState.LifeState != LifeState.Dead)
{
StartCoroutine(KilledDestroyProcess());
}
- NetState.NetworkLifeState.Value = LifeState.Dead;
+ NetState.LifeState = LifeState.Dead;
}
else
{
- NetState.NetworkLifeState.Value = LifeState.Fainted;
+ NetState.LifeState = LifeState.Fainted;
}
}
}
@@ -242,17 +223,17 @@ public float GetBuffedValue(Action.BuffableValue buffType)
/// The HP to set to a newly revived character.
public void Revive(ServerCharacter inflicter, int HP)
{
- if (NetState.NetworkLifeState.Value == LifeState.Fainted)
+ if (NetState.LifeState == LifeState.Fainted)
{
- NetState.HitPoints = NetState.CharacterData.BaseHP.Value;
- NetState.NetworkLifeState.Value = LifeState.Alive;
+ NetState.HitPoints = Mathf.Clamp(HP, 0, NetState.CharacterData.BaseHP.Value);
+ NetState.NetworkLifeState.LifeState.Value = LifeState.Alive;
}
}
void Update()
{
m_ActionPlayer.Update();
- if (m_AIBrain != null && NetState.NetworkLifeState.Value == LifeState.Alive && m_BrainEnabled)
+ if (m_AIBrain != null && NetState.LifeState == LifeState.Alive && m_BrainEnabled)
{
m_AIBrain.Update();
}
@@ -270,5 +251,20 @@ private void OnStoppedChargingUp()
{
m_ActionPlayer.OnGameplayActivity(Action.GameplayActivity.StoppedChargingUp);
}
+
+ public IDamageable.SpecialDamageFlags GetSpecialDamageFlags()
+ {
+ return IDamageable.SpecialDamageFlags.None;
+ }
+
+ public bool IsDamageable()
+ {
+ return NetState.NetworkLifeState.LifeState.Value == LifeState.Alive;
+ }
+
+ ///
+ /// This character's AIBrain. Will be null if this is not an NPC.
+ ///
+ public AIBrain AIBrain { get { return m_AIBrain; } }
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacterMovement.cs b/Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacterMovement.cs
index 86cf5a3f0..3d3d2f446 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacterMovement.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacterMovement.cs
@@ -29,9 +29,6 @@ public class ServerCharacterMovement : NetworkBehaviour
private MovementState m_MovementState;
private ServerCharacter m_CharLogic;
- [SerializeField]
- private float m_MovementSpeed; // TODO [GOMPS-86] this should be assigned based on character definition
-
// when we are in charging and knockback mode, we use these additional variables
private float m_ForcedSpeed;
private float m_SpecialModeDurationRemaining;
@@ -107,7 +104,7 @@ public void FollowTransform(Transform followTransform)
///
public bool IsPerformingForcedMovement()
{
- return m_MovementState == MovementState.Knockback;
+ return m_MovementState == MovementState.Knockback || m_MovementState == MovementState.Charging;
}
///
@@ -128,6 +125,28 @@ public void CancelMove()
m_MovementState = MovementState.Idle;
}
+ ///
+ /// Instantly moves the character to a new position. NOTE: this cancels any active movement operation!
+ /// This does not notify the client that the movement occurred due to teleportation, so that needs to
+ /// happen in some other way, such as with the custom action visualization in DashAttackActionFX. (Without
+ /// this, the clients will animate the character moving to the new destination spot, rather than instantly
+ /// appearing in the new spot.)
+ ///
+ /// new coordinates the character should be at
+ public void Teleport(Vector3 newPosition)
+ {
+ CancelMove();
+ if (!m_NavMeshAgent.Warp(newPosition))
+ {
+ // warping failed! We're off the navmesh somehow. Weird... but we can still teleport
+ Debug.LogWarning($"NavMeshAgent.Warp({newPosition}) failed!", gameObject);
+ transform.position = newPosition;
+ }
+
+ m_Rigidbody.position = transform.position;
+ m_Rigidbody.rotation = transform.rotation;
+ }
+
private void FixedUpdate()
{
PerformMovement();
@@ -136,7 +155,7 @@ private void FixedUpdate()
m_NetworkCharacterState.NetworkPosition.Value = transform.position;
m_NetworkCharacterState.NetworkRotationY.Value = transform.rotation.eulerAngles.y;
m_NetworkCharacterState.NetworkMovementSpeed.Value = GetMaxMovementSpeed();
- m_NetworkCharacterState.VisualMovementSpeed.Value = GetVisualMovementSpeed();
+ m_NetworkCharacterState.MovementStatus.Value = GetMovementStatus();
}
private void OnValidate()
@@ -152,7 +171,7 @@ private void OnValidate()
private void OnDestroy()
{
- if(m_NavPath != null )
+ if (m_NavPath != null)
{
m_NavPath.Dispose();
}
@@ -192,7 +211,7 @@ private void PerformMovement()
}
else
{
- var desiredMovementAmount = m_MovementSpeed * Time.fixedDeltaTime;
+ var desiredMovementAmount = GetBaseMovementSpeed() * Time.fixedDeltaTime;
movementVector = m_NavPath.MoveAlongPath(desiredMovementAmount);
// If we didn't move stop moving.
@@ -218,21 +237,38 @@ private float GetMaxMovementSpeed()
case MovementState.Charging:
case MovementState.Knockback:
return m_ForcedSpeed;
- case MovementState.Idle:
- case MovementState.PathFollowing:
+ case MovementState.Idle:
+ case MovementState.PathFollowing:
default:
- return m_MovementSpeed;
+ return GetBaseMovementSpeed();
}
}
- private float GetVisualMovementSpeed()
+ ///
+ /// Retrieves the speed for this character's class.
+ ///
+ private float GetBaseMovementSpeed()
+ {
+ CharacterClass characterClass = GameDataSource.Instance.CharacterDataByType[m_CharLogic.NetState.CharacterType];
+ Assert.IsNotNull(characterClass, $"No CharacterClass data for character type {m_CharLogic.NetState.CharacterType}");
+ return characterClass.Speed;
+ }
+
+ ///
+ /// Determines the appropriate MovementStatus for the character. The
+ /// MovementStatus is used by the client code when animating the character.
+ ///
+ private MovementStatus GetMovementStatus()
{
- if (m_MovementState == MovementState.Idle || m_MovementState == MovementState.Knockback)
- return 0;
- else
- return 1;
- // if we had a "movement-slow" special-effect, we could return 0.5 from this function, which would
- // make the character use the walk animation instead of the run animation
+ switch (m_MovementState)
+ {
+ case MovementState.Idle:
+ return MovementStatus.Idle;
+ case MovementState.Knockback:
+ return MovementStatus.Uncontrolled;
+ default:
+ return MovementStatus.Normal;
+ }
}
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Entity/IDamageable.cs b/Assets/BossRoom/Scripts/Server/Game/Entity/IDamageable.cs
index a2e72446e..49db302fb 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Entity/IDamageable.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Entity/IDamageable.cs
@@ -1,3 +1,4 @@
+using System;
using UnityEngine;
namespace BossRoom.Server
@@ -24,6 +25,28 @@ public interface IDamageable
/// The transform of this object.
///
Transform transform { get; }
+
+ [Flags]
+ public enum SpecialDamageFlags
+ {
+ None = 0,
+ UnusedFlag = 1 << 0, // does nothing; see comments below
+ StunOnTrample = 1 << 1,
+ NotDamagedByPlayers = 1 << 2,
+
+ // The "UnusedFlag" flag does nothing. It exists to work around a Unity editor quirk involving [Flags] enums:
+ // if you enable all the flags, Unity stores the value as 0xffffffff (labeled "Everything"), meaning that not
+ // only are all the currently-existing flags enabled, but any future flags you added later would also be enabled!
+ // This is not future-proof and can cause hard-to-track-down problems, when prefabs magically inherit a new flag
+ // you just added. So we have the Unused flag, which should NOT do anything, and shouldn't be selected on prefabs.
+ // It's just there so that we can select all the "real" flags and not get it turned into "Everything" in the editor.
+ }
+ SpecialDamageFlags GetSpecialDamageFlags();
+
+ ///
+ /// Are we still able to take damage? If we're broken or dead, should return false!
+ ///
+ bool IsDamageable();
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Entity/RaiseEventOnLifeChange.cs b/Assets/BossRoom/Scripts/Server/Game/Entity/RaiseEventOnLifeChange.cs
new file mode 100644
index 000000000..a32f8b3e2
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Server/Game/Entity/RaiseEventOnLifeChange.cs
@@ -0,0 +1,48 @@
+using MLAPI;
+using UnityEngine;
+using UnityEngine.Assertions;
+
+namespace BossRoom.Server
+{
+ ///
+ /// Server-only component which invokes a GameEvent once a LifeState condition is met.
+ ///
+ [RequireComponent(typeof(NetworkLifeState))]
+ public class RaiseEventOnLifeChange : NetworkBehaviour
+ {
+ [SerializeField]
+ GameEvent m_Event;
+
+ [SerializeField]
+ NetworkLifeState m_NetworkLifeState;
+
+ [SerializeField]
+ LifeState m_RaiseCondition;
+
+ public override void NetworkStart()
+ {
+ if (!IsServer)
+ {
+ enabled = false;
+ return;
+ }
+
+ Assert.IsNotNull(m_NetworkLifeState, "NetworkLifeState has not been set!");
+
+ m_NetworkLifeState.LifeState.OnValueChanged += LifeStateChanged;
+ }
+
+ void OnDestroy()
+ {
+ m_NetworkLifeState.LifeState.OnValueChanged -= LifeStateChanged;
+ }
+
+ void LifeStateChanged(LifeState previousValue, LifeState newValue)
+ {
+ if (newValue == m_RaiseCondition)
+ {
+ m_Event.Raise();
+ }
+ }
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Entity/RaiseEventOnLifeChange.cs.meta b/Assets/BossRoom/Scripts/Server/Game/Entity/RaiseEventOnLifeChange.cs.meta
new file mode 100644
index 000000000..c73bb903d
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Server/Game/Entity/RaiseEventOnLifeChange.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 3bd6676b274afaf4fb21df4c5baaee78
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Server/Game/Entity/ServerBreakableLogic.cs b/Assets/BossRoom/Scripts/Server/Game/Entity/ServerBreakableLogic.cs
index 5a80389cc..f905333ef 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Entity/ServerBreakableLogic.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Entity/ServerBreakableLogic.cs
@@ -4,33 +4,115 @@
namespace BossRoom.Server
{
///
- /// This script handles the logic for a simple "single-shot" breakable object like a pot.
- /// It could easily be extended to take multiple hits by giving it a hit point value, or made to only
- /// take damage from certain enemy types, by adding some filter variable as a serialized field.
+ /// This script handles the logic for a simple "single-shot" breakable object like a pot, or
+ /// other stationary items with arbitrary amounts of HP, like spawner-portal crystals.
///
[RequireComponent(typeof(NetworkBreakableState))]
public class ServerBreakableLogic : NetworkBehaviour, IDamageable
{
+ [SerializeField]
+ [Tooltip("If left blank, this breakable effectively has 1 hit point")]
+ IntVariable m_MaxHealth;
+
+ [SerializeField]
+ [Tooltip("If this breakable will have hit points, add a NetworkHealthState component to this GameObject")]
+ NetworkHealthState m_NetworkHealthState;
+
+ [SerializeField]
+ Collider m_Collider;
+
+ [SerializeField]
+ [Tooltip("Indicate which special interaction behaviors are needed for this breakable")]
+ IDamageable.SpecialDamageFlags m_SpecialDamageFlags;
+
+ private NetworkBreakableState m_State;
+
+ private void Awake()
+ {
+ m_State = GetComponent();
+ }
+
public override void NetworkStart()
{
if (!IsServer)
{
enabled = false;
}
+ else
+ {
+ if (m_MaxHealth && m_NetworkHealthState)
+ {
+ m_NetworkHealthState.HitPoints.Value = m_MaxHealth.Value;
+ }
+ }
}
public void ReceiveHP(ServerCharacter inflicter, int HP)
{
if (HP < 0)
{
- //any damage at all is enough to slay me.
- GetComponent().IsBroken.Value = true;
+ if (inflicter && !inflicter.IsNpc)
+ {
+ bool isNotDamagedByPlayers = (GetSpecialDamageFlags() & IDamageable.SpecialDamageFlags.NotDamagedByPlayers) == IDamageable.SpecialDamageFlags.NotDamagedByPlayers;
+ if (isNotDamagedByPlayers)
+ {
+ // a player tried to damage us, but we are immune to player damage!
+ return;
+ }
+ }
- //don't let us take another blow.
- GetComponent().enabled = false;
+ if (m_NetworkHealthState)
+ {
+ m_NetworkHealthState.HitPoints.Value = Mathf.Max(m_NetworkHealthState.HitPoints.Value + HP, 0);
+ if (m_NetworkHealthState.HitPoints.Value <= 0)
+ {
+ Break();
+ }
+ }
+ else
+ {
+ //any damage at all is enough to slay me.
+ Break();
+ }
}
}
+ private void Break()
+ {
+ m_State.IsBroken.Value = true;
+ if (m_Collider)
+ m_Collider.enabled = false;
+ }
+
+ public void Unbreak()
+ {
+ m_State.IsBroken.Value = false;
+ if (m_Collider)
+ m_Collider.enabled = true;
+ if (m_MaxHealth && m_NetworkHealthState)
+ m_NetworkHealthState.HitPoints.Value = m_MaxHealth.Value;
+ }
+
+ public IDamageable.SpecialDamageFlags GetSpecialDamageFlags()
+ {
+ return m_SpecialDamageFlags;
+ }
+
+ public bool IsDamageable()
+ {
+ // you can damage this breakable until it's broken!
+ return !m_State.IsBroken.Value;
+ }
+
+#if UNITY_EDITOR
+ private void OnValidate()
+ {
+ if (!m_Collider)
+ m_Collider = GetComponent();
+ if (!m_NetworkHealthState)
+ m_NetworkHealthState = GetComponent();
+ }
+#endif
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Entity/ServerEnemyPortal.cs b/Assets/BossRoom/Scripts/Server/Game/Entity/ServerEnemyPortal.cs
new file mode 100644
index 000000000..e3d88b3df
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Server/Game/Entity/ServerEnemyPortal.cs
@@ -0,0 +1,120 @@
+using MLAPI;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Assertions;
+
+namespace BossRoom.Server
+{
+ ///
+ /// ServerEnemyPortal is a stationary dungeon element that spawns monsters when a player is
+ /// nearby. It has one or more "breakable bits". When all the breakable elements are broken,
+ /// the portal becomes dormant for a fixed amount of time, before repairing its breakables
+ /// and starting up again.
+ ///
+ /// The actual monster-spawning logic is managed by a ServerWaveSpawner component.
+ ///
+ ///
+ /// The ServerEnemyPortal also has its own NetworkBreakableState. This is for the graphics of
+ /// the portal itself (a glowy visual effect stops when Broken, turns back on when unbroken)
+ ///
+ [RequireComponent(typeof(ServerWaveSpawner))]
+ [RequireComponent(typeof(NetworkBreakableState))]
+ public class ServerEnemyPortal : NetworkBehaviour
+ {
+ [SerializeField]
+ [Tooltip("Portal becomes dormant when ALL of these breakables are broken")]
+ public List m_BreakableElements;
+
+ [SerializeField]
+ [Tooltip("When all breakable elements are broken, wait this long before respawning them (and reactivating)")]
+ float m_DormantCooldown;
+
+ // cached reference to our components
+ ServerWaveSpawner m_WaveSpawner;
+ NetworkBreakableState m_State;
+
+ // currently active "wait X seconds and then restart" coroutine
+ Coroutine m_CoroDormant;
+
+ private void Awake()
+ {
+ m_WaveSpawner = GetComponent();
+ m_State = GetComponent();
+ }
+
+ public override void NetworkStart()
+ {
+ if (!IsServer)
+ {
+ enabled = false;
+ return;
+ }
+
+ foreach (var breakable in m_BreakableElements)
+ {
+ breakable.IsBroken.OnValueChanged += OnBreakableBroken;
+ }
+
+ MaintainState();
+ }
+
+ private void OnDestroy()
+ {
+ if (m_CoroDormant != null)
+ StopCoroutine(m_CoroDormant);
+
+ foreach (var breakable in m_BreakableElements)
+ {
+ if (breakable)
+ breakable.IsBroken.OnValueChanged -= OnBreakableBroken;
+ }
+ }
+
+ private void OnBreakableBroken(bool wasBroken, bool isBroken)
+ {
+ if (!wasBroken && isBroken)
+ MaintainState();
+ }
+
+ private void MaintainState()
+ {
+ bool hasUnbrokenBreakables = false;
+ foreach (var breakable in m_BreakableElements)
+ {
+ if (breakable && !breakable.IsBroken.Value)
+ {
+ hasUnbrokenBreakables = true;
+ break;
+ }
+ }
+
+ m_State.IsBroken.Value = !hasUnbrokenBreakables;
+ m_WaveSpawner.SetSpawnerEnabled(hasUnbrokenBreakables);
+ if (!hasUnbrokenBreakables && m_CoroDormant == null)
+ {
+ m_CoroDormant = StartCoroutine(CoroGoDormantAndThenRestart());
+ }
+ }
+
+ IEnumerator CoroGoDormantAndThenRestart()
+ {
+ yield return new WaitForSeconds(m_DormantCooldown);
+
+ foreach (var state in m_BreakableElements)
+ {
+ if (state)
+ {
+ var serverComponent = state.GetComponent();
+ Assert.IsNotNull(serverComponent);
+ serverComponent.Unbreak();
+ }
+ }
+ m_State.IsBroken.Value = false;
+ m_WaveSpawner.SetSpawnerEnabled(true);
+ m_CoroDormant = null;
+ }
+ }
+
+
+}
diff --git a/Assets/BossRoom/Scripts/Server/Game/Entity/ServerEnemyPortal.cs.meta b/Assets/BossRoom/Scripts/Server/Game/Entity/ServerEnemyPortal.cs.meta
new file mode 100644
index 000000000..47115a5fe
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Server/Game/Entity/ServerEnemyPortal.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9a7ed35fc071575449a96ece1cc1ae16
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Server/Game/Entity/ServerWaveSpawner.cs b/Assets/BossRoom/Scripts/Server/Game/Entity/ServerWaveSpawner.cs
index d9763af02..a21bbfa82 100644
--- a/Assets/BossRoom/Scripts/Server/Game/Entity/ServerWaveSpawner.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/Entity/ServerWaveSpawner.cs
@@ -8,32 +8,17 @@ namespace BossRoom.Server
{
///
/// Component responsible for spawning prefab clones in waves on the server.
+ /// calls our SetSpawnerEnabled() to turn on/off spawning.
///
- [RequireComponent(typeof(Collider))]
public class ServerWaveSpawner : NetworkBehaviour
{
- [SerializeField]
- NetworkHealthState m_NetworkHealthState;
-
- // amount of hits it takes to break any spawner
- [SerializeField]
- IntVariable m_MaxHP;
-
// networked object that will be spawned in waves
[SerializeField]
NetworkObject m_NetworkedPrefab;
- // cache reference to our own transform
- Transform m_Transform;
-
- // track wave index and reset once all waves are complete
- int m_WaveIndex;
-
- // keep reference to our wave spawning coroutine
- Coroutine m_WaveSpawning;
-
- // cache array of RaycastHit as it will be reused for player visibility
- RaycastHit[] m_Hit;
+ [SerializeField]
+ [Tooltip("Each spawned enemy appears at one of the points in this list")]
+ List m_SpawnPositions;
[Tooltip("Select which layers will block visibility.")]
[SerializeField]
@@ -41,30 +26,72 @@ public class ServerWaveSpawner : NetworkBehaviour
[Tooltip("Time between player distance & visibility scans, in seconds.")]
[SerializeField]
- float m_PlayerProximityValidationTimestep;
+ float m_PlayerProximityValidationTimestep = 2;
+
+ [SerializeField]
+ [Tooltip("The detection range of spawned entities. Only meaningful for NPCs (not breakables). -1 = \"use default for this NPC\"")]
+ float m_SpawnedEntityDetectDistance = -1;
[Header("Wave parameters")]
[Tooltip("Total number of waves.")]
[SerializeField]
- int m_NumberOfWaves;
+ int m_NumberOfWaves = 2;
[Tooltip("Number of spawns per wave.")]
[SerializeField]
- int m_SpawnsPerWave;
+ int m_SpawnsPerWave = 2;
[Tooltip("Time between individual spawns, in seconds.")]
[SerializeField]
- float m_TimeBetweenSpawns;
+ float m_TimeBetweenSpawns = 0.5f;
[Tooltip("Time between waves, in seconds.")]
[SerializeField]
- float m_TimeBetweenWaves;
+ float m_TimeBetweenWaves = 5;
[Tooltip("Once last wave is spawned, the spawner waits this long to restart wave spawns, in seconds.")]
[SerializeField]
- float m_RestartDelay;
- [Tooltip("A player must be withing this distance to commence first wave spawn.")]
+ float m_RestartDelay = 10;
+ [Tooltip("A player must be within this distance to commence first wave spawn.")]
+ [SerializeField]
+ float m_ProximityDistance = 30;
+ [SerializeField]
+ [Tooltip("When looking for players within proximity distance, should we count players in stealth mode?")]
+ bool m_DetectStealthyPlayers = true;
+
+ [Header("Spawn Cap (i.e. number of simultaneously spawned entities)")]
+ [SerializeField]
+ [Tooltip("The minimum number of entities this spawner will try to maintain (regardless of player count)")]
+ int m_MinSpawnCap = 2;
[SerializeField]
- float m_ProximityDistance;
- [Tooltip("After being broken, the spawner waits this long to restart wave spawns, in seconds.")]
+ [Tooltip("The maximum number of entities this spawner will try to maintain (regardless of player count)")]
+ int m_MaxSpawnCap = 10;
[SerializeField]
- float m_DormantCooldown;
+ [Tooltip("For each player in the game, the Spawn Cap is raised above the minimum by this amount. (Rounds up to nearest whole number.)")]
+ float m_SpawnCapIncreasePerPlayer = 1;
+
+ // cache reference to our own transform
+ Transform m_Transform;
+
+ // track wave index and reset once all waves are complete
+ int m_WaveIndex;
+
+ // keep reference to our current watch-for-players coroutine
+ Coroutine m_WatchForPlayers;
+
+ // keep reference to our wave spawning coroutine
+ Coroutine m_WaveSpawning;
+
+ // cache array of RaycastHit as it will be reused for player visibility
+ RaycastHit[] m_Hit;
+
+ // indicates whether NetworkStart() has been called on us yet
+ bool m_IsStarted;
+
+ // are we currently spawning stuff?
+ bool m_IsSpawnerEnabled;
+
+ // a running tally of spawned entities, used in determining which spawn-point to use next
+ int m_SpawnedCount;
+
+ // the currently-spawned entities. We only bother to track these if m_MaxActiveSpawns is non-zero
+ List m_ActiveSpawns = new List();
void Awake()
{
@@ -80,48 +107,34 @@ public override void NetworkStart()
enabled = false;
return;
}
-
- ReviveSpawner();
m_Hit = new RaycastHit[1];
- StartCoroutine(ValidatePlayersProximity(StartWaveSpawning));
+ m_IsStarted = true;
+ if (m_IsSpawnerEnabled)
+ {
+ StartWaveSpawning();
+ }
}
- ///
- /// Coroutine for continually validating proximity to players and invoking an action when any is near.
- ///
- ///
- ///
- IEnumerator ValidatePlayersProximity(System.Action validationAction)
+ public void SetSpawnerEnabled(bool isEnabledNow)
{
- while (true)
+ if (m_IsStarted && m_IsSpawnerEnabled != isEnabledNow)
{
- if (m_NetworkHealthState.HitPoints.Value <= 0)
- {
- yield return new WaitForSeconds(m_DormantCooldown);
- ReviveSpawner();
- }
-
- if (m_WaveSpawning == null)
+ if (!isEnabledNow)
{
- if (IsAnyPlayerNearbyAndVisible())
- {
- validationAction();
- }
+ StopWaveSpawning();
}
else
{
- // do nothing, a wave spawning routine is currently underway
+ StartWaveSpawning();
}
-
- yield return new WaitForSeconds(m_PlayerProximityValidationTimestep);
}
+ m_IsSpawnerEnabled = isEnabledNow;
}
void StartWaveSpawning()
{
StopWaveSpawning();
-
- m_WaveSpawning = StartCoroutine(SpawnWaves());
+ m_WatchForPlayers = StartCoroutine(TriggerSpawnWhenPlayersNear());
}
void StopWaveSpawning()
@@ -131,6 +144,32 @@ void StopWaveSpawning()
StopCoroutine(m_WaveSpawning);
}
m_WaveSpawning = null;
+ if (m_WatchForPlayers != null)
+ {
+ StopCoroutine(m_WatchForPlayers);
+ }
+ m_WatchForPlayers = null;
+ }
+
+ void OnDestroy()
+ {
+ StopWaveSpawning();
+ }
+
+ ///
+ /// Coroutine for continually validating proximity to players and starting a wave of enemies in response.
+ ///
+ IEnumerator TriggerSpawnWhenPlayersNear()
+ {
+ while (true)
+ {
+ if (m_WaveSpawning == null && IsAnyPlayerNearbyAndVisible())
+ {
+ m_WaveSpawning = StartCoroutine(SpawnWaves());
+ }
+
+ yield return new WaitForSeconds(m_PlayerProximityValidationTimestep);
+ }
}
///
@@ -162,7 +201,11 @@ IEnumerator SpawnWave()
{
for (int i = 0; i < m_SpawnsPerWave; i++)
{
- SpawnPrefab();
+ if (IsRoomAvailableForAnotherSpawn())
+ {
+ var newSpawn = SpawnPrefab();
+ m_ActiveSpawns.Add(newSpawn);
+ }
yield return new WaitForSeconds(m_TimeBetweenSpawns);
}
@@ -173,20 +216,58 @@ IEnumerator SpawnWave()
///
/// Spawn a NetworkObject prefab clone.
///
- void SpawnPrefab()
+ NetworkObject SpawnPrefab()
{
if (m_NetworkedPrefab == null)
{
throw new System.ArgumentNullException("m_NetworkedPrefab");
}
- // spawn clone right in front of spawner
- var spawnPosition = m_Transform.position + m_Transform.forward;
- var clone = Instantiate(m_NetworkedPrefab, spawnPosition, Quaternion.identity);
+ int posIdx = m_SpawnedCount++ % m_SpawnPositions.Count;
+ var clone = Instantiate(m_NetworkedPrefab, m_SpawnPositions[posIdx].position, m_SpawnPositions[posIdx].rotation);
if (!clone.IsSpawned)
{
- clone.Spawn();
+ clone.Spawn(null, true);
+ }
+
+ if (m_SpawnedEntityDetectDistance > -1)
+ {
+ // need to override the spawned creature's detection range (if they even have a detection range!)
+ var serverChar = clone.GetComponent();
+ if (serverChar && serverChar.AIBrain != null)
+ {
+ serverChar.AIBrain.DetectRange = m_SpawnedEntityDetectDistance;
+ }
+ }
+
+ return clone;
+ }
+
+ bool IsRoomAvailableForAnotherSpawn()
+ {
+ // references to spawned components that no longer exist will become null,
+ // so clear those out. Then we know how many we have left
+ m_ActiveSpawns.RemoveAll(spawnedNetworkObject => { return spawnedNetworkObject == null; });
+ return m_ActiveSpawns.Count < GetCurrentSpawnCap();
+ }
+
+ ///
+ /// Returns the current max number of entities we should try to maintain.
+ /// This can change based on the current number of living players; if the cap goes below
+ /// our current number of active spawns, we don't spawn anything new until we're below the cap.
+ ///
+ int GetCurrentSpawnCap()
+ {
+ int numPlayers = 0;
+ foreach (var serverCharacter in PlayerServerCharacter.GetPlayerServerCharacters())
+ {
+ if (serverCharacter.NetState.NetworkLifeState.LifeState.Value == LifeState.Alive)
+ {
+ ++numPlayers;
+ }
}
+
+ return Mathf.CeilToInt(Mathf.Min(m_MinSpawnCap + (numPlayers * m_SpawnCapIncreasePerPlayer), m_MaxSpawnCap));
}
///
@@ -204,9 +285,15 @@ bool IsAnyPlayerNearbyAndVisible()
// iterate through clients and only return true if a player is in range
// and is not occluded by a blocking collider.
- foreach (KeyValuePair idToClient in NetworkManager.Singleton.ConnectedClients)
+ foreach (var serverCharacter in PlayerServerCharacter.GetPlayerServerCharacters())
{
- var playerPosition = idToClient.Value.PlayerObject.transform.position;
+ if (!m_DetectStealthyPlayers && serverCharacter.NetState.IsStealthy.Value)
+ {
+ // we don't detect stealthy players
+ continue;
+ }
+
+ var playerPosition = serverCharacter.transform.position;
var direction = playerPosition - spawnerPosition;
if (direction.sqrMagnitude > squaredProximityDistance)
@@ -227,26 +314,5 @@ bool IsAnyPlayerNearbyAndVisible()
return false;
}
-
- void ReviveSpawner()
- {
- m_NetworkHealthState.HitPoints.Value = m_MaxHP.Value;
- }
-
- // TODO: David will create interface hookup for receiving hits on non-NPC/PC objects (GOMPS-ID TBD)
- void ReceiveHP(ServerCharacter inflicter, int HP)
- {
- if (!IsServer)
- {
- return;
- }
-
- m_NetworkHealthState.HitPoints.Value += HP;
-
- if (m_NetworkHealthState.HitPoints.Value <= 0)
- {
- StopWaveSpawning();
- }
- }
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/State/ServerBossRoomState.cs b/Assets/BossRoom/Scripts/Server/Game/State/ServerBossRoomState.cs
index 4abf88266..af28e2ccb 100644
--- a/Assets/BossRoom/Scripts/Server/Game/State/ServerBossRoomState.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/State/ServerBossRoomState.cs
@@ -1,8 +1,9 @@
using MLAPI;
-using System.Collections;
using MLAPI.Spawning;
+using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using UnityEngine.Assertions;
namespace BossRoom.Server
{
@@ -12,32 +13,20 @@ namespace BossRoom.Server
public class ServerBossRoomState : GameStateBehaviour
{
[SerializeField]
- [Tooltip("Make sure this is included in the NetworkManager's list of prefabs!")]
- private NetworkObject m_PlayerPrefab;
+ TransformVariable m_RuntimeNetworkObjectsParent;
- // note: this is temporary, for testing!
[SerializeField]
[Tooltip("Make sure this is included in the NetworkManager's list of prefabs!")]
- private NetworkObject m_EnemyPrefab;
+ private NetworkObject m_PlayerPrefab;
- // note: this is temporary, for testing!
[SerializeField]
- [Tooltip("Make sure this is included in the NetworkManager's list of prefabs!")]
- private NetworkObject m_BossPrefab;
-
- [SerializeField] [Tooltip("A collection of locations for spawning players")]
+ [Tooltip("A collection of locations for spawning players")]
private Transform[] m_PlayerSpawnPoints;
+
private List m_PlayerSpawnPointsList = null;
- // note: this is temporary, for testing!
public override GameState ActiveState { get { return GameState.BossRoom; } }
- ///
- /// This event is raised when all the initial players have entered the game. It is the right time for
- /// other systems to do things like spawn monsters.
- ///
- public event System.Action InitialSpawnEvent;
-
private LobbyResults m_LobbyResults;
private GameNetPortal m_NetPortal;
@@ -52,13 +41,9 @@ public class ServerBossRoomState : GameStateBehaviour
///
public bool InitialSpawnDone { get; private set; }
- ///
- /// We need to get told about the Boss to track their health for game win
- ///
- public void OnBossSpawned(NetworkCharacterState bossCharState)
- {
- bossCharState.NetworkLifeState.OnValueChanged += OnBossLifeStateChanged;
- }
+ //these Ids are recorded for event unregistration at destruction time and are not maintained (the objects they point to may be destroyed during
+ //the lifetime of the ServerBossRoomState).
+ private List m_HeroIds = new List();
public LobbyResults.CharSelectChoice GetLobbyResultsForClient(ulong clientId)
{
@@ -108,7 +93,6 @@ private bool DoInitialSpawnIfPossible()
{
SpawnPlayer(kvp.Key);
}
- InitialSpawnEvent?.Invoke();
return true;
}
return false;
@@ -118,14 +102,13 @@ private bool DoInitialSpawnIfPossible()
private void OnClientSceneChanged(ulong clientId, int sceneIndex)
{
int serverScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex;
- if( sceneIndex == serverScene )
+ if (sceneIndex == serverScene)
{
Debug.Log($"client={clientId} now in scene {sceneIndex}, server_scene={serverScene}, all players in server scene={m_ServerNetPortal.AreAllClientsInServerScene()}");
- //StartCoroutine(CoroTryToDoInitialSpawnAfterAWhile(clientId));
-
+
bool didSpawn = DoInitialSpawnIfPossible();
- if( !didSpawn && InitialSpawnDone && NetworkSpawnManager.GetPlayerNetworkObject(clientId) == null)
+ if (!didSpawn && InitialSpawnDone && NetworkSpawnManager.GetPlayerNetworkObject(clientId) == null)
{
//somebody joined after the initial spawn. This is a Late Join scenario. This player may have issues
//(either because multiple people are late-joining at once, or because some dynamic entities are
@@ -133,30 +116,41 @@ private void OnClientSceneChanged(ulong clientId, int sceneIndex)
//ServerBossRoomState.
SpawnPlayer(clientId);
}
-
+
}
}
- private IEnumerator CoroTryToDoInitialSpawnAfterAWhile(ulong clientId)
+ protected override void OnDestroy()
{
- yield return new WaitForSeconds(3);
- bool didSpawn = DoInitialSpawnIfPossible();
+ base.OnDestroy();
+
+ foreach (ulong id in m_HeroIds)
+ {
+ var heroLife = GetLifeStateEvent(id);
+ if (heroLife != null)
+ {
+ heroLife -= OnHeroLifeStateChanged;
+ }
+ }
- if (!didSpawn && InitialSpawnDone && NetworkSpawnManager.GetPlayerNetworkObject(clientId) == null)
+ if (m_NetPortal != null)
{
- //somebody joined after the initial spawn. This is a Late Join scenario. This player may have issues
- //(either because multiple people are late-joining at once, or because some dynamic entities are
- //getting spawned while joining. But that's not something we can fully address by changes in
- //ServerBossRoomState.
- SpawnPlayer(clientId);
+ m_NetPortal.ClientSceneChanged -= OnClientSceneChanged;
}
}
- protected override void OnDestroy()
+ ///
+ /// Helper method for OnDestroy that gets the NetworkLifeState.OnValueChanged event for a NetworkObjectId, or null if it doesn't exist.
+ ///
+ private MLAPI.NetworkVariable.NetworkVariable.OnValueChangedDelegate GetLifeStateEvent(ulong id)
{
- base.OnDestroy();
- if (m_NetPortal==null) { return; }
- m_NetPortal.ClientSceneChanged -= OnClientSceneChanged;
+ //this is all a little paranoid, because during shutdown it's not always obvious what state is still valid.
+ if (NetworkSpawnManager.SpawnedObjects.TryGetValue(id, out NetworkObject netObj) && netObj != null)
+ {
+ var netState = netObj.GetComponent();
+ return netState != null ? netState.NetworkLifeState.LifeState.OnValueChanged : null;
+ }
+ return null;
}
private void SpawnPlayer(ulong clientId)
@@ -172,25 +166,29 @@ private void SpawnPlayer(ulong clientId)
$"PlayerSpawnPoints array should have at least 1 spawn points.");
int index = Random.Range(0, m_PlayerSpawnPointsList.Count);
- spawnPoint = m_PlayerSpawnPointsList[index];
- m_PlayerSpawnPointsList.RemoveAt(index);
+ spawnPoint = m_PlayerSpawnPointsList[index];
+ m_PlayerSpawnPointsList.RemoveAt(index);
+
+ Assert.IsTrue(m_RuntimeNetworkObjectsParent && m_RuntimeNetworkObjectsParent.Value,
+ "RuntimeNetworkObjectsParent transform is not set!");
var newPlayer = spawnPoint != null ?
- Instantiate(m_PlayerPrefab, spawnPoint.position, spawnPoint.rotation) :
- Instantiate(m_PlayerPrefab);
+ Instantiate(m_PlayerPrefab, spawnPoint.position, spawnPoint.rotation, m_RuntimeNetworkObjectsParent.Value) :
+ Instantiate(m_PlayerPrefab, m_RuntimeNetworkObjectsParent.Value);
+
var netState = newPlayer.GetComponent();
- netState.NetworkLifeState.OnValueChanged += OnHeroLifeStateChanged;
+ netState.NetworkLifeState.LifeState.OnValueChanged += OnHeroLifeStateChanged;
+ m_HeroIds.Add(netState.NetworkObjectId);
var lobbyResults = GetLobbyResultsForClient(clientId);
- var playerData = m_NetPortal.GetComponent().GetPlayerData(clientId);
- string playerName = playerData != null ? playerData.Value.m_PlayerName : ("Player" + lobbyResults.PlayerNumber);
+ string playerName = m_ServerNetPortal.GetPlayerName(clientId, lobbyResults.PlayerNumber);
netState.SetCharacterType(lobbyResults.Class, lobbyResults.Appearance);
netState.Name = playerName;
// spawn players characters with destroyWithScene = true
- newPlayer.SpawnAsPlayerObject(clientId,null,true);
+ newPlayer.SpawnAsPlayerObject(clientId, null, true);
}
// Every time a player's life state changes we check to see if game is over
@@ -200,11 +198,13 @@ private void OnHeroLifeStateChanged(LifeState prevLifeState, LifeState lifeState
if (lifeState == LifeState.Fainted)
{
// Check the life state of all players in the scene
- foreach (var p in NetworkManager.Singleton.ConnectedClientsList )
+ foreach (var serverCharacter in PlayerServerCharacter.GetPlayerServerCharacters())
{
- // if any player is alive just retrun
- var netState = p.PlayerObject.GetComponent();
- if ( netState.NetworkLifeState.Value == LifeState.Alive ) { return; }
+ // if any player is alive just retun
+ if (serverCharacter.NetState && serverCharacter.NetState.LifeState == LifeState.Alive)
+ {
+ return;
+ }
}
// If we made it this far, all players are down! switch to post game
@@ -212,15 +212,13 @@ private void OnHeroLifeStateChanged(LifeState prevLifeState, LifeState lifeState
}
}
-
- // When the Boss dies, we also check to see if the game is over
- private void OnBossLifeStateChanged(LifeState prevLifeState, LifeState lifeState)
+ ///
+ /// Hooked up to GameListener UI event for the event when the boss is defeated.
+ ///
+ public void BossDefeated()
{
- if (lifeState == LifeState.Dead)
- {
- // Boss is dead - set game won to true
- StartCoroutine(CoroGameOver(k_WinDelay, true));
- }
+ // Boss is dead - set game won to true
+ StartCoroutine(CoroGameOver(k_WinDelay, true));
}
private IEnumerator CoroGameOver(float wait, bool gameWon)
@@ -231,27 +229,5 @@ private IEnumerator CoroGameOver(float wait, bool gameWon)
GameStateRelay.SetRelayObject(gameWon);
MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("PostGame");
}
-
- ///
- /// Temp code to spawn an enemy
- ///
- private void Update()
- {
- if (Input.GetKeyDown(KeyCode.E))
- {
- var newEnemy = Instantiate(m_EnemyPrefab);
- newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId);
- }
- if (Input.GetKeyDown(KeyCode.B))
- {
- var newEnemy = Instantiate(m_BossPrefab);
- newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId);
- }
- if (Input.GetKeyDown(KeyCode.Q))
- {
- GameStateRelay.SetRelayObject(false);
- MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("PostGame");
- }
- }
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/State/ServerCharSelectState.cs b/Assets/BossRoom/Scripts/Server/Game/State/ServerCharSelectState.cs
index ed28784f9..42af92d27 100644
--- a/Assets/BossRoom/Scripts/Server/Game/State/ServerCharSelectState.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/State/ServerCharSelectState.cs
@@ -14,16 +14,25 @@ public class ServerCharSelectState : GameStateBehaviour
public override GameState ActiveState { get { return GameState.CharSelect; } }
public CharSelectData CharSelectData { get; private set; }
+ private ServerGameNetPortal m_ServerNetPortal;
+
private void Awake()
{
CharSelectData = GetComponent();
+ m_ServerNetPortal = GameObject.FindGameObjectWithTag("GameNetPortal").GetComponent();
}
private void OnClientChangedSeat(ulong clientId, int newSeatIdx, bool lockedIn)
{
int idx = FindLobbyPlayerIdx(clientId);
if (idx == -1)
- throw new System.Exception($"OnClientChangedSeat: client ID {clientId} is not a lobby player and cannot change seats!");
+ {
+ //TODO-FIXME:MLAPI See note about MLAPI issue 745 in WaitToSeatNowPlayer.
+ //while this workaround is in place, we must simply ignore these update requests from the client.
+ //throw new System.Exception($"OnClientChangedSeat: client ID {clientId} is not a lobby player and cannot change seats!");
+ return;
+ }
+
if (CharSelectData.IsLobbyClosed.Value)
{
@@ -31,13 +40,28 @@ private void OnClientChangedSeat(ulong clientId, int newSeatIdx, bool lockedIn)
return;
}
- // see if someone has already locked-in that seat! If so, too late... discard this choice
- foreach (CharSelectData.LobbyPlayerState playerInfo in CharSelectData.LobbyPlayers)
+ if ( newSeatIdx ==-1)
+ {
+ // we can't lock in with no seat
+ lockedIn = false;
+ }
+ else
{
- if (playerInfo.SeatIdx == newSeatIdx && playerInfo.SeatState == CharSelectData.SeatState.LockedIn)
+ // see if someone has already locked-in that seat! If so, too late... discard this choice
+ foreach (CharSelectData.LobbyPlayerState playerInfo in CharSelectData.LobbyPlayers)
{
- // yep, somebody already locked this choice in. Stop!
- return;
+ if (playerInfo.ClientId != clientId && playerInfo.SeatIdx == newSeatIdx && playerInfo.SeatState == CharSelectData.SeatState.LockedIn)
+ {
+ // somebody already locked this choice in. Stop!
+ // Instead of granting lock request, change this player to Inactive state.
+ CharSelectData.LobbyPlayers[idx] = new CharSelectData.LobbyPlayerState(clientId,
+ CharSelectData.LobbyPlayers[idx].PlayerName,
+ CharSelectData.LobbyPlayers[idx].PlayerNum,
+ CharSelectData.SeatState.Inactive);
+
+ // then early out
+ return;
+ }
}
}
@@ -101,7 +125,7 @@ private void CloseLobbyIfReady()
SaveLobbyResults();
// Delay a few seconds to give the UI time to react, then switch scenes
- StartCoroutine(CoroEndLobby());
+ StartCoroutine(WaitToEndLobby());
}
private void SaveLobbyResults()
@@ -116,7 +140,7 @@ private void SaveLobbyResults()
GameStateRelay.SetRelayObject(lobbyResults);
}
- private IEnumerator CoroEndLobby()
+ private IEnumerator WaitToEndLobby()
{
yield return new WaitForSeconds(3);
MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("BossRoom");
@@ -165,36 +189,16 @@ public override void NetworkStart()
private void OnClientConnected(ulong clientId)
{
- // FIXME: here we work around another MLAPI bug when starting up scenes with in-scene networked objects.
- // We'd like to immediately give the new client a slot in our lobby, but if we try to send an RPC to the
- // client-side version of this scene NetworkObject, it will fail. The client's log will show
- // "[MLAPI] ClientRPC message received for a non-existent object with id: 1. This message is lost."
- // If we wait a moment, the object will be assigned its ID (of 1) and everything will work. But there's no
- // notification to reliably tell us when the server and client are truly initialized.
- //
- // Add'l notes: I tried to work around this by having the newly-connected client send an "I'm ready" RPC to the
- // server, assuming that by the time the server received an RPC, it would be safe to respond. But the client
- // literally cannot send RPCs yet! If it sends one too quickly after connecting, the server gets a null-reference
- // exception. (Exception is in either MLAPI.NetworkBehaviour.InvokeServerRPCLocal() or
- // MLAPI.NetworkBehaviour.OnRemoteServerRPC, depending on whether we're in host mode or a standalone
- // client, respectively). This actually seems like a separate bug, but probably tied into the same problem.
-
- // To repro the bug, comment out this line...
- StartCoroutine(CoroWorkAroundMlapiBug(clientId));
- // ... and uncomment this one:
- //AssignNewLobbyIndex(clientId);
+ StartCoroutine(WaitToSeatNewPlayer(clientId));
}
- private IEnumerator CoroWorkAroundMlapiBug(ulong clientId)
+ private IEnumerator WaitToSeatNewPlayer(ulong clientId)
{
- var client = NetworkManager.Singleton.ConnectedClients[clientId];
-
- // for the host-mode client, a single frame of delay seems to be enough;
- // for networked connections, it often takes longer, so we wait a second.
- if (IsHost && clientId == NetworkManager.Singleton.LocalClientId)
- yield return new WaitForFixedUpdate();
- else
- yield return new WaitForSeconds(1);
+ //TODO-FIXME:MLAPI We are receiving NetworkVar updates too early on the client when doing this immediately on client connection,
+ //causing the NetworkList of lobby players to get out of sync.
+ //tracking MLAPI issue: https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/issues/745
+ //When issue is resolved, we should be able to call SeatNewPlayer directly in the client connection callback.
+ yield return new WaitForSeconds(2.5f);
SeatNewPlayer(clientId);
}
@@ -231,9 +235,7 @@ private void SeatNewPlayer(ulong clientId)
return;
}
- // this will be replaced with an auto-generated name
- string playerName = "Player" + (playerNum + 1);
-
+ string playerName = m_ServerNetPortal.GetPlayerName(clientId,playerNum);
CharSelectData.LobbyPlayers.Add(new CharSelectData.LobbyPlayerState(clientId, playerName, playerNum, CharSelectData.SeatState.Inactive));
}
diff --git a/Assets/BossRoom/Scripts/Server/Game/State/ServerPostGameState.cs b/Assets/BossRoom/Scripts/Server/Game/State/ServerPostGameState.cs
index 15589db16..306f432f6 100644
--- a/Assets/BossRoom/Scripts/Server/Game/State/ServerPostGameState.cs
+++ b/Assets/BossRoom/Scripts/Server/Game/State/ServerPostGameState.cs
@@ -11,6 +11,9 @@ namespace BossRoom.Server
[RequireComponent(typeof(PostGameData))]
public class ServerPostGameState : GameStateBehaviour
{
+ [SerializeField]
+ private PostGameData m_PostGameData;
+
public override GameState ActiveState { get { return GameState.PostGame; } }
public override void NetworkStart()
@@ -23,15 +26,10 @@ public override void NetworkStart()
else
{
bool won = (bool)GameStateRelay.GetRelayObject();
- StartCoroutine(CoroSetWinLoss(won));
- }
- }
- private IEnumerator CoroSetWinLoss(bool won)
- {
- yield return new WaitForSeconds(1);
- GetComponent().GameBannerState.Value =
- (byte)(won ? PostGameData.BannerState.Won : PostGameData.BannerState.Lost);
+ m_PostGameData.GameBannerState.Value =
+ (byte)(won ? PostGameData.BannerState.Won : PostGameData.BannerState.Lost);
+ }
}
}
}
diff --git a/Assets/BossRoom/Scripts/Server/Net/NetSpawnPoint.cs b/Assets/BossRoom/Scripts/Server/Net/NetSpawnPoint.cs
deleted file mode 100644
index 78a6852b6..000000000
--- a/Assets/BossRoom/Scripts/Server/Net/NetSpawnPoint.cs
+++ /dev/null
@@ -1,77 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using MLAPI;
-using UnityEngine;
-
-namespace BossRoom.Server
-{
- ///
- /// Because there are some issues associated with placed networked objects and scene transitions, we instead
- /// place these SpawnPoints. They create their associated dynamic entities only after all players have entered the scene.
- /// This spawns all entities with default (server) ownership, but it would be easy to extend this class if necessary to provide
- /// more flexibility.
- ///
- public class NetSpawnPoint : MonoBehaviour
- {
- [SerializeField]
- public NetworkObject SpawnedObject;
-
- [SerializeField]
- private ServerBossRoomState BossRoomState;
-
- [SerializeField]
- private List m_AuxiliarySpawns;
-
- public bool FireOnInitialSpawn = true;
-
- public bool IsBoss = false;
-
- // Start is called before the first frame update
- void Start()
- {
- if(FireOnInitialSpawn)
- {
- BossRoomState.InitialSpawnEvent += OnInitialSpawn;
-
- if (BossRoomState.InitialSpawnDone)
- {
- OnInitialSpawn();
- }
- }
- }
-
- void OnDestroy()
- {
- BossRoomState.InitialSpawnEvent -= OnInitialSpawn;
- }
-
- private void OnInitialSpawn()
- {
- if( SpawnedObject != null )
- {
- var netObj = Instantiate(SpawnedObject, transform.position, transform.rotation);
-
- var switchedDoor = netObj.GetComponent();
- if (switchedDoor != null)
- {
- for( int i = 0; i < m_AuxiliarySpawns.Count; i++ )
- {
- var newSwitch = Instantiate(m_AuxiliarySpawns[i].SpawnedObject, m_AuxiliarySpawns[i].transform.position, m_AuxiliarySpawns[i].transform.rotation);
-
- switchedDoor.m_SwitchesThatOpenThisDoor.Add(newSwitch.GetComponent());
- newSwitch.Spawn(null,true);
- }
- }
- // spawn objects with destroyWithScene = true so they clean up properly
- netObj.Spawn(null, true);
-
- // Special handling for the Boss, connect with BossRoomState to track win condition
- if (IsBoss)
- {
- var bossNetState = netObj.GetComponent();
- BossRoomState.OnBossSpawned(bossNetState);
- }
- }
- }
- }
-}
diff --git a/Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs b/Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs
index 34e269fc8..71aa22062 100644
--- a/Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs
+++ b/Assets/BossRoom/Scripts/Server/Net/ServerGameNetPortal.cs
@@ -1,4 +1,5 @@
using System;
+using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI.SceneManagement;
@@ -52,7 +53,8 @@ public class ServerGameNetPortal : MonoBehaviour
void Start()
{
m_Portal = GetComponent();
- m_Portal.NetworkStarted += NetworkStart;
+ m_Portal.NetworkReadied += OnNetworkReady;
+
// we add ApprovalCheck callback BEFORE NetworkStart to avoid spurious MLAPI warning:
// "No ConnectionApproval callback defined. Connection approval will timeout"
m_Portal.NetManager.ConnectionApprovalCallback += ApprovalCheck;
@@ -61,7 +63,21 @@ void Start()
m_ClientIDToGuid = new Dictionary();
}
- private void NetworkStart()
+ void OnDestroy()
+ {
+ if( m_Portal != null )
+ {
+ m_Portal.NetworkReadied -= OnNetworkReady;
+
+ if( m_Portal.NetManager != null)
+ {
+ m_Portal.NetManager.ConnectionApprovalCallback -= ApprovalCheck;
+ m_Portal.NetManager.OnServerStarted -= ServerStartedHandler;
+ }
+ }
+ }
+
+ private void OnNetworkReady()
{
if (!m_Portal.NetManager.IsServer)
{
@@ -69,27 +85,78 @@ private void NetworkStart()
}
else
{
+ //O__O if adding any event registrations here, please add an unregistration in OnClientDisconnect.
+ m_Portal.UserDisconnectRequested += OnUserDisconnectRequest;
+ m_Portal.NetManager.OnClientDisconnectCallback += OnClientDisconnect;
+ m_Portal.ClientSceneChanged += OnClientSceneChanged;
+
//The "BossRoom" server always advances to CharSelect immediately on start. Different games
//may do this differently.
NetworkSceneManager.SwitchScene("CharSelect");
- m_Portal.NetManager.OnClientDisconnectCallback += (ulong clientId) =>
+ if( m_Portal.NetManager.IsHost)
{
- m_ClientSceneMap.Remove(clientId);
- };
+ m_ClientSceneMap[m_Portal.NetManager.LocalClientId] = ServerScene;
+ }
+ }
+ }
- m_Portal.ClientSceneChanged += (ulong clientId, int sceneIndex) =>
- {
- m_ClientSceneMap[clientId] = sceneIndex;
- };
+ ///
+ /// Handles the case where NetworkManager has told us a client has disconnected. This includes ourselves, if we're the host,
+ /// and the server is stopped."
+ ///
+ private void OnClientDisconnect(ulong clientId)
+ {
+ m_ClientSceneMap.Remove(clientId);
+ if( m_ClientIDToGuid.TryGetValue(clientId, out var guid ) )
+ {
+ m_ClientIDToGuid.Remove(clientId);
- if( m_Portal.NetManager.IsHost)
+ if( m_ClientData[guid].m_ClientID == clientId )
{
- m_ClientSceneMap[m_Portal.NetManager.LocalClientId] = ServerScene;
+ //be careful to only remove the ClientData if it is associated with THIS clientId; in a case where a new connection
+ //for the same GUID kicks the old connection, this could get complicated. In a game that fully supported the reconnect flow,
+ //we would NOT remove ClientData here, but instead time it out after a certain period, since the whole point of it is
+ //to remember client information on a per-guid basis after the connection has been lost.
+ m_ClientData.Remove(guid);
}
}
+ if( clientId == m_Portal.NetManager.LocalClientId )
+ {
+ //the ServerGameNetPortal may be initialized again, which will cause its NetworkStart to be called again.
+ //Consequently we need to unregister anything we registered, when the NetworkManager is shutting down.
+ m_Portal.UserDisconnectRequested -= OnUserDisconnectRequest;
+ m_Portal.NetManager.OnClientDisconnectCallback -= OnClientDisconnect;
+ m_Portal.ClientSceneChanged -= OnClientSceneChanged;
+ }
+ }
+
+ private void OnClientSceneChanged(ulong clientId, int sceneIndex)
+ {
+ m_ClientSceneMap[clientId] = sceneIndex;
+ }
+
+ ///
+ /// Handles the flow when a user has requested a disconnect via UI (which can be invoked on the Host, and thus must be
+ /// handled in server code).
+ ///
+ private void OnUserDisconnectRequest()
+ {
+ if( m_Portal.NetManager.IsServer )
+ {
+ m_Portal.NetManager.StopServer();
+ }
+
+ Clear();
+ }
+ private void Clear()
+ {
+ //resets all our runtime state.
+ m_ClientData.Clear();
+ m_ClientIDToGuid.Clear();
+ m_ClientSceneMap.Clear();
}
///
@@ -143,7 +210,15 @@ public bool IsClientInServerScene(ulong clientId)
return null;
}
-
+ ///
+ /// Convenience method to get player name from player data
+ /// Returns name in data or default name using playerNum
+ ///
+ public string GetPlayerName(ulong clientId, int playerNum)
+ {
+ var playerData = GetPlayerData(clientId);
+ return (playerData != null) ? playerData.Value.m_PlayerName : ("Player" + playerNum);
+ }
///
@@ -172,23 +247,80 @@ private void ApprovalCheck(byte[] connectionData, ulong clientId, MLAPI.NetworkM
var connectionPayload = JsonUtility.FromJson(payload); // https://docs.unity3d.com/2020.2/Documentation/Manual/JSONSerialization.html
int clientScene = connectionPayload.clientScene;
- m_ClientSceneMap[clientId] = clientScene;
+ //a nice addition in the future will be to support rejoining the game and getting your same character back. This will require tracking a map of the GUID
+ //to the player's owned character object, and cleaning that object on a timer, rather than doing so immediately when a connection is lost.
+ Debug.Log("Host ApprovalCheck: connecting client GUID: " + connectionPayload.clientGUID);
- //TODO: GOMPS-78. We'll need to save our client guid so that we can handle reconnect.
- Debug.Log("host ApprovalCheck: client guid was: " + connectionPayload.clientGUID);
+ //TODO: GOMPS-78. We are saving the GUID, but we have more to do to fully support a reconnect flow (where you get your same character back after disconnect/reconnect).
- //Populate our dictionaries with the playerData
- m_ClientIDToGuid[clientId] = connectionPayload.clientGUID;
- m_ClientData[connectionPayload.clientGUID] = new PlayerData(connectionPayload.playerName, clientId);
+ ConnectStatus gameReturnStatus = ConnectStatus.Success;
+
+ //Test for Duplicate Login.
+ if( m_ClientData.ContainsKey(connectionPayload.clientGUID))
+ {
+ if( Debug.isDebugBuild )
+ {
+ Debug.Log($"Client GUID {connectionPayload.clientGUID} already exists. Because this is a debug build, we will still accept the connection");
+ while( m_ClientData.ContainsKey(connectionPayload.clientGUID)) { connectionPayload.clientGUID += "_Secondary"; }
+ }
+ else
+ {
+ ulong oldClientId = m_ClientData[connectionPayload.clientGUID].m_ClientID;
+ StartCoroutine(WaitToDisconnectClient(oldClientId, ConnectStatus.LoggedInAgain));
+ }
+ }
+
+ //Test for over-capacity Login.
+ if( m_ClientData.Count >= CharSelectData.k_MaxLobbyPlayers )
+ {
+ gameReturnStatus = ConnectStatus.ServerFull;
+ }
- //TODO: GOMPS-79 handle different error cases.
+ //Populate our dictionaries with the playerData
+ if( gameReturnStatus == ConnectStatus.Success )
+ {
+ m_ClientSceneMap[clientId] = clientScene;
+ m_ClientIDToGuid[clientId] = connectionPayload.clientGUID;
+ m_ClientData[connectionPayload.clientGUID] = new PlayerData(connectionPayload.playerName, clientId);
+ }
callback(false, 0, true, null, null);
- //FIXME_DMW: it is weird to do this after the callback, but the custom message won't be delivered if we call it beforehand.
- //This creates an "honor system" scenario where it is up to the client to politely leave on failure. Probably
- //we should add a NetManager.DisconnectClient call directly below this line, when we are rejecting the connection.
- m_Portal.S2CConnectResult(clientId, ConnectStatus.Success);
+ //TODO:MLAPI: this must be done after the callback for now. In the future we expect MLAPI to allow us to return more information as part of
+ //the approval callback, so that we can provide more context on a reject. In the meantime we must provide the extra information ourselves,
+ //and then manually close down the connection.
+ m_Portal.ServerToClientConnectResult(clientId, gameReturnStatus);
+ if(gameReturnStatus != ConnectStatus.Success )
+ {
+ //TODO-FIXME:MLAPI Issue #796. We should be able to send a reason and disconnect without a coroutine delay.
+ StartCoroutine(WaitToDisconnectClient(clientId, gameReturnStatus));
+ }
+ }
+
+ private IEnumerator WaitToDisconnectClient(ulong clientId, ConnectStatus reason)
+ {
+ m_Portal.ServerToClientSetDisconnectReason(clientId, reason);
+
+ // TODO fix once this is solved: Issue 796 Unity-Technologies/com.unity.multiplayer.mlapi#796
+ // this wait is a workaround to give the client time to receive the above RPC before closing the connection
+ yield return new WaitForSeconds(0);
+
+ BootClient(clientId);
+ }
+
+ ///
+ /// This method will summarily remove a player connection, as well as its controlled object.
+ ///
+ /// the ID of the client to boot.
+ public void BootClient(ulong clientId)
+ {
+ var netObj = MLAPI.Spawning.NetworkSpawnManager.GetPlayerNetworkObject(clientId);
+ if( netObj )
+ {
+ //TODO-FIXME:MLAPI Issue #795. Should not need to explicitly despawn player objects.
+ netObj.Despawn(true);
+ }
+ m_Portal.NetManager.DisconnectClient(clientId);
}
///
@@ -202,4 +334,3 @@ private void ServerStartedHandler()
}
}
-
diff --git a/Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs b/Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs
new file mode 100644
index 000000000..79878c7c1
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs
@@ -0,0 +1,65 @@
+using MLAPI;
+using UnityEngine;
+
+namespace BossRoom.Server
+{
+ ///
+ /// Provides various special commands that the Host can use while developing and
+ /// debugging the game. To disable them, just disable or remove this component from the
+ /// BossRoomState prefab.
+ ///
+ public class ServerTestingHotkeys : NetworkBehaviour
+ {
+ [SerializeField]
+ [Tooltip("Enemy to spawn. Make sure this is included in the NetworkManager's list of prefabs!")]
+ private NetworkObject m_EnemyPrefab;
+
+ [SerializeField]
+ [Tooltip("Boss to spawn. Make sure this is included in the NetworkManager's list of prefabs!")]
+ private NetworkObject m_BossPrefab;
+
+ [SerializeField]
+ [Tooltip("Key that the Host can press to spawn an extra enemy")]
+ KeyCode m_SpawnEnemyKeyCode = KeyCode.E;
+
+ [SerializeField]
+ [Tooltip("Key that the Host can press to spawn an extra boss")]
+ KeyCode m_SpawnBossKeyCode = KeyCode.B;
+
+ [SerializeField]
+ [Tooltip("Key that the Host can press to quit the game")]
+ KeyCode m_InstantQuitKeyCode = KeyCode.Q;
+
+ public override void NetworkStart()
+ {
+ base.NetworkStart();
+
+ if (!IsServer)
+ {
+ // these commands don't work on the client
+ enabled = false;
+ }
+ }
+
+ private void Update()
+ {
+ if (!IsServer) { return; } // not initialized yet
+
+ if (m_SpawnEnemyKeyCode != KeyCode.None && Input.GetKeyDown(m_SpawnEnemyKeyCode))
+ {
+ var newEnemy = Instantiate(m_EnemyPrefab);
+ newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId, null, true);
+ }
+ if (m_SpawnBossKeyCode != KeyCode.None && Input.GetKeyDown(m_SpawnBossKeyCode))
+ {
+ var newEnemy = Instantiate(m_BossPrefab);
+ newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId, null, true);
+ }
+ if (m_InstantQuitKeyCode != KeyCode.None && Input.GetKeyDown(m_InstantQuitKeyCode))
+ {
+ GameStateRelay.SetRelayObject(false); // indicate to the post-game screen that the game was lost
+ MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("PostGame");
+ }
+ }
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs.meta b/Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs.meta
new file mode 100644
index 000000000..b265dd7e6
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ab1e76745edfc434ab8154ad27efc5fd
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Shared/BossRoom.Shared.asmdef b/Assets/BossRoom/Scripts/Shared/BossRoom.Shared.asmdef
index c69d467d6..c39f07090 100644
--- a/Assets/BossRoom/Scripts/Shared/BossRoom.Shared.asmdef
+++ b/Assets/BossRoom/Scripts/Shared/BossRoom.Shared.asmdef
@@ -4,7 +4,8 @@
"references": [
"Unity.Multiplayer.MLAPI.Runtime",
"Photon Realtime MLAPI Transport",
- "LiteNetLib MLAPI Transport"
+ "LiteNetLib MLAPI Transport",
+ "Unity.TextMeshPro"
],
"includePlatforms": [],
"excludePlatforms": [],
@@ -15,4 +16,4 @@
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
-}
\ No newline at end of file
+}
diff --git a/Assets/BossRoom/Scripts/Shared/Data/ActionDescription.cs b/Assets/BossRoom/Scripts/Shared/Data/ActionDescription.cs
index eadcce0a1..caf701c55 100644
--- a/Assets/BossRoom/Scripts/Shared/Data/ActionDescription.cs
+++ b/Assets/BossRoom/Scripts/Shared/Data/ActionDescription.cs
@@ -29,15 +29,15 @@ public class ActionDescription : ScriptableObject
[Tooltip("Duration in seconds that this Action takes to play")]
public float DurationSeconds;
- [Tooltip("Duration in seconds that this Action takes to cooldown, after DurationSeconds has elapsed.")]
- public float CooldownSeconds;
-
[Tooltip("Time when the Action should do its \"main thing\" (e.g. when a melee attack should apply damage")]
public float ExecTimeSeconds;
[Tooltip("How long the effect this Action leaves behind will last, in seconds")]
public float EffectDurationSeconds;
+ [Tooltip("After this Action is successfully started, the server will discard any attempts to perform it again until this amount of time has elapsed.")]
+ public float ReuseTimeSeconds;
+
[Tooltip("The primary Animation trigger that gets raised when visualizing this Action")]
public string Anim;
@@ -47,6 +47,9 @@ public class ActionDescription : ScriptableObject
[Tooltip("The reaction anim to play in response to being hit by this skill")]
public string ReactAnim;
+ [Tooltip("The name of an animator variable used by this action")]
+ public string OtherAnimatorVariable;
+
[Tooltip("For Actions that can hit multiple enemies, this determines how much damage is done to non-primary targets")]
public int SplashDamage;
@@ -65,7 +68,7 @@ public class ActionDescription : ScriptableObject
[Tooltip("Prefab to spawn that will manage this action's input")]
public BaseActionInput ActionInput;
- [Tooltip("Is this Action interruptible by other action plays. Generally, actions with short exec times should not be interruptible in this way.")]
+ [Tooltip("Is this Action interruptible by other action-plays or by movement? (Implicitly stops movement when action starts.) Generally, actions with short exec times should not be interruptible in this way.")]
public bool ActionInterruptible;
[System.Serializable]
@@ -73,7 +76,6 @@ public enum BlockingModeType
{
EntireDuration,
OnlyDuringExecTime,
- ExecTimeWithCooldown,
}
[Tooltip("Indicates how long this action blocks other actions from happening: during the execution stage, or for as long as it runs?")]
public BlockingModeType BlockingMode;
diff --git a/Assets/BossRoom/Scripts/Shared/Data/CharacterClass.cs b/Assets/BossRoom/Scripts/Shared/Data/CharacterClass.cs
index 21ed1ba9f..6de7e3501 100644
--- a/Assets/BossRoom/Scripts/Shared/Data/CharacterClass.cs
+++ b/Assets/BossRoom/Scripts/Shared/Data/CharacterClass.cs
@@ -27,6 +27,9 @@ public class CharacterClass : ScriptableObject
[Tooltip("Starting Mana of this character class")]
public int BaseMana;
+ [Tooltip("Base movement speed of this character class (in meters/sec)")]
+ public float Speed;
+
[Tooltip("Set to true if this represents an NPC, as opposed to a player.")]
public bool IsNpc;
diff --git a/Assets/BossRoom/Scripts/Shared/Data/TransformRegister.cs b/Assets/BossRoom/Scripts/Shared/Data/TransformRegister.cs
new file mode 100644
index 000000000..63d3b69e3
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/Data/TransformRegister.cs
@@ -0,0 +1,24 @@
+using System;
+using UnityEngine;
+
+namespace BossRoom
+{
+ ///
+ /// Class which registers a transform to an associated TransformVariable ScriptableObject.
+ ///
+ public class TransformRegister : MonoBehaviour
+ {
+ [SerializeField]
+ TransformVariable m_TransformVariable;
+
+ void OnEnable()
+ {
+ m_TransformVariable.Value = transform;
+ }
+
+ void OnDisable()
+ {
+ m_TransformVariable.Value = null;
+ }
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Shared/Data/TransformRegister.cs.meta b/Assets/BossRoom/Scripts/Shared/Data/TransformRegister.cs.meta
new file mode 100644
index 000000000..166bcd8af
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/Data/TransformRegister.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7598968fc3503a4499941ba23cc04000
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Shared/Game/Action/ActionRequestData.cs b/Assets/BossRoom/Scripts/Shared/Game/Action/ActionRequestData.cs
index bcce5c680..856eba154 100644
--- a/Assets/BossRoom/Scripts/Shared/Game/Action/ActionRequestData.cs
+++ b/Assets/BossRoom/Scripts/Shared/Game/Action/ActionRequestData.cs
@@ -33,6 +33,7 @@ public enum ActionType
ArcherChargedShot,
RogueStealthMode,
ArcherVolley,
+ RogueDashAttack,
}
@@ -55,24 +56,10 @@ public enum ActionLogic
Target,
ChargedLaunchProjectile,
StealthMode,
+ DashAttack,
//O__O adding a new ActionLogic branch? Update Action.MakeAction!
}
- ///
- /// Retrieves static information about ActionLogics
- ///
- public static class ActionLogicUtils
- {
- ///
- /// When requesting an action with this type of ActionLogic, do we need to store the Position where player clicked?
- /// (We separate this out so that we don't need to send the extra Vector3 across the network if unneeded.)
- ///
- public static bool IsPositionUsed(ActionLogic logic)
- {
- return logic == ActionLogic.RangedFXTargeted;
- }
-
- }
///
/// Comprehensive class that contains information needed to play back any action on the server. This is what gets sent client->server when
@@ -177,4 +164,3 @@ public void NetworkSerialize(NetworkSerializer serializer)
}
}
}
-
diff --git a/Assets/BossRoom/Scripts/Shared/Game/Action/ActionUtils.cs b/Assets/BossRoom/Scripts/Shared/Game/Action/ActionUtils.cs
index 58fcf190f..b6e13b71e 100644
--- a/Assets/BossRoom/Scripts/Shared/Game/Action/ActionUtils.cs
+++ b/Assets/BossRoom/Scripts/Shared/Game/Action/ActionUtils.cs
@@ -10,22 +10,38 @@ public static class ActionUtils
// cache layer IDs (after first use). -1 is a sentinel value meaning "uninitialized"
private static int s_layer_PCs = -1;
private static int s_layer_NPCs = -1;
+ private static int s_layer_Ground = -1;
+
+ ///
+ /// When doing line-of-sight checks we assume the characters' "eyes" are at this height above their transform
+ ///
+ private static readonly Vector3 k_CharacterEyelineOffset = new Vector3(0, 1, 0);
+
+ ///
+ /// When teleporting to a destination, this is how far away from the destination spot to arrive
+ ///
+ private const float k_CloseDistanceOffset = 1;
+
+ ///
+ /// When checking if a teleport-destination is "too close" to the starting spot, anything less than this is too close
+ ///
+ private const float k_VeryCloseTeleportRange = k_CloseDistanceOffset + 1;
///
/// Does a melee foe hit detect.
///
/// true if the attacker is an NPC (and therefore should hit PCs). False for the reverse.
/// The collider of the attacking GameObject.
- /// The Description of the Action being played (containing things like Range that control the physics query.
+ /// The range in meters to check for foes.
/// Place an uninitialized RayCastHit[] ref in here. It will be set to the results array.
///
/// This method does not alloc. It returns a maximum of 4 results. Consume the results immediately, as the array will be overwritten with
/// the next similar query.
///
/// Total number of foes encountered.
- public static int DetectMeleeFoe(bool isNPC, Collider attacker, ActionDescription description, out RaycastHit[] results)
+ public static int DetectMeleeFoe(bool isNPC, Collider attacker, float range, out RaycastHit[] results)
{
- return DetectNearbyEntities(isNPC, !isNPC, attacker, description.Range, out results);
+ return DetectNearbyEntities(isNPC, !isNPC, attacker, range, out results);
}
///
@@ -81,6 +97,116 @@ public static bool IsValidTarget(ulong targetId)
return targetable != null && targetable.IsValidTarget;
}
+
+ ///
+ /// Given the coordinates of two entities, checks to see if there is an obstacle between them.
+ /// (Since character coordinates are beneath the feet of the visual avatar, we add a small amount of height to
+ /// these coordinates to simulate their eye-line.)
+ ///
+ /// first character's position
+ /// second character's position
+ /// the point where an obstruction occurred (or if no obstruction, this is just character2Pos)
+ /// true if no obstructions, false if there is a Ground-layer object in the way
+ public static bool HasLineOfSight(Vector3 character1Pos, Vector3 character2Pos, out Vector3 missPos)
+ {
+ if (s_layer_Ground == -1)
+ s_layer_Ground = LayerMask.NameToLayer("Ground");
+ int mask = 1 << s_layer_Ground;
+
+ character1Pos += k_CharacterEyelineOffset;
+ character2Pos += k_CharacterEyelineOffset;
+ var rayDirection = character2Pos - character1Pos;
+ var distance = rayDirection.magnitude;
+
+ var numHits = Physics.RaycastNonAlloc(new Ray(character1Pos, rayDirection), s_Hits, distance, mask);
+ if (numHits == 0)
+ {
+ missPos = character2Pos;
+ return true;
+ }
+ else
+ {
+ missPos = s_Hits[0].point;
+ return false;
+ }
+ }
+
+ ///
+ /// Helper method that calculates the percent a charge-up action is charged, based on how long it has run, returning a value
+ /// from 0-1.
+ ///
+ /// The time when we finished charging up, or 0 if we're still charging.
+ /// How long the action has been running.
+ /// when the action started.
+ /// the total execution time of the action (usually not its duration).
+ /// Percent charge-up, from 0 to 1.
+ public static float GetPercentChargedUp(float stoppedChargingUpTime, float timeRunning, float timeStarted, float execTime)
+ {
+ float timeSpentChargingUp;
+ if (stoppedChargingUpTime == 0)
+ {
+ timeSpentChargingUp = timeRunning; // we're still charging up, so all of our runtime has been charge-up time
+ }
+ else
+ {
+ timeSpentChargingUp = stoppedChargingUpTime - timeStarted;
+ }
+ return Mathf.Clamp01(timeSpentChargingUp / execTime);
+ }
+
+ ///
+ /// Determines a spot very near a chosen location, so that we can teleport next to the target (rather
+ /// than teleporting literally on top of the target). Can optionally perform a bunch of additional checks:
+ /// - can do a line-of-sight check and stop at the first obstruction.
+ /// - can make sure that the chosen spot is a meaningful distance away from the starting spot.
+ /// - can make sure that the chosen spot is no further than a specified distance away.
+ ///
+ /// character's transform
+ /// location we want to be next to
+ /// true if we should be blocked by obstructions such as walls
+ /// if we should fix up very short teleport destinations, the new location will be this far away (in meters). -1 = don't check for short teleports
+ /// returned location will be no further away from characterTransform than this. -1 = no max distance
+ /// new coordinates that are near the destination (or near the first obstruction)
+ public static Vector3 GetTeleportDestination(Transform characterTransform, Vector3 targetSpot, bool stopAtObstructions, float distanceToUseIfVeryClose = -1, float maxDistance = -1)
+ {
+ Vector3 destinationSpot = targetSpot;
+
+ if (distanceToUseIfVeryClose != -1)
+ {
+ // make sure our stopping point is a meaningful distance away!
+ if (destinationSpot == Vector3.zero || Vector3.Distance(characterTransform.position, destinationSpot) <= k_VeryCloseTeleportRange)
+ {
+ // we don't have a meaningful stopping spot. Find a new one based on the character's current direction
+ destinationSpot = characterTransform.position + characterTransform.forward * distanceToUseIfVeryClose;
+ }
+ }
+
+ if (maxDistance != -1)
+ {
+ // make sure our stopping point isn't too far away!
+ float distance = Vector3.Distance(characterTransform.position, destinationSpot);
+ if (distance > maxDistance)
+ {
+ destinationSpot = Vector3.MoveTowards(destinationSpot, characterTransform.position, distance - maxDistance);
+ }
+ }
+
+ if (stopAtObstructions)
+ {
+ // if we're going to hit an obstruction, stop at the obstruction
+ if (!HasLineOfSight(characterTransform.position, destinationSpot, out Vector3 collidePos))
+ {
+ destinationSpot = collidePos;
+ }
+ }
+
+ // now get a spot "near" the end point
+ destinationSpot = Vector3.MoveTowards(destinationSpot, characterTransform.position, k_CloseDistanceOffset);
+
+ return destinationSpot;
+ }
+
+
}
///
diff --git a/Assets/BossRoom/Scripts/Shared/Game/Action/BaseActionInput.cs b/Assets/BossRoom/Scripts/Shared/Game/Action/BaseActionInput.cs
index 3dc665a6d..b5757faa4 100644
--- a/Assets/BossRoom/Scripts/Shared/Game/Action/BaseActionInput.cs
+++ b/Assets/BossRoom/Scripts/Shared/Game/Action/BaseActionInput.cs
@@ -7,12 +7,14 @@ public abstract class BaseActionInput : MonoBehaviour
{
protected NetworkCharacterState m_PlayerOwner;
protected ActionType m_ActionType;
+ protected Action m_SendInput;
Action m_OnFinished;
- public void Initiate(NetworkCharacterState playerOwner, ActionType actionType, Action onFinished)
+ public void Initiate(NetworkCharacterState playerOwner, ActionType actionType, Action onSendInput, Action onFinished)
{
m_PlayerOwner = playerOwner;
m_ActionType = actionType;
+ m_SendInput = onSendInput;
m_OnFinished = onFinished;
}
diff --git a/Assets/BossRoom/Scripts/Shared/Game/Entity/NetworkCharacterState.cs b/Assets/BossRoom/Scripts/Shared/Game/Entity/NetworkCharacterState.cs
index 9cdaadffd..23a096f6b 100644
--- a/Assets/BossRoom/Scripts/Shared/Game/Entity/NetworkCharacterState.cs
+++ b/Assets/BossRoom/Scripts/Shared/Game/Entity/NetworkCharacterState.cs
@@ -13,10 +13,27 @@ public enum LifeState
Dead,
}
+ ///
+ /// Describes how the character's movement should be animated: as standing idle, running normally,
+ /// magically slowed, sped up, etc. (Not all statuses are currently used by game content,
+ /// but they are set up to be displayed correctly for future use.)
+ ///
+ [Serializable]
+ public enum MovementStatus
+ {
+ Idle, // not trying to move
+ Normal, // character is moving (normally)
+ Uncontrolled, // character is being moved by e.g. a knockback -- they are not in control!
+ Slowed, // character's movement is magically hindered
+ Hasted, // character's movement is magically enhanced
+ Walking, // character should appear to be "walking" rather than normal running (e.g. for cut-scenes)
+ }
+
///
/// Contains all NetworkVariables and RPCs of a character. This component is present on both client and server objects.
///
- [RequireComponent(typeof(NetworkHealthState), typeof(NetworkCharacterTypeState))]
+ [RequireComponent(typeof(NetworkHealthState), typeof(NetworkCharacterTypeState),
+ typeof(NetworkLifeState))]
public class NetworkCharacterState : NetworkBehaviour, INetMovement, ITargetable
{
public void InitNetworkPositionAndRotationY(Vector3 initPosition, float initRotationY)
@@ -28,25 +45,22 @@ public void InitNetworkPositionAndRotationY(Vector3 initPosition, float initRota
///
/// The networked position of this Character. This reflects the authoritative position on the server.
///
- public NetworkVariableVector3 NetworkPosition { get; } = new NetworkVariableVector3();
+ public NetworkVariableVector3 NetworkPosition { get; } = new NetworkVariableVector3(
+ new NetworkVariableSettings() { SendNetworkChannel = MLAPI.Transports.NetworkChannel.PositionUpdate });
///
/// The networked rotation of this Character. This reflects the authoritative rotation on the server.
///
- public NetworkVariableFloat NetworkRotationY { get; } = new NetworkVariableFloat();
+ public NetworkVariableFloat NetworkRotationY { get; } = new NetworkVariableFloat(
+ new NetworkVariableSettings() { SendNetworkChannel = MLAPI.Transports.NetworkChannel.PositionUpdate });
///
/// The speed that the character is currently allowed to move, according to the server.
///
public NetworkVariableFloat NetworkMovementSpeed { get; } = new NetworkVariableFloat();
- ///
- /// Used by animations. Indicates how fast the character should "look like" they're moving,
- /// according to the server. This is a value from 0 (not moving) to 1 (moving as fast as possible).
- /// This does not always correspond to the NetworkMovementSpeed; for instance when a player is being
- /// "knocked back", they are moving, but they visually look like they're standing still.
- ///
- public NetworkVariableFloat VisualMovementSpeed { get; } = new NetworkVariableFloat();
+ /// Indicates how the character's movement should be depicted.
+ public NetworkVariable MovementStatus { get; } = new NetworkVariable();
///
/// Indicates whether this character is in "stealth mode" (invisible to monsters and other players).
@@ -78,22 +92,37 @@ public int HitPoints
set { m_NetworkHealthState.HitPoints.Value = value; }
}
+ ///
/// Current Mana. This value is populated at startup time from CharacterClass data.
///
[HideInInspector]
public NetworkVariableInt Mana;
+ [SerializeField]
+ NetworkLifeState m_NetworkLifeState;
+
+ public NetworkLifeState NetworkLifeState => m_NetworkLifeState;
+
///
/// Current LifeState. Only Players should enter the FAINTED state.
///
- public NetworkVariable NetworkLifeState { get; } = new NetworkVariable(LifeState.Alive);
+ public LifeState LifeState
+ {
+ get => m_NetworkLifeState.LifeState.Value;
+ set => m_NetworkLifeState.LifeState.Value = value;
+ }
///
/// Returns true if this Character is an NPC.
///
public bool IsNpc { get { return CharacterData.IsNpc; } }
- public bool IsValidTarget { get { return NetworkLifeState.Value != LifeState.Dead; } }
+ public bool IsValidTarget => LifeState != LifeState.Dead;
+
+ ///
+ /// Returns true if the Character is currently in a state where it can play actions, false otherwise.
+ ///
+ public bool CanPerformActions => LifeState == LifeState.Alive;
///
/// The CharacterData object associated with this Character. This is the static game data that defines its attack skills, HP, etc.
@@ -186,8 +215,11 @@ public void ApplyCharacterData()
///
public event Action CancelActionsByTypeEventClient;
+ ///
+ /// /// Server to Client RPC that broadcasts this action play to all clients.
+ ///
+ /// Data about which action to play and its associated details.
[ClientRpc]
- /// Server->Client RPC that broadcasts this action play to all clients.
public void RecvDoActionClientRPC(ActionRequestData data)
{
DoActionEventClient?.Invoke(data);
@@ -241,8 +273,9 @@ public void RecvPerformHitReactionClientRPC()
///
/// Called on all clients when this character has stopped "charging up" an attack.
+ /// Provides a value between 0 and 1 inclusive which indicates how "charged up" the attack ended up being.
///
- public event Action OnStopChargingUpClient;
+ public event Action OnStopChargingUpClient;
[ServerRpc]
public void RecvStopChargingUpServerRpc()
@@ -251,9 +284,9 @@ public void RecvStopChargingUpServerRpc()
}
[ClientRpc]
- public void RecvStopChargingUpClientRpc()
+ public void RecvStopChargingUpClientRpc(float percentCharged)
{
- OnStopChargingUpClient?.Invoke();
+ OnStopChargingUpClient?.Invoke(percentCharged);
}
}
}
diff --git a/Assets/BossRoom/Scripts/Shared/Game/UI/UIHealth.cs b/Assets/BossRoom/Scripts/Shared/Game/UI/UIHealth.cs
index 7ac61fd4c..bc9ce295e 100644
--- a/Assets/BossRoom/Scripts/Shared/Game/UI/UIHealth.cs
+++ b/Assets/BossRoom/Scripts/Shared/Game/UI/UIHealth.cs
@@ -20,7 +20,7 @@ public void Initialize(NetworkVariableInt networkedHealth, int maxValue)
m_HitPointsSlider.minValue = 0;
m_HitPointsSlider.maxValue = maxValue;
- m_HitPointsSlider.value = networkedHealth.Value;
+ HealthChanged(maxValue, maxValue);
m_NetworkedHealth.OnValueChanged += HealthChanged;
}
@@ -28,6 +28,8 @@ public void Initialize(NetworkVariableInt networkedHealth, int maxValue)
void HealthChanged(int previousValue, int newValue)
{
m_HitPointsSlider.value = newValue;
+ // disable slider when we're at full health!
+ m_HitPointsSlider.gameObject.SetActive(m_HitPointsSlider.value != m_HitPointsSlider.maxValue);
}
void OnDestroy()
diff --git a/Assets/BossRoom/Scripts/Shared/Game/UI/UIName.cs b/Assets/BossRoom/Scripts/Shared/Game/UI/UIName.cs
index 92214156e..7adecd18a 100644
--- a/Assets/BossRoom/Scripts/Shared/Game/UI/UIName.cs
+++ b/Assets/BossRoom/Scripts/Shared/Game/UI/UIName.cs
@@ -1,6 +1,6 @@
using MLAPI.NetworkVariable;
using UnityEngine;
-using UnityEngine.UI;
+using TMPro;
namespace BossRoom
{
@@ -10,7 +10,7 @@ namespace BossRoom
public class UIName : MonoBehaviour
{
[SerializeField]
- Text m_UINameText;
+ TextMeshProUGUI m_UINameText;
NetworkVariableString m_NetworkedNameTag;
@@ -29,7 +29,7 @@ void NameUpdated(string previousValue, string newValue)
void OnDestroy()
{
- m_NetworkedNameTag.OnValueChanged += NameUpdated;
+ m_NetworkedNameTag.OnValueChanged -= NameUpdated;
}
}
}
diff --git a/Assets/BossRoom/Scripts/Shared/Game/UI/UIStateDisplayHandler.cs b/Assets/BossRoom/Scripts/Shared/Game/UI/UIStateDisplayHandler.cs
index 24326a96d..249bd1c33 100644
--- a/Assets/BossRoom/Scripts/Shared/Game/UI/UIStateDisplayHandler.cs
+++ b/Assets/BossRoom/Scripts/Shared/Game/UI/UIStateDisplayHandler.cs
@@ -209,7 +209,7 @@ IEnumerator WaitToHideHealthBar()
void LateUpdate()
{
- if (m_UIStateActive)
+ if (m_UIStateActive && m_TransformToTrack)
{
// set world position with world offset added
m_WorldPos.Set(m_TransformToTrack.position.x,
diff --git a/Assets/BossRoom/Scripts/Shared/Net/GameNetPortal.cs b/Assets/BossRoom/Scripts/Shared/Net/GameNetPortal.cs
index ebcaa93a8..57513a9eb 100644
--- a/Assets/BossRoom/Scripts/Shared/Net/GameNetPortal.cs
+++ b/Assets/BossRoom/Scripts/Shared/Net/GameNetPortal.cs
@@ -10,10 +10,12 @@ namespace BossRoom
{
public enum ConnectStatus
{
- Success, //client successfully connected. This may also be a successful reconnect.
- ServerFull, //can't join, server is already at capacity.
- MatchStarted, //can't join, match is already in progress.
- Unknown, //can't join, reason unknown.
+ Undefined,
+ Success, //client successfully connected. This may also be a successful reconnect.
+ ServerFull, //can't join, server is already at capacity.
+ LoggedInAgain, //logged in on a separate client, causing this one to be kicked out.
+ UserRequestedDisconnect, //Intentional Disconnect triggered by the user.
+ GenericDisconnect, //server disconnected, but no specific reason given.
}
public enum OnlineMode
@@ -56,10 +58,10 @@ public class GameNetPortal : MonoBehaviour
public GameObject NetworkManagerGO;
///
- /// This synthesizes a general NetworkStart event out of other events provided by MLAPI. This can be removed
- /// when the NetworkManager starts publishing this event directly.
+ /// This event is fired when MLAPI has reported that it has finished initialization, and is ready for
+ /// business, equivalent to OnServerStarted on the server, and OnClientConnected on the client.
///
- public event Action NetworkStarted;
+ public event Action NetworkReadied;
///
/// This event contains the game-level results of the ApprovalCheck carried out by the server, and is fired
@@ -67,11 +69,23 @@ public class GameNetPortal : MonoBehaviour
///
public event Action ConnectFinished;
+ ///
+ /// This event relays a ConnectStatus sent from the server to the client. The server will invoke this to provide extra
+ /// context about an upcoming network Disconnect.
+ ///
+ public event Action DisconnectReasonReceived;
+
///
/// raised when a client has changed scenes. Returns the ClientID and the new scene the client has entered, by index.
///
public event Action ClientSceneChanged;
+ ///
+ /// This fires in response to GameNetPortal.RequestDisconnect. It's a local signal (not from the network), indicating that
+ /// the user has requested a disconnect.
+ ///
+ public event Action UserDisconnectRequested;
+
public NetworkManager NetManager { get; private set; }
///
@@ -85,23 +99,44 @@ void Start()
NetManager = NetworkManagerGO.GetComponent();
- //because we are not a true NetworkedBehavior, we don't get NetworkStart messages. But we still need to run at that point
- //where we know if we're a host or client. So we fake a "NetworkManager.OnNetworkStarted" event out of the existing OnServerStarted
- //and OnClientConnectedCallback events.
- //FIXME_DMW could this be improved?
- NetManager.OnServerStarted += NetworkStart;
- NetManager.OnClientConnectedCallback += (clientId) =>
+ //we synthesize a "NetworkStart" event for the NetworkManager out of existing events. At some point
+ //we expect NetworkManager will expose an event like this itself.
+ NetManager.OnServerStarted += OnNetworkReady;
+ NetManager.OnClientConnectedCallback += ClientNetworkReadyWrapper;
+
+ //we register these without knowing whether we're a client or host. This is because certain messages can be sent super-early,
+ //before we even get our ClientConnected event (if acting as a client). It should be harmless to have server handlers registered
+ //on the client, because (a) nobody will be sending us these messages and (b) even if they did, nobody is listening for those
+ //server message events on the client anyway.
+ //TODO-FIXME:MLAPI Issue 799. We shouldn't really have to worry about getting messages before our ClientConnected callback.
+ RegisterClientMessageHandlers();
+ RegisterServerMessageHandlers();
+ }
+
+ private void OnDestroy()
+ {
+ if( NetManager != null )
{
- if (clientId == NetManager.LocalClientId)
- {
- NetworkStart();
- }
- };
+ NetManager.OnServerStarted -= OnNetworkReady;
+ NetManager.OnClientConnectedCallback -= ClientNetworkReadyWrapper;
+ }
+
+ UnregisterClientMessageHandlers();
+ UnregisterServerMessageHandlers();
+ }
+
+
+ private void ClientNetworkReadyWrapper(ulong clientId)
+ {
+ if (clientId == NetManager.LocalClientId)
+ {
+ OnNetworkReady();
+ }
}
private void RegisterClientMessageHandlers()
{
- MLAPI.Messaging.CustomMessagingManager.RegisterNamedMessageHandler("S2C_ConnectResult", (senderClientId, stream) =>
+ MLAPI.Messaging.CustomMessagingManager.RegisterNamedMessageHandler("ServerToClientConnectResult", (senderClientId, stream) =>
{
using (var reader = PooledNetworkReader.Get(stream))
{
@@ -110,11 +145,21 @@ private void RegisterClientMessageHandlers()
ConnectFinished?.Invoke(status);
}
});
+
+ MLAPI.Messaging.CustomMessagingManager.RegisterNamedMessageHandler("ServerToClientSetDisconnectReason", (senderClientId, stream) =>
+ {
+ using (var reader = PooledNetworkReader.Get(stream))
+ {
+ ConnectStatus status = (ConnectStatus)reader.ReadInt32();
+
+ DisconnectReasonReceived?.Invoke(status);
+ }
+ });
}
private void RegisterServerMessageHandlers()
{
- MLAPI.Messaging.CustomMessagingManager.RegisterNamedMessageHandler("C2S_SceneChanged", (senderClientId, stream) =>
+ MLAPI.Messaging.CustomMessagingManager.RegisterNamedMessageHandler("ClientToServerSceneChanged", (senderClientId, stream) =>
{
using (var reader = PooledNetworkReader.Get(stream))
{
@@ -126,21 +171,24 @@ private void RegisterServerMessageHandlers()
});
}
+ private void UnregisterClientMessageHandlers()
+ {
+ MLAPI.Messaging.CustomMessagingManager.UnregisterNamedMessageHandler("ServerToClientConnectResult");
+ MLAPI.Messaging.CustomMessagingManager.UnregisterNamedMessageHandler("ServerToClientSetDisconnectReason");
+ }
+
+ private void UnregisterServerMessageHandlers()
+ {
+ MLAPI.Messaging.CustomMessagingManager.UnregisterNamedMessageHandler("ClientToServerSceneChanged");
+ }
+
///
/// This method runs when NetworkManager has started up (following a succesful connect on the client, or directly after StartHost is invoked
/// on the host). It is named to match NetworkBehaviour.NetworkStart, and serves the same role, even though GameNetPortal itself isn't a NetworkBehaviour.
///
- private void NetworkStart()
+ private void OnNetworkReady()
{
- if (NetManager.IsClient)
- {
- RegisterClientMessageHandlers();
- }
- if (NetManager.IsServer)
- {
- RegisterServerMessageHandlers();
- }
if (NetManager.IsHost)
{
//special host code. This is what kicks off the flow that happens on a regular client
@@ -148,7 +196,7 @@ private void NetworkStart()
ConnectFinished?.Invoke(ConnectStatus.Success);
}
- NetworkStarted?.Invoke();
+ NetworkReadied?.Invoke();
}
///
@@ -204,7 +252,7 @@ public void StartRelayHost(string roomName)
///
/// id of the client to send to
/// the status to pass to the client
- public void S2CConnectResult(ulong netId, ConnectStatus status)
+ public void ServerToClientConnectResult(ulong netId, ConnectStatus status)
{
using (var buffer = PooledNetworkBuffer.Get())
@@ -212,12 +260,29 @@ public void S2CConnectResult(ulong netId, ConnectStatus status)
using (var writer = PooledNetworkWriter.Get(buffer))
{
writer.WriteInt32((int)status);
- MLAPI.Messaging.CustomMessagingManager.SendNamedMessage("S2C_ConnectResult", netId, buffer, NetworkChannel.Internal);
+ MLAPI.Messaging.CustomMessagingManager.SendNamedMessage("ServerToClientConnectResult", netId, buffer, NetworkChannel.Internal);
+ }
+ }
+ }
+
+ ///
+ /// Sends a DisconnectReason to the indicated client. This should only be done on the server, prior to disconnecting the client.
+ ///
+ /// id of the client to send to
+ /// The reason for the upcoming disconnect.
+ public void ServerToClientSetDisconnectReason(ulong netId, ConnectStatus status)
+ {
+ using (var buffer = PooledNetworkBuffer.Get())
+ {
+ using (var writer = PooledNetworkWriter.Get(buffer))
+ {
+ writer.WriteInt32((int)status);
+ MLAPI.Messaging.CustomMessagingManager.SendNamedMessage("ServerToClientSetDisconnectReason", netId, buffer, NetworkChannel.Internal);
}
}
}
- public void C2SSceneChanged(int newScene)
+ public void ClientToServerSceneChanged(int newScene)
{
if(NetManager.IsHost)
{
@@ -230,10 +295,18 @@ public void C2SSceneChanged(int newScene)
using (var writer = PooledNetworkWriter.Get(buffer))
{
writer.WriteInt32(newScene);
- MLAPI.Messaging.CustomMessagingManager.SendNamedMessage("C2S_SceneChanged", NetManager.ServerClientId, buffer, NetworkChannel.Internal);
+ MLAPI.Messaging.CustomMessagingManager.SendNamedMessage("ClientToServerSceneChanged", NetManager.ServerClientId, buffer, NetworkChannel.Internal);
}
}
}
}
+
+ ///
+ /// This will disconnect (on the client) or shutdown the server (on the host).
+ ///
+ public void RequestDisconnect()
+ {
+ UserDisconnectRequested?.Invoke();
+ }
}
}
diff --git a/Assets/BossRoom/Scripts/Shared/Net/NetworkStats.cs b/Assets/BossRoom/Scripts/Shared/Net/NetworkStats.cs
index 0338223d2..7f4df096c 100644
--- a/Assets/BossRoom/Scripts/Shared/Net/NetworkStats.cs
+++ b/Assets/BossRoom/Scripts/Shared/Net/NetworkStats.cs
@@ -33,6 +33,8 @@ public class NetworkStats : NetworkBehaviour
float m_PingIntervalSeconds = 0.1f;
float m_LastPingTime;
Text m_TextStat;
+ Text m_TextHostType;
+
// When receiving pong client RPCs, we need to know when the initiating ping sent it so we can calculate its individual RTT
int m_CurrentRTTPingId;
@@ -43,7 +45,6 @@ public class NetworkStats : NetworkBehaviour
ClientRpcParams m_PongClientParams;
- GameObject m_NetworkStatsText;
public override void NetworkStart()
{
@@ -66,16 +67,23 @@ void CreateNetworkStatsText()
Assert.IsNotNull(Scripts.Editor.NetworkOverlay.Instance,
"No NetworkOverlay object part of scene. Add NetworkOverlay prefab to bootstrap scene!");
- m_NetworkStatsText = new GameObject("UI Stat Text");
- m_TextStat = m_NetworkStatsText.AddComponent();
- m_TextStat.text = "No Stat";
- m_TextStat.font = Font.CreateDynamicFontFromOSFont("Arial", 24);
- m_TextStat.horizontalOverflow = HorizontalWrapMode.Overflow;
- m_TextStat.alignment = TextAnchor.MiddleLeft;
- m_TextStat.raycastTarget = false;
- m_TextStat.resizeTextForBestFit = true;
+ string hostType = IsHost ? "Host" : IsClient ? "Client" : "Unknown";
+ InitializeTextLine($"Type: {hostType}", out m_TextHostType);
+ InitializeTextLine("No Stat", out m_TextStat);
+ }
- var rectTransform = m_NetworkStatsText.GetComponent();
+ private void InitializeTextLine(string defaultText, out Text textComponent )
+ {
+ GameObject rootGO = new GameObject("UI Stat Text");
+ textComponent = rootGO.AddComponent();
+ textComponent.text = defaultText;
+ textComponent.font = Font.CreateDynamicFontFromOSFont("Arial", 24);
+ textComponent.horizontalOverflow = HorizontalWrapMode.Overflow;
+ textComponent.alignment = TextAnchor.MiddleLeft;
+ textComponent.raycastTarget = false;
+ textComponent.resizeTextForBestFit = true;
+
+ var rectTransform = rootGO.GetComponent();
Scripts.Editor.NetworkOverlay.Instance.AddToUI(rectTransform);
}
@@ -145,9 +153,13 @@ void UpdateRTTSlidingWindowAverage()
void OnDestroy()
{
- if (m_NetworkStatsText != null)
+ if (m_TextStat != null)
+ {
+ Destroy(m_TextStat.gameObject);
+ }
+ if( m_TextHostType != null )
{
- Destroy(m_NetworkStatsText);
+ Destroy(m_TextHostType.gameObject);
}
}
}
diff --git a/Assets/BossRoom/Scripts/Shared/NetworkLifeState.cs b/Assets/BossRoom/Scripts/Shared/NetworkLifeState.cs
new file mode 100644
index 000000000..d5aa25213
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/NetworkLifeState.cs
@@ -0,0 +1,18 @@
+using System;
+using MLAPI;
+using MLAPI.NetworkVariable;
+using UnityEngine;
+
+namespace BossRoom
+{
+ ///
+ /// MonoBehaviour containing only one NetworkVariable of type LifeState which represents this object's life state.
+ ///
+ public class NetworkLifeState : NetworkBehaviour
+ {
+ [SerializeField]
+ NetworkVariable m_LifeState = new NetworkVariable(BossRoom.LifeState.Alive);
+
+ public NetworkVariable LifeState => m_LifeState;
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Shared/NetworkLifeState.cs.meta b/Assets/BossRoom/Scripts/Shared/NetworkLifeState.cs.meta
new file mode 100644
index 000000000..1d1432161
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/NetworkLifeState.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 818290ebb0ac23541921b4dfc6842778
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Shared/ScriptableObjects/GameEvent.cs b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/GameEvent.cs
new file mode 100644
index 000000000..c838a66f4
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/GameEvent.cs
@@ -0,0 +1,47 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace BossRoom
+{
+ ///
+ /// Class for encapsulating game-related events within ScriptableObject instances. This class defines a List of
+ /// GameEventListeners, which will be notified whenever this GameEvent's Raise() method is fired.
+ ///
+ [CreateAssetMenu]
+ public class GameEvent : ScriptableObject
+ {
+ List m_Listeners = new List();
+
+ public void Raise()
+ {
+ for (int i = m_Listeners.Count - 1; i >= 0; i--)
+ {
+ if (m_Listeners[i] == null)
+ {
+ m_Listeners.RemoveAt(i);
+ continue;
+ }
+
+ m_Listeners[i].EventRaised();
+ }
+ }
+
+ public void RegisterListener(IGameEventListenable listener)
+ {
+ for (int i = 0; i < m_Listeners.Count; i++)
+ {
+ if (m_Listeners[i] == listener)
+ {
+ return;
+ }
+ }
+
+ m_Listeners.Add(listener);
+ }
+
+ public void DeregisterListener(IGameEventListenable listener)
+ {
+ m_Listeners.Remove(listener);
+ }
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Shared/ScriptableObjects/GameEvent.cs.meta b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/GameEvent.cs.meta
new file mode 100644
index 000000000..66ee2d513
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/GameEvent.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 67785ceea7f36424f970d098fa97f1de
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Shared/ScriptableObjects/IGameEventListenable.cs b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/IGameEventListenable.cs
new file mode 100644
index 000000000..e035c881a
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/IGameEventListenable.cs
@@ -0,0 +1,17 @@
+using UnityEngine;
+
+namespace BossRoom
+{
+ ///
+ /// This class is designed to work hand in hand with the GameEvent class, which is a ScriptableObject container
+ /// for an event. IGameEventListener declares a GameEvent, which is to be defined by the implementing class. The
+ /// behaviour for EventRaised(), as well as when to register/deregister this listener will also be handled by
+ /// the implementing class.
+ ///
+ public interface IGameEventListenable
+ {
+ public GameEvent GameEvent { get; set; }
+
+ public void EventRaised();
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Shared/ScriptableObjects/IGameEventListenable.cs.meta b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/IGameEventListenable.cs.meta
new file mode 100644
index 000000000..5474c4702
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/IGameEventListenable.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 099e24cac73964e498d5bf73bc19973d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Shared/ScriptableObjects/TransformVariable.cs b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/TransformVariable.cs
new file mode 100644
index 000000000..42c778196
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/TransformVariable.cs
@@ -0,0 +1,14 @@
+using UnityEngine;
+
+namespace BossRoom
+{
+ ///
+ /// A ScriptableObject which contains a reference to a Transform component. This can be used to remove dependencies
+ /// between scene objects.
+ ///
+ [CreateAssetMenu]
+ public class TransformVariable : ScriptableObject
+ {
+ public Transform Value;
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Shared/ScriptableObjects/TransformVariable.cs.meta b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/TransformVariable.cs.meta
new file mode 100644
index 000000000..2a36afbcd
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/TransformVariable.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1fe3cde88241ca04db14ceaaa8c11970
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Shared/ScriptableObjects/UnityEventGameEventListener.cs b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/UnityEventGameEventListener.cs
new file mode 100644
index 000000000..804c91ba0
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/UnityEventGameEventListener.cs
@@ -0,0 +1,43 @@
+using System;
+using UnityEngine;
+using UnityEngine.Assertions;
+using UnityEngine.Events;
+
+namespace BossRoom
+{
+ ///
+ /// This class implements the IGameEventListener interface and exposes a GameEvent that we can populate within the
+ /// inspector. When this GameEvent's Raise() method is fired externally, this class will invoke a UnityEvent.
+ ///
+ public class UnityEventGameEventListener : MonoBehaviour, IGameEventListenable
+ {
+ [SerializeField]
+ GameEvent m_GameEvent;
+
+ [SerializeField]
+ UnityEvent m_Response;
+
+ public GameEvent GameEvent
+ {
+ get => m_GameEvent;
+ set => m_GameEvent = value;
+ }
+
+ void OnEnable()
+ {
+ Assert.IsNotNull(GameEvent, "Assign this GameEvent within the editor!");
+
+ GameEvent.RegisterListener(this);
+ }
+
+ void OnDisable()
+ {
+ GameEvent.DeregisterListener(this);
+ }
+
+ public void EventRaised()
+ {
+ m_Response.Invoke();
+ }
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Shared/ScriptableObjects/UnityEventGameEventListener.cs.meta b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/UnityEventGameEventListener.cs.meta
new file mode 100644
index 000000000..17d3c3891
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/UnityEventGameEventListener.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1ddfeda1c7e74b74d9baaca2a96c95d2
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Scripts/Shared/ScriptableObjects/VisualizationConfiguration.cs b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/VisualizationConfiguration.cs
new file mode 100644
index 000000000..7d478cba2
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/VisualizationConfiguration.cs
@@ -0,0 +1,81 @@
+using UnityEngine;
+
+namespace BossRoom
+{
+ ///
+ /// Describes how a specific character visualization should be animated.
+ ///
+ [CreateAssetMenu]
+ public class VisualizationConfiguration : ScriptableObject
+ {
+ [Header("Animation Triggers")]
+ [Tooltip("Trigger for when a player character is resurrected")]
+ [SerializeField] string m_AliveStateTrigger = "StandUp";
+ [Tooltip("Trigger for when a player-character using this visualization becomes incapacitated")]
+ [SerializeField] string m_FaintedStateTrigger = "FallDown";
+ [Tooltip("Trigger for when a monster using this visualization becomes dead")]
+ [SerializeField] string m_DeadStateTrigger = "Dead";
+ [Tooltip("Trigger for when we expect to start moving very soon (to play a short animation in anticipation of moving soon)")]
+ [SerializeField] string m_AnticipateMoveTrigger = "AnticipateMove";
+ [Tooltip("Trigger for when a new character joins the game and we are already a dead monster")]
+ [SerializeField] string m_EntryDeathTrigger = "EntryDeath";
+ [Tooltip("Trigger for when a new character joins the game and we are already an incapacitated player")]
+ [SerializeField] string m_EntryFaintedTrigger = "EntryFainted";
+
+ [Header("Other Animation Variables")]
+ [Tooltip("Variable that drives the character's movement animations")]
+ [SerializeField] string m_SpeedVariable = "Speed";
+ [Tooltip("Tag that should be on the \"do nothing\" default nodes of each animator layer")]
+ [SerializeField] string m_BaseNodeTag = "BaseNode";
+
+ [Header("Animation Speeds")]
+ [Tooltip("The animator Speed value when character is dead")]
+ public float SpeedDead = 0;
+ [Tooltip("The animator Speed value when character is standing idle")]
+ public float SpeedIdle = 0;
+ [Tooltip("The animator Speed value when character is moving normally")]
+ public float SpeedNormal = 1;
+ [Tooltip("The animator Speed value when character is being pushed or knocked back")]
+ public float SpeedUncontrolled = 0; // no leg movement; character appears to be sliding helplessly
+ [Tooltip("The animator Speed value when character is magically slowed")]
+ public float SpeedSlowed = 2; // hyper leg movement (character appears to be working very hard to move very little)
+ [Tooltip("The animator Speed value when character is magically hasted")]
+ public float SpeedHasted = 1.5f;
+ [Tooltip("The animator Speed value when character is moving at a slower walking pace")]
+ public float SpeedWalking = 0.5f;
+
+ [Header("Associated Resources")]
+ [Tooltip("Prefab for the Target Reticule used by this Character")]
+ public GameObject TargetReticule;
+
+ [Tooltip("Material to use when displaying a friendly target reticule (e.g. green color)")]
+ public Material ReticuleFriendlyMat;
+
+ [Tooltip("Material to use when displaying a hostile target reticule (e.g. red color)")]
+ public Material ReticuleHostileMat;
+
+
+ // These are maintained by our OnValidate(). Code refers to these hashed values, not the string versions!
+ [SerializeField] [HideInInspector] public int AliveStateTriggerID;
+ [SerializeField] [HideInInspector] public int FaintedStateTriggerID;
+ [SerializeField] [HideInInspector] public int DeadStateTriggerID;
+ [SerializeField] [HideInInspector] public int AnticipateMoveTriggerID;
+ [SerializeField] [HideInInspector] public int EntryDeathTriggerID;
+ [SerializeField] [HideInInspector] public int EntryFaintedTriggerID;
+ [SerializeField] [HideInInspector] public int SpeedVariableID;
+ [SerializeField] [HideInInspector] public int BaseNodeTagID;
+
+ void OnValidate()
+ {
+ AliveStateTriggerID = Animator.StringToHash(m_AliveStateTrigger);
+ FaintedStateTriggerID = Animator.StringToHash(m_FaintedStateTrigger);
+ DeadStateTriggerID = Animator.StringToHash(m_DeadStateTrigger);
+ AnticipateMoveTriggerID = Animator.StringToHash(m_AnticipateMoveTrigger);
+ EntryDeathTriggerID = Animator.StringToHash(m_EntryDeathTrigger);
+ EntryFaintedTriggerID = Animator.StringToHash(m_EntryFaintedTrigger);
+
+ SpeedVariableID = Animator.StringToHash(m_SpeedVariable);
+ BaseNodeTagID = Animator.StringToHash(m_BaseNodeTag);
+ }
+ }
+}
diff --git a/Assets/BossRoom/Scripts/Shared/ScriptableObjects/VisualizationConfiguration.cs.meta b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/VisualizationConfiguration.cs.meta
new file mode 100644
index 000000000..7bbac087f
--- /dev/null
+++ b/Assets/BossRoom/Scripts/Shared/ScriptableObjects/VisualizationConfiguration.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 47d9899c7898a3b48a011f9f8c2a123e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/Shaders/UnityToonShader.meta b/Assets/BossRoom/Shaders/UnityToonShader.meta
index 6a17d85be..24310ee82 100644
--- a/Assets/BossRoom/Shaders/UnityToonShader.meta
+++ b/Assets/BossRoom/Shaders/UnityToonShader.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 0ee6df6f44ceee8478c227f91776953c
+guid: 2b6c56784e8f32146a75339aca226292
folderAsset: yes
DefaultImporter:
externalObjects: {}
diff --git a/Assets/BossRoom/Sounds/Character/Archer/archer_attk_a.wav b/Assets/BossRoom/Sounds/Character/Archer/archer_attk_a.wav
index bbeab5d82..aa230f4a1 100644
--- a/Assets/BossRoom/Sounds/Character/Archer/archer_attk_a.wav
+++ b/Assets/BossRoom/Sounds/Character/Archer/archer_attk_a.wav
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:5aa65fd64956e1af69bbe3f2b5ad53fdd3b4efe0e57f30d759a7f5759fd567dc
-size 97756
+oid sha256:293057a5cdaf4f0566b78b589670c730025f1e17c4fe08b51a6ac0685d9b029d
+size 42442
diff --git a/Assets/BossRoom/Sounds/Character/Archer/archer_attk_b.wav b/Assets/BossRoom/Sounds/Character/Archer/archer_attk_b.wav
index 35203e63b..0d7d28b31 100644
--- a/Assets/BossRoom/Sounds/Character/Archer/archer_attk_b.wav
+++ b/Assets/BossRoom/Sounds/Character/Archer/archer_attk_b.wav
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:f0c89925cc61be19ca83034d342858665c7a28209f5164dff3256328d4c2d0bb
-size 97756
+oid sha256:f3cf4e810f9e4530c19235122bbdc568a05ab522101164f9c82bc873fd5a2aa4
+size 41676
diff --git a/Assets/BossRoom/Sounds/Character/Archer/archer_powershot.wav b/Assets/BossRoom/Sounds/Character/Archer/archer_powershot.wav
index cca4ef65b..a77cb2dd5 100644
--- a/Assets/BossRoom/Sounds/Character/Archer/archer_powershot.wav
+++ b/Assets/BossRoom/Sounds/Character/Archer/archer_powershot.wav
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:0fddd4d23682d1ce40c8967a483088e33bfb9b31f4248eb2659cb1ea86ea0c71
-size 177312
+oid sha256:45d48b79cdcf1f4029f7e51f856ff353134d439c7ac99e6d2bb2e8afcd5380f7
+size 88344
diff --git a/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_end.wav b/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_end.wav
index 99b4b1110..46b5bfc67 100644
--- a/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_end.wav
+++ b/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_end.wav
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:9ee6a3c7f0be03a28301d46bd45db3786a1abbd37ee9e4574f3275da69013476
-size 65474
+oid sha256:fa5eb444abafe33f72b7bf5696b0aa53cab87407f41f547834ad2aefa32e48c0
+size 32426
diff --git a/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_loop.wav b/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_loop.wav
index 3ee63d7e5..6eeed680b 100644
--- a/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_loop.wav
+++ b/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_loop.wav
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:a177c3a46f509db1f20d55f8a2ae95bae9387b70ac39f320e99c828a721948e9
-size 74294
+oid sha256:98196fdbf31b54bfe14293e95e19ab21b0b13c0ed1620bac95a5d79e2a716966
+size 36836
diff --git a/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_start.wav b/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_start.wav
index 5637732d8..3bc87d1e2 100644
--- a/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_start.wav
+++ b/Assets/BossRoom/Sounds/Character/Archer/archer_powershot_start.wav
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m_Shader: {fileID: 4800000, guid: 537e4fafa9661eb4aa1223442d96ed08, type: 3}
m_ShaderKeywords: ETC1_EXTERNAL_ALPHA
m_LightmapFlags: 0
- m_EnableInstancingVariants: 0
+ m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
diff --git a/Assets/BossRoom/VFX/Materials/FX_M_Glow_05.mat b/Assets/BossRoom/VFX/Materials/FX_M_Glow_05.mat
index 16c38193a..a7f7a131c 100644
--- a/Assets/BossRoom/VFX/Materials/FX_M_Glow_05.mat
+++ b/Assets/BossRoom/VFX/Materials/FX_M_Glow_05.mat
@@ -52,7 +52,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Texture:
- m_Texture: {fileID: 2800000, guid: 517c7a380be0f8740b58e696e20db027, type: 3}
+ m_Texture: {fileID: 2800000, guid: 1ac40e0542ef57d4aa8341f4b1452faf, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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diff --git a/Assets/BossRoom/VFX/Materials/FX_M_GroundCrack.mat b/Assets/BossRoom/VFX/Materials/FX_M_GroundCrack.mat
index bcfd78fd0..2b2fb5a47 100644
--- a/Assets/BossRoom/VFX/Materials/FX_M_GroundCrack.mat
+++ b/Assets/BossRoom/VFX/Materials/FX_M_GroundCrack.mat
@@ -47,10 +47,6 @@ Material:
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -99,7 +95,6 @@ Material:
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- _StepSubtract: 1
- - _Switch_Alpha: 0
- _UVSec: 0
- _UseAlphaChannel: 0
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diff --git a/Assets/BossRoom/VFX/Materials/FX_M_GroundCrack_2.mat b/Assets/BossRoom/VFX/Materials/FX_M_GroundCrack_2.mat
index 0ae3c929b..2bd6c9fe6 100644
--- a/Assets/BossRoom/VFX/Materials/FX_M_GroundCrack_2.mat
+++ b/Assets/BossRoom/VFX/Materials/FX_M_GroundCrack_2.mat
@@ -47,10 +47,6 @@ Material:
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -99,7 +95,6 @@ Material:
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- _StepSubtract: 1
- - _Switch_Alpha: 0
- _UVSec: 0
- _UseAlphaChannel: 0
- _VertexAOpacity: 1
diff --git a/Assets/BossRoom/VFX/Materials/FX_M_StylizeSmoke.mat b/Assets/BossRoom/VFX/Materials/FX_M_StylizeSmoke.mat
index 6c32d4dca..e2a5c30d4 100644
--- a/Assets/BossRoom/VFX/Materials/FX_M_StylizeSmoke.mat
+++ b/Assets/BossRoom/VFX/Materials/FX_M_StylizeSmoke.mat
@@ -9,12 +9,11 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: FX_M_StylizeSmoke
m_Shader: {fileID: 4800000, guid: 19584968e8d53424c9ce71b2c72d64f4, type: 3}
- m_ShaderKeywords: _HASDYNAMICDISSOLVE_ON _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON
- _SWITCH_ALPHA_ON _VERTEXAOPACITY_ON
+ m_ShaderKeywords: _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON _VERTEXAOPACITY_ON
m_LightmapFlags: 0
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: -1
+ m_CustomRenderQueue: 3000
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
@@ -48,10 +47,10 @@ Material:
m_Texture: {fileID: 2800000, guid: 1ee97322756ea2c489f9311bd5c9f72d, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- - _MainTexture:
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- m_Scale: {x: 1, y: 2}
- m_Offset: {x: -0.25, y: -0.25}
+ - _MaskTexture:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -74,25 +73,33 @@ Material:
m_Offset: {x: 0, y: 0}
m_Floats:
- _BumpScale: 1
+ - _ChangeMasktoX: 0
+ - _CullMode: 0
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _Dissolve: 0.35
- _DstBlend: 0
+ - _Flowintencity: 0.15
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- - _HasDynamicDissolve: 1
- - _HasTextureDissolve: 1
+ - _HasDoubleMask: 0
+ - _HasDynamicDissolve: 0
+ - _HasFlowEffect: 0
+ - _HasMask: 0
+ - _HasTextureDissolve: 0
+ - _InvertMask: 0
+ - _MaskIntenicty: 1
+ - _MaskPower: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- - _Opacity: 0.27
+ - _Opacity: 1
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- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _StepSubtract: 1
- - _Switch_Alpha: 1
- _UVSec: 0
- _UseAlphaChannel: 0
- _VertexAOpacity: 1
@@ -102,4 +109,5 @@ Material:
- _Color: {r: 1.4980392, g: 1.4980392, b: 1.4980392, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _TileSpeedDissolveTexture: {r: 1, g: 1, b: 0.2, a: 0}
+ - _TileSpeedMainTexture: {r: 1, g: 1, b: 0, a: 0}
m_BuildTextureStacks: []
diff --git a/Assets/BossRoom/VFX/Materials/FX_M_Stylize_Smoke_falldown.mat b/Assets/BossRoom/VFX/Materials/FX_M_Stylize_Smoke_falldown.mat
index e415ecbe0..ac730d8ca 100644
--- a/Assets/BossRoom/VFX/Materials/FX_M_Stylize_Smoke_falldown.mat
+++ b/Assets/BossRoom/VFX/Materials/FX_M_Stylize_Smoke_falldown.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: FX_M_Stylize_Smoke_falldown
m_Shader: {fileID: 4800000, guid: 19584968e8d53424c9ce71b2c72d64f4, type: 3}
- m_ShaderKeywords: _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON _SWITCH_ALPHA_ON _VERTEXAOPACITY_ON
+ m_ShaderKeywords: _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON _VERTEXAOPACITY_ON
m_LightmapFlags: 0
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -47,10 +47,6 @@ Material:
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -91,7 +87,6 @@ Material:
- _SpecularHighlights: 1
- _SrcBlend: 1
- _StepSubtract: 1
- - _Switch_Alpha: 1
- _UVSec: 0
- _UseAlphaChannel: 0
- _VertexAOpacity: 1
diff --git a/Assets/BossRoom/VFX/Materials/FX_M_TargetingSphere_InRange.mat b/Assets/BossRoom/VFX/Materials/FX_M_TargetingSphere_InRange.mat
index ef24427cc..51381eea4 100644
--- a/Assets/BossRoom/VFX/Materials/FX_M_TargetingSphere_InRange.mat
+++ b/Assets/BossRoom/VFX/Materials/FX_M_TargetingSphere_InRange.mat
@@ -8,21 +8,59 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: FX_M_TargetingSphere_InRange
- m_Shader: {fileID: 4800000, guid: 7886845fdd0f0a148b23f1e533e46533, type: 3}
- m_ShaderKeywords:
+ m_Shader: {fileID: 211, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _ALPHABLEND_ON
m_LightmapFlags: 0
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 3500
- stringTagMap: {}
- disabledShaderPasses: []
+ m_CustomRenderQueue: 3000
+ stringTagMap:
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+ disabledShaderPasses:
+ - ALWAYS
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
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+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - _DetailAlbedoMap:
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+ m_Scale: {x: 1, y: 1}
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+ - _EmissionMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
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+ m_Texture: {fileID: 2800000, guid: ca44e2b77d588a642a07152b421f21de, type: 3}
+ m_Scale: {x: 1, y: 1}
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+ - _MetallicGlossMap:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
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- _NoiseFresnel:
m_Texture: {fileID: 2800000, guid: a225a619c91968049ba2bdbc44c812fb, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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+ m_Scale: {x: 1, y: 1}
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+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
- _T_NormalMap_2:
m_Texture: {fileID: 2800000, guid: 7653d661bb658e64aae075bcbd3bb8ec, type: 3}
m_Scale: {x: 1, y: 1}
@@ -36,17 +74,54 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
+ - _BlendOp: 0
+ - _BumpScale: 1
+ - _CameraFadingEnabled: 0
+ - _CameraFarFadeDistance: 2
+ - _CameraNearFadeDistance: 1
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+ - _Cull: 2
+ - _Cutoff: 0.5
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- _Distortion: 0.058
- _Distortion1: 0.162
+ - _DistortionBlend: 0.5
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- _Fresnel: 2
- _FresnelPower: 2
+ - _GlossMapScale: 1
+ - _Glossiness: 0.5
+ - _GlossyReflections: 1
+ - _LightingEnabled: 0
+ - _Metallic: 0
+ - _Mode: 4
- _NoiseIntencity: 0.467
+ - _OcclusionStrength: 1
+ - _Parallax: 0.02
+ - _SmoothnessTextureChannel: 0
- _Sneak: 1
+ - _SoftParticlesEnabled: 0
+ - _SoftParticlesFarFadeDistance: 1
+ - _SoftParticlesNearFadeDistance: 0
+ - _SpecularHighlights: 1
+ - _SrcBlend: 5
- _TileNormalTexture: 0.05
- _TileNormalTexture1: 0.01
+ - _UVSec: 0
+ - _ZWrite: 0
- __dirty: 0
m_Colors:
+ - _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
+ - _Color: {r: 0, g: 1, b: 0.3805282, a: 1}
+ - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
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- _FresnelColor: {r: 0, g: 1.4142135, b: 0.054555554, a: 0}
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- _NotmalTileSpeed: {r: 0.05, g: 0.02, b: 0, a: 0.5}
+ - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
diff --git a/Assets/BossRoom/VFX/Materials/FX_M_TargetingSphere_OutOfRange.mat b/Assets/BossRoom/VFX/Materials/FX_M_TargetingSphere_OutOfRange.mat
index 70653fcb3..eefda3a64 100644
--- a/Assets/BossRoom/VFX/Materials/FX_M_TargetingSphere_OutOfRange.mat
+++ b/Assets/BossRoom/VFX/Materials/FX_M_TargetingSphere_OutOfRange.mat
@@ -8,17 +8,31 @@ Material:
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m_PrefabAsset: {fileID: 0}
m_Name: FX_M_TargetingSphere_OutOfRange
- m_Shader: {fileID: 4800000, guid: 7886845fdd0f0a148b23f1e533e46533, type: 3}
- m_ShaderKeywords:
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+ m_ShaderKeywords: _ALPHABLEND_ON
m_LightmapFlags: 0
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 3500
- stringTagMap: {}
- disabledShaderPasses: []
+ m_CustomRenderQueue: 3000
+ stringTagMap:
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+ disabledShaderPasses:
+ - ALWAYS
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
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+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
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+ - _EmissionMap:
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+ m_Scale: {x: 1, y: 1}
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+ m_Scale: {x: 1, y: 1}
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- _NoiseFresnel:
m_Texture: {fileID: 2800000, guid: a225a619c91968049ba2bdbc44c812fb, type: 3}
m_Scale: {x: 1, y: 1}
@@ -36,17 +50,44 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
+ - _BlendOp: 0
+ - _BumpScale: 1
+ - _CameraFadingEnabled: 0
+ - _CameraFarFadeDistance: 2
+ - _CameraNearFadeDistance: 1
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+ - _Cull: 2
+ - _Cutoff: 0.5
- _Distortion: 0.058
- _Distortion1: 0.162
+ - _DistortionBlend: 0.5
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+ - _DistortionStrength: 1
+ - _DistortionStrengthScaled: 0
+ - _DstBlend: 1
+ - _EmissionEnabled: 0
+ - _FlipbookMode: 0
- _Fresnel: 2
- _FresnelPower: 2
+ - _LightingEnabled: 0
+ - _Mode: 4
- _NoiseIntencity: 0.467
- _Sneak: 1
+ - _SoftParticlesEnabled: 0
+ - _SoftParticlesFarFadeDistance: 1
+ - _SoftParticlesNearFadeDistance: 0
+ - _SrcBlend: 5
- _TileNormalTexture: 0.05
- _TileNormalTexture1: 0.01
+ - _ZWrite: 0
- __dirty: 0
m_Colors:
+ - _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
+ - _Color: {r: 1, g: 0, b: 0, a: 1}
+ - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _FresnelColor: {r: 1.4142135, g: 0.042409997, b: 0, a: 0}
- _NoiseTileSpeed: {r: 0.05, g: 0.01, b: 0, a: 0.5}
- _NotmalTileSpeed: {r: 0.05, g: 0.02, b: 0, a: 0.5}
+ - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
diff --git a/Assets/BossRoom/VFX/Materials/FX_M_TorchFire.mat b/Assets/BossRoom/VFX/Materials/FX_M_TorchFire.mat
index 0f924805b..fefa294cd 100644
--- a/Assets/BossRoom/VFX/Materials/FX_M_TorchFire.mat
+++ b/Assets/BossRoom/VFX/Materials/FX_M_TorchFire.mat
@@ -11,7 +11,7 @@ Material:
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m_ShaderKeywords: _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON _VERTEXAOPACITY_ON
m_LightmapFlags: 0
- m_EnableInstancingVariants: 0
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m_CustomRenderQueue: -1
stringTagMap: {}
@@ -47,6 +47,10 @@ Material:
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
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- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
diff --git a/Assets/BossRoom/VFX/Materials/FX_MaskedPanner.mat b/Assets/BossRoom/VFX/Materials/FX_MaskedPanner.mat
index 90ca91bfd..f147db2b4 100644
--- a/Assets/BossRoom/VFX/Materials/FX_MaskedPanner.mat
+++ b/Assets/BossRoom/VFX/Materials/FX_MaskedPanner.mat
@@ -10,7 +10,7 @@ Material:
m_Name: FX_MaskedPanner
m_Shader: {fileID: 4800000, guid: 19584968e8d53424c9ce71b2c72d64f4, type: 3}
m_ShaderKeywords: _HASFLOWEFFECT_ON _HASMASK_ON _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON
- _SWITCH_ALPHA_ON _VERTEXAOPACITY_ON
+ _VERTEXAOPACITY_ON
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m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -48,8 +48,8 @@ Material:
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m_Offset: {x: 0, y: 0}
- - _MainTexture:
- m_Texture: {fileID: 2800000, guid: 6eb539aefcd5a7846af91c0a77161b92, type: 3}
+ - _MaskTexture:
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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@@ -97,8 +97,8 @@ Material:
- _HasMask: 1
- _HasTextureDissolve: 1
- _InvertMask: 0
- - _MaskIntenicty: 4
- - _MaskPower: 2
+ - _MaskIntenicty: 1
+ - _MaskPower: 3
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
@@ -108,7 +108,6 @@ Material:
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- _StepSubtract: 1
- - _Switch_Alpha: 1
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diff --git a/Assets/BossRoom/VFX/Materials/FX_SmokeDissolve.mat b/Assets/BossRoom/VFX/Materials/FX_SmokeDissolve.mat
index 91a6ff513..1911b4928 100644
--- a/Assets/BossRoom/VFX/Materials/FX_SmokeDissolve.mat
+++ b/Assets/BossRoom/VFX/Materials/FX_SmokeDissolve.mat
@@ -8,15 +8,17 @@ Material:
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m_PrefabAsset: {fileID: 0}
m_Name: FX_SmokeDissolve
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- m_ShaderKeywords: _DISSOLVETYPE_CUSTOM _DISSOLVETYPE_UV _DISSOLVE_UV _DISTYPE_DISSOLVETEXRED
- _INVERTDISSOLVE_ON _KEYWORD0_ON
- m_LightmapFlags: 4
+ m_Shader: {fileID: 210, guid: 0000000000000000f000000000000000, type: 0}
+ m_ShaderKeywords: _ALPHABLEND_ON _DISSOLVETYPE_CUSTOM _DISSOLVETYPE_UV _DISSOLVE_UV
+ _DISTYPE_DISSOLVETEXRED _FADING_ON _INVERTDISSOLVE_ON _KEYWORD0_ON
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m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: -1
- stringTagMap: {}
- disabledShaderPasses: []
+ m_CustomRenderQueue: 3000
+ stringTagMap:
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+ disabledShaderPasses:
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m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -45,7 +47,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
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- _MainTexture:
@@ -73,37 +75,53 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
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- _BumpScale: 1
+ - _CameraFadingEnabled: 0
+ - _CameraFarFadeDistance: 2
+ - _CameraNearFadeDistance: 1
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- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DisType: 3
- _Dissolve: 1
- _DissolveType: 0
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diff --git a/Assets/BossRoom/VFX/Materials/FX_Wave.mat b/Assets/BossRoom/VFX/Materials/FX_Wave.mat
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similarity index 99%
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similarity index 99%
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similarity index 100%
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similarity index 99%
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rename from Assets/BossRoom/VFX/Prefabs/fx_GroundClickFX.prefab
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index fc16d341c..8facc58d5 100644
--- a/Assets/BossRoom/VFX/Shaders/Prewarming.shadervariants
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- - keywords: PROCEDURAL_INSTANCING_ON SHADOWS_DEPTH _ALPHABLEND_ON
- passType: 8
- - keywords: SHADOWS_CUBE _ALPHABLEND_ON _COLOROVERLAY_ON
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT PROCEDURAL_INSTANCING_ON
+ SOFTPARTICLES_ON UNITY_HDR_ON VERTEXLIGHT_ON _ALPHABLEND_ON _EMISSION _FADING_ON
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- keywords: PROCEDURAL_INSTANCING_ON _ALPHABLEND_ON _COLOROVERLAY_ON
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- keywords: PROCEDURAL_INSTANCING_ON
passType: 13
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@@ -357,12 +295,21 @@ ShaderVariantCollection:
variants:
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passType: 0
+ - keywords: BILLBOARD_FACE_CAMERA_POS
+ passType: 0
- keywords: BILLBOARD_FACE_CAMERA_POS SOFTPARTICLES_ON
passType: 0
+ - keywords: BILLBOARD_FACE_CAMERA_POS SOFTPARTICLES_ON UNITY_HDR_ON
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+ - keywords: BILLBOARD_FACE_CAMERA_POS SOFTPARTICLES_ON UNITY_HDR_ON _SWITCH_ALPHA_ON
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passType: 0
- keywords: BILLBOARD_FACE_CAMERA_POS SOFTPARTICLES_ON UNITY_HDR_ON _METALLICGLOSSMAP
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- SOFTPARTICLES_ON UNITY_HDR_ON _EMISSION _NORMALMAP
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passType: 8
- - keywords: BILLBOARD_FACE_CAMERA_POS SHADOWS_DEPTH SHADOWS_SPLIT_SPHERES SOFTPARTICLES_ON
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- - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT SHADOWS_CUBE SHADOWS_SOFT
- SOFTPARTICLES_ON UNITY_HDR_ON _EMISSION _NORMALMAP
+ - keywords: BILLBOARD_FACE_CAMERA_POS INSTANCING_ON LIGHTPROBE_SH POINT SHADOWS_CUBE
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variants:
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+ - keywords: BILLBOARD_FACE_CAMERA_POS SOFTPARTICLES_ON UNITY_HDR_ON
passType: 0
- first: {fileID: 4800000, guid: 1ceafe4dae085734190c6d13802572bf, type: 3}
second:
variants:
- - keywords: DIRECTIONAL
- passType: 4
- keywords: DIRECTIONAL LIGHTPROBE_SH
passType: 4
- - keywords: DIRECTIONAL LIGHTPROBE_SH _USE_ALPHA_ON
+ - keywords: DIRECTIONAL LIGHTPROBE_SH VERTEXLIGHT_ON
passType: 4
- - keywords: BILLBOARD_FACE_CAMERA_POS DIRECTIONAL LIGHTPROBE_SH SOFTPARTICLES_ON
- UNITY_HDR_ON _SWITCH_ALPHA_ON _USE_ALPHA_ON
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH SOFTPARTICLES_ON UNITY_HDR_ON
passType: 4
- keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT SOFTPARTICLES_ON
- UNITY_HDR_ON _SWITCH_ALPHA_ON _USE_ALPHA_ON
- passType: 4
- - keywords: POINT
- passType: 5
- - keywords: POINT _USE_ALPHA_ON
- passType: 5
- - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON _SWITCH_ALPHA_ON
- _USE_ALPHA_ON
- passType: 5
- - keywords:
- passType: 11
- - first: {fileID: 4800000, guid: 537e4fafa9661eb4aa1223442d96ed08, type: 3}
- second:
- variants:
- - keywords: DIRECTIONAL
- passType: 4
- - keywords: DIRECTIONAL LIGHTPROBE_SH
- passType: 4
- - keywords: BILLBOARD_FACE_CAMERA_POS DIRECTIONAL ETC1_EXTERNAL_ALPHA LIGHTPROBE_SH
- SOFTPARTICLES_ON UNITY_HDR_ON
- passType: 4
- - keywords: BILLBOARD_FACE_CAMERA_POS ETC1_EXTERNAL_ALPHA LIGHTPROBE_SH POINT
- SOFTPARTICLES_ON UNITY_HDR_ON
- passType: 4
- - keywords: BILLBOARD_FACE_CAMERA_POS DIRECTIONAL ETC1_EXTERNAL_ALPHA LIGHTPROBE_SH
- SOFTPARTICLES_ON UNITY_HDR_ON VERTEXLIGHT_ON
- passType: 4
- - keywords: BILLBOARD_FACE_CAMERA_POS ETC1_EXTERNAL_ALPHA LIGHTPROBE_SH POINT
- SOFTPARTICLES_ON UNITY_HDR_ON VERTEXLIGHT_ON
- passType: 4
- - keywords: POINT
- passType: 5
- - keywords: BILLBOARD_FACE_CAMERA_POS ETC1_EXTERNAL_ALPHA POINT SOFTPARTICLES_ON
UNITY_HDR_ON
- passType: 5
- - keywords: BILLBOARD_FACE_CAMERA_POS ETC1_EXTERNAL_ALPHA POINT SOFTPARTICLES_ON
+ passType: 4
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT SOFTPARTICLES_ON
UNITY_HDR_ON VERTEXLIGHT_ON
- passType: 5
- - keywords:
- passType: 11
- - first: {fileID: 4800000, guid: 19584968e8d53424c9ce71b2c72d64f4, type: 3}
- second:
- variants:
- - keywords: DIRECTIONAL
passType: 4
- - keywords: DIRECTIONAL LIGHTPROBE_SH _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON
- _VERTEXAOPACITY_ON
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT SOFTPARTICLES_ON
+ UNITY_HDR_ON _SWITCH_ALPHA_ON
passType: 4
- keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH SOFTPARTICLES_ON UNITY_HDR_ON
- _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON _VERTEXAOPACITY_ON
+ _USE_ALPHA_ON
passType: 4
- - keywords: BILLBOARD_FACE_CAMERA_POS DIRECTIONAL LIGHTPROBE_SH SOFTPARTICLES_ON
- UNITY_HDR_ON _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON _VERTEXAOPACITY_ON
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT SOFTPARTICLES_ON
+ UNITY_HDR_ON _USE_ALPHA_ON
passType: 4
- keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH SOFTPARTICLES_ON UNITY_HDR_ON
- VERTEXLIGHT_ON _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON _VERTEXAOPACITY_ON
+ _SWITCH_ALPHA_ON _USE_ALPHA_ON
+ passType: 4
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT SOFTPARTICLES_ON
+ UNITY_HDR_ON _SWITCH_ALPHA_ON _USE_ALPHA_ON
passType: 4
- keywords: POINT
passType: 5
- - keywords: POINT _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON _VERTEXAOPACITY_ON
+ - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON
passType: 5
- - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON _HASTEXTUREDISSOLVE_ON
- _STEPSUBTRACT_ON _VERTEXAOPACITY_ON
+ - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON _SWITCH_ALPHA_ON
passType: 5
- - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON VERTEXLIGHT_ON
- _HASTEXTUREDISSOLVE_ON _STEPSUBTRACT_ON _VERTEXAOPACITY_ON
+ - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON _USE_ALPHA_ON
passType: 5
- - keywords:
- passType: 11
- - first: {fileID: 4800000, guid: 92acdc5c2ae81ee47b1ba8034940b7e2, type: 3}
+ - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON _SWITCH_ALPHA_ON
+ _USE_ALPHA_ON
+ passType: 5
+ - first: {fileID: 4800000, guid: 2f164a9060379bc45a8027b25f032300, type: 3}
second:
variants:
- - keywords: DIRECTIONAL
- passType: 4
- - keywords: DIRECTIONAL LIGHTPROBE_SH
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT SOFTPARTICLES_ON
+ UNITY_HDR_ON _DISSOLVETYPE_SLIDER _DISSOLVETYPE_UV _DISSOLVE_UV _DISTYPE_UV
passType: 4
- - keywords: BILLBOARD_FACE_CAMERA_POS DIRECTIONAL LIGHTPROBE_SH SOFTPARTICLES_ON
- UNITY_HDR_ON _USE_ALPHA_ON
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT SOFTPARTICLES_ON
+ UNITY_HDR_ON VERTEXLIGHT_ON _DISSOLVETYPE_SLIDER _DISSOLVETYPE_UV _DISSOLVE_UV
+ _DISTYPE_UV
passType: 4
- - keywords: DIRECTIONAL LIGHTPROBE_SH _SWITCH_ALPHA_ON
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT SOFTPARTICLES_ON
+ UNITY_HDR_ON _CUSTOMDATA_ON _DISSOLVETYPE_CUSTOM _DISTYPE_UV _GLOWWAVE_ON
+ _SLASHUVCLAMP_ON
passType: 4
- - keywords: POINT
+ - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON _DISSOLVETYPE_SLIDER
+ _DISSOLVETYPE_UV _DISSOLVE_UV _DISTYPE_UV
passType: 5
- - keywords: POINT _SWITCH_ALPHA_ON
+ - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON VERTEXLIGHT_ON
+ _DISSOLVETYPE_SLIDER _DISSOLVETYPE_UV _DISSOLVE_UV _DISTYPE_UV
passType: 5
- - keywords:
- passType: 11
- - first: {fileID: 4800000, guid: c0d06d04fbe0cec42ad660cbc1d06541, type: 3}
- second:
- variants:
- - keywords: DIRECTIONAL
- passType: 4
- - keywords: DIRECTIONAL LIGHTPROBE_SH
- passType: 4
- - keywords: POINT
+ - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON _CUSTOMDATA_ON
+ _DISSOLVETYPE_CUSTOM _DISTYPE_UV _GLOWWAVE_ON _SLASHUVCLAMP_ON
passType: 5
- - keywords:
- passType: 11
- - first: {fileID: 4800000, guid: 84c2891a19be7af47acd2fc223096277, type: 3}
+ - first: {fileID: 4800000, guid: 9fb3cd21d974e4a4e9f7c4a85213bf5b, type: 3}
second:
variants:
- - keywords: DIRECTIONAL
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH POINT SOFTPARTICLES_ON
+ UNITY_HDR_ON
passType: 4
- - keywords: POINT
+ - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON
passType: 5
- - keywords:
- passType: 11
- - first: {fileID: 4800000, guid: 76af2de2914fe504581efd439de00102, type: 3}
+ - first: {fileID: 4800000, guid: 11053485e6f23bf4c84a5962f5f67116, type: 3}
second:
variants:
- - keywords: DIRECTIONAL
- passType: 4
- - keywords: POINT
- passType: 5
- keywords:
- passType: 8
- - keywords: SHADOWS_DEPTH UNITY_PASS_SHADOWCASTER
- passType: 8
+ passType: 1
- keywords:
- passType: 11
- - first: {fileID: 4800000, guid: a6bfc36e57bbc80459d4fa05df336432, type: 3}
- second:
- variants:
+ passType: 2
- keywords:
passType: 4
- - keywords: DIRECTIONAL
- passType: 4
- keywords:
passType: 5
- - keywords: POINT
- passType: 5
- - keywords: SHADOWS_DEPTH UNITY_PASS_SHADOWCASTER
- passType: 8
- keywords:
- passType: 11
- - first: {fileID: 4800000, guid: 7886845fdd0f0a148b23f1e533e46533, type: 3}
- second:
- variants:
- - keywords: DIRECTIONAL
- passType: 4
- - keywords: POINT
- passType: 5
+ passType: 6
- keywords:
- passType: 11
- - first: {fileID: 4800000, guid: 78fb75433c6f4b245b507d09dbdbabb6, type: 3}
- second:
- variants:
+ passType: 7
- keywords:
- passType: 4
- - first: {fileID: 4800000, guid: e98b6ae7301185b48b6dee05ea1ff2d6, type: 3}
- second:
- variants:
- - keywords: _DISSOLVETYPE_CUSTOM _DISTYPE_RED
- passType: 4
- - keywords: _DISSOLVETYPE_CUSTOM _DISTYPE_DISSOLVETEXRED _INVERTDISSOLVE_ON
- passType: 4
- - first: {fileID: 4800000, guid: 2f164a9060379bc45a8027b25f032300, type: 3}
+ passType: 10
+ - keywords:
+ passType: 11
+ - first: {fileID: 4800000, guid: 143bf507d0b743947992b1ed3d1a0d1f, type: 3}
second:
variants:
- - keywords: DIRECTIONAL _DISSOLVETYPE_CUSTOM _DISTYPE_RED
+ - keywords: BILLBOARD_FACE_CAMERA_POS LIGHTPROBE_SH SOFTPARTICLES_ON UNITY_HDR_ON
+ _DISSOLVETYPE_CUSTOM _DISSOLVETYPE_UV _DISSOLVE_UV _DISTYPE_DISSOLVETEXRED
+ _INVERTDISSOLVE_ON _KEYWORD0_ON
passType: 4
- - keywords: POINT _DISSOLVETYPE_CUSTOM _DISTYPE_RED
+ - keywords: BILLBOARD_FACE_CAMERA_POS POINT SOFTPARTICLES_ON UNITY_HDR_ON _DISSOLVETYPE_CUSTOM
+ _DISSOLVETYPE_UV _DISSOLVE_UV _DISTYPE_DISSOLVETEXRED _INVERTDISSOLVE_ON
+ _KEYWORD0_ON
passType: 5
- - keywords: _DISSOLVETYPE_CUSTOM _DISTYPE_RED
- passType: 11
- - first: {fileID: 4800000, guid: 9fb3cd21d974e4a4e9f7c4a85213bf5b, type: 3}
+ - first: {fileID: 4800000, guid: 68e6db2ebdc24f95958faec2be5558d6, type: 3}
second:
variants:
- - keywords: DIRECTIONAL
- passType: 4
- - keywords: DIRECTIONAL LIGHTPROBE_SH
- passType: 4
- - keywords: POINT
- passType: 5
- keywords:
- passType: 11
+ passType: 0
+ - keywords: BILLBOARD_FACE_CAMERA_POS SOFTPARTICLES_ON
+ passType: 0
+ - keywords: BILLBOARD_FACE_CAMERA_POS SOFTPARTICLES_ON UNITY_HDR_ON
+ passType: 0
diff --git a/Assets/BossRoom/VFX/Shaders/S_DissolveAdditive.shader b/Assets/BossRoom/VFX/Shaders/S_DissolveAdditive.shader
new file mode 100644
index 000000000..77d514abe
--- /dev/null
+++ b/Assets/BossRoom/VFX/Shaders/S_DissolveAdditive.shader
@@ -0,0 +1,182 @@
+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X
+Shader "Custom/DissolveAdditive"
+{
+ Properties
+ {
+ _MainTex("MainTex", 2D) = "white" {}
+ _Cutoff( "Mask Clip Value", Float ) = 0.5
+ [HDR]_Tint("Tint", Color) = (1,1,1,1)
+ _Dissolve("Dissolve", Range( 0 , 1)) = 0
+ [KeywordEnum(Custom,VertexAlpha,Slider)] _DissolveType("DissolveType", Float) = 2
+ [Enum(UnityEngine.Rendering.CullMode)]_Cull("Cull", Float) = 0
+ [KeywordEnum(Red,UV,Alpha,DissolveTexRed,DissolveTexAlpha)] _DisType("DisType", Float) = 0
+ [Toggle(_INVERTDISSOLVE_ON)] _InvertDissolve("InvertDissolve", Float) = 0
+ _DissolveTex("DissolveTex", 2D) = "white" {}
+ [Enum(UnityEngine.Rendering.CompareFunction)]_ZTestMode("Z Test Mode", Float) = 0
+ _DissolveTileSpeed("Dissolve Tile/Speed", Vector) = (1,1,0,0)
+ [HideInInspector] _tex4coord( "", 2D ) = "white" {}
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
+ [HideInInspector] __dirty( "", Int ) = 1
+ }
+
+ SubShader
+ {
+ Tags{ "RenderType" = "Transparent" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
+ Cull Back
+ ZTest Always
+ Blend OneMinusDstColor One
+
+ CGPROGRAM
+ #include "UnityShaderVariables.cginc"
+ #pragma target 3.0
+ #pragma shader_feature_local _DISTYPE_RED _DISTYPE_UV _DISTYPE_ALPHA _DISTYPE_DISSOLVETEXRED _DISTYPE_DISSOLVETEXALPHA
+ #pragma shader_feature_local _DISSOLVETYPE_CUSTOM _DISSOLVETYPE_VERTEXALPHA _DISSOLVETYPE_SLIDER
+ #pragma shader_feature_local _INVERTDISSOLVE_ON
+ #if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
+ #define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
+ #else//ASE Sampling Macros
+ #define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord)
+ #endif//ASE Sampling Macros
+
+ #pragma surface surf Unlit keepalpha noshadow
+ #undef TRANSFORM_TEX
+ #define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
+ struct Input
+ {
+ float2 uv_texcoord;
+ float4 vertexColor : COLOR;
+ float4 uv_tex4coord;
+ };
+
+ uniform half _Cull;
+ uniform float _ZTestMode;
+ UNITY_DECLARE_TEX2D_NOSAMPLER(_MainTex);
+ uniform float4 _MainTex_ST;
+ SamplerState sampler_MainTex;
+ uniform float4 _Tint;
+ UNITY_DECLARE_TEX2D_NOSAMPLER(_DissolveTex);
+ SamplerState sampler_DissolveTex;
+ uniform float4 _DissolveTileSpeed;
+ uniform float _Dissolve;
+ uniform float _Cutoff = 0.5;
+
+ inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
+ {
+ return half4 ( 0, 0, 0, s.Alpha );
+ }
+
+ void surf( Input i , inout SurfaceOutput o )
+ {
+ float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
+ float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
+ float2 appendResult46 = (float2(_DissolveTileSpeed.z , _DissolveTileSpeed.w));
+ float2 appendResult45 = (float2(_DissolveTileSpeed.x , _DissolveTileSpeed.y));
+ float2 panner27 = ( 1.0 * _Time.y * appendResult46 + ( i.uv_texcoord * appendResult45 ));
+ float4 tex2DNode38 = SAMPLE_TEXTURE2D( _DissolveTex, sampler_DissolveTex, panner27 );
+ #if defined(_DISTYPE_RED)
+ float staticSwitch32 = tex2DNode1.r;
+ #elif defined(_DISTYPE_UV)
+ float staticSwitch32 = ( i.uv_tex4coord.x * i.uv_tex4coord.y );
+ #elif defined(_DISTYPE_ALPHA)
+ float staticSwitch32 = tex2DNode1.r;
+ #elif defined(_DISTYPE_DISSOLVETEXRED)
+ float staticSwitch32 = tex2DNode38.r;
+ #elif defined(_DISTYPE_DISSOLVETEXALPHA)
+ float staticSwitch32 = tex2DNode38.a;
+ #else
+ float staticSwitch32 = tex2DNode1.r;
+ #endif
+ #if defined(_DISSOLVETYPE_CUSTOM)
+ float staticSwitch24 = i.uv_tex4coord.z;
+ #elif defined(_DISSOLVETYPE_VERTEXALPHA)
+ float staticSwitch24 = i.vertexColor.a;
+ #elif defined(_DISSOLVETYPE_SLIDER)
+ float staticSwitch24 = _Dissolve;
+ #else
+ float staticSwitch24 = _Dissolve;
+ #endif
+ float temp_output_15_0 = step( staticSwitch32 , staticSwitch24 );
+ o.Emission = ( ( tex2DNode1 * i.vertexColor * _Tint ) + ( temp_output_15_0 * tex2DNode1.r ) ).rgb;
+ o.Alpha = 1;
+ #ifdef _INVERTDISSOLVE_ON
+ float staticSwitch37 = ( 1.0 - temp_output_15_0 );
+ #else
+ float staticSwitch37 = temp_output_15_0;
+ #endif
+ clip( ( staticSwitch37 * ( tex2DNode1.r * i.vertexColor.a * _Tint.a ) ) - _Cutoff );
+ }
+
+ ENDCG
+ }
+ CustomEditor "ASEMaterialInspector"
+}
+/*ASEBEGIN
+Version=18400
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+Node;AmplifyShaderEditor.Vector4Node;44;-1851.499,341.2175;Inherit;False;Property;_DissolveTileSpeed;Dissolve Tile/Speed;10;0;Create;True;0;0;False;0;False;1,1,0,0;1,1,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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+//CHKSM=140F15BD91CD35FEB7D0EC8D438C7854D6E14E3E
\ No newline at end of file
diff --git a/Assets/BossRoom/VFX/Shaders/bak/S_additive.shader.meta b/Assets/BossRoom/VFX/Shaders/S_DissolveAdditive.shader.meta
similarity index 83%
rename from Assets/BossRoom/VFX/Shaders/bak/S_additive.shader.meta
rename to Assets/BossRoom/VFX/Shaders/S_DissolveAdditive.shader.meta
index d707ca629..d9984e6ce 100644
--- a/Assets/BossRoom/VFX/Shaders/bak/S_additive.shader.meta
+++ b/Assets/BossRoom/VFX/Shaders/S_DissolveAdditive.shader.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 84c2891a19be7af47acd2fc223096277
+guid: 143bf507d0b743947992b1ed3d1a0d1f
ShaderImporter:
externalObjects: {}
defaultTextures: []
diff --git a/Assets/BossRoom/VFX/Shaders/S_DissolveMultiplicative.shader b/Assets/BossRoom/VFX/Shaders/S_DissolveMultiplicative.shader
new file mode 100644
index 000000000..dd852f355
--- /dev/null
+++ b/Assets/BossRoom/VFX/Shaders/S_DissolveMultiplicative.shader
@@ -0,0 +1,183 @@
+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X
+Shader "Custom/DissolveMultiplicative"
+{
+ Properties
+ {
+ _MainTex("MainTex", 2D) = "white" {}
+ _Cutoff( "Mask Clip Value", Float ) = 0.5
+ [HDR]_Tint("Tint", Color) = (1,1,1,1)
+ _Dissolve("Dissolve", Range( 0 , 1)) = 0
+ [KeywordEnum(Custom,VertexAlpha,Slider)] _DissolveType("DissolveType", Float) = 2
+ [Enum(UnityEngine.Rendering.CullMode)]_Cull("Cull", Float) = 0
+ [KeywordEnum(Red,UV,Alpha,DissolveTexRed,DissolveTexAlpha)] _DisType("DisType", Float) = 0
+ [Toggle(_INVERTDISSOLVE_ON)] _InvertDissolve("InvertDissolve", Float) = 0
+ _DissolveTex("DissolveTex", 2D) = "white" {}
+ [Enum(UnityEngine.Rendering.CompareFunction)]_ZTestMode("Z Test Mode", Float) = 0
+ _DissolveTileSpeed("Dissolve Tile/Speed", Vector) = (1,1,0,0)
+ [HideInInspector] _tex4coord( "", 2D ) = "white" {}
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
+ [HideInInspector] __dirty( "", Int ) = 1
+ }
+
+ SubShader
+ {
+ Tags{ "RenderType" = "Transparent" "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
+ Cull Back
+ ZTest Always
+ Blend DstColor Zero
+
+ CGPROGRAM
+ #include "UnityShaderVariables.cginc"
+ #pragma target 3.0
+ #pragma shader_feature_local _DISTYPE_RED _DISTYPE_UV _DISTYPE_ALPHA _DISTYPE_DISSOLVETEXRED _DISTYPE_DISSOLVETEXALPHA
+ #pragma shader_feature_local _DISSOLVETYPE_CUSTOM _DISSOLVETYPE_VERTEXALPHA _DISSOLVETYPE_SLIDER
+ #pragma shader_feature_local _INVERTDISSOLVE_ON
+ #if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
+ #define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
+ #else//ASE Sampling Macros
+ #define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord)
+ #endif//ASE Sampling Macros
+
+ #pragma surface surf Unlit keepalpha addshadow fullforwardshadows
+ #undef TRANSFORM_TEX
+ #define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
+ struct Input
+ {
+ float2 uv_texcoord;
+ float4 vertexColor : COLOR;
+ float4 uv_tex4coord;
+ };
+
+ uniform float _ZTestMode;
+ uniform half _Cull;
+ UNITY_DECLARE_TEX2D_NOSAMPLER(_MainTex);
+ uniform float4 _MainTex_ST;
+ SamplerState sampler_MainTex;
+ uniform float4 _Tint;
+ UNITY_DECLARE_TEX2D_NOSAMPLER(_DissolveTex);
+ SamplerState sampler_DissolveTex;
+ uniform float4 _DissolveTileSpeed;
+ uniform float _Dissolve;
+ uniform float _Cutoff = 0.5;
+
+ inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
+ {
+ return half4 ( 0, 0, 0, s.Alpha );
+ }
+
+ void surf( Input i , inout SurfaceOutput o )
+ {
+ float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
+ float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
+ float2 appendResult44 = (float2(_DissolveTileSpeed.z , _DissolveTileSpeed.w));
+ float2 appendResult42 = (float2(_DissolveTileSpeed.x , _DissolveTileSpeed.y));
+ float2 panner46 = ( 1.0 * _Time.y * appendResult44 + ( i.uv_texcoord * appendResult42 ));
+ float4 tex2DNode38 = SAMPLE_TEXTURE2D( _DissolveTex, sampler_DissolveTex, panner46 );
+ #if defined(_DISTYPE_RED)
+ float staticSwitch32 = tex2DNode1.r;
+ #elif defined(_DISTYPE_UV)
+ float staticSwitch32 = ( i.uv_tex4coord.x * i.uv_tex4coord.y );
+ #elif defined(_DISTYPE_ALPHA)
+ float staticSwitch32 = tex2DNode1.r;
+ #elif defined(_DISTYPE_DISSOLVETEXRED)
+ float staticSwitch32 = tex2DNode38.r;
+ #elif defined(_DISTYPE_DISSOLVETEXALPHA)
+ float staticSwitch32 = tex2DNode38.a;
+ #else
+ float staticSwitch32 = tex2DNode1.r;
+ #endif
+ #if defined(_DISSOLVETYPE_CUSTOM)
+ float staticSwitch24 = i.uv_tex4coord.z;
+ #elif defined(_DISSOLVETYPE_VERTEXALPHA)
+ float staticSwitch24 = i.vertexColor.a;
+ #elif defined(_DISSOLVETYPE_SLIDER)
+ float staticSwitch24 = _Dissolve;
+ #else
+ float staticSwitch24 = _Dissolve;
+ #endif
+ float temp_output_15_0 = step( staticSwitch32 , staticSwitch24 );
+ o.Emission = ( ( tex2DNode1 * i.vertexColor * _Tint ) + ( temp_output_15_0 * tex2DNode1.r ) ).rgb;
+ o.Alpha = 1;
+ #ifdef _INVERTDISSOLVE_ON
+ float staticSwitch37 = ( 1.0 - temp_output_15_0 );
+ #else
+ float staticSwitch37 = temp_output_15_0;
+ #endif
+ clip( ( staticSwitch37 * ( tex2DNode1.r * i.vertexColor.a * _Tint.a ) ) - _Cutoff );
+ }
+
+ ENDCG
+ }
+ Fallback "Diffuse"
+ CustomEditor "ASEMaterialInspector"
+}
+/*ASEBEGIN
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+//CHKSM=5F8C9606571B4D4B43C66D7079F64492B86F8150
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diff --git a/Assets/BossRoom/VFX/Shaders/S_DissolveMultiplicative.shader.meta b/Assets/BossRoom/VFX/Shaders/S_DissolveMultiplicative.shader.meta
new file mode 100644
index 000000000..83606df52
--- /dev/null
+++ b/Assets/BossRoom/VFX/Shaders/S_DissolveMultiplicative.shader.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 11053485e6f23bf4c84a5962f5f67116
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ preprocessorOverride: 0
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/BossRoom/VFX/Shaders/S_SimpleDissolve.shader b/Assets/BossRoom/VFX/Shaders/S_SimpleDissolve.shader
index 2e248e4b3..7db1f5c1e 100644
--- a/Assets/BossRoom/VFX/Shaders/S_SimpleDissolve.shader
+++ b/Assets/BossRoom/VFX/Shaders/S_SimpleDissolve.shader
@@ -4,20 +4,43 @@ Shader "Custom/S_SimpleDissolve"
{
Properties
{
- _MainTexture("Main Texture", 2D) = "white" {}
- [Toggle(_SWITCH_ALPHA_ON)] _Switch_Alpha("Switch_Alpha", Float) = 0
- [HDR]_Color("Color", Color) = (0,0,0,0)
+ _MainTex("Main Tex", 2D) = "white" {}
+ [HDR]_Color("Color", Color) = (1,1,1,0)
+ [Toggle(_VERTEXAOPACITY_ON)] _VertexAOpacity("Vertex[A]Opacity", Float) = 0
+ [Toggle(_USEALPHACHANNEL_ON)] _UseAlphaChannel("UseAlphaChannel", Float) = 0
+ [Toggle(_HASTEXTUREDISSOLVE_ON)] _HasTextureDissolve("Has Texture Dissolve", Float) = 0
+ [Toggle(_STEPSUBTRACT_ON)] _StepSubtract("Step/Subtract", Float) = 0
+ _DissolveTexture("Dissolve Texture", 2D) = "white" {}
+ _TileSpeedDissolveTexture("Tile/Speed Dissolve Texture", Vector) = (1,1,0,0)
+ _TileSpeedMainTexture("Tile/Speed Main Texture", Vector) = (1,1,0,0)
+ [Toggle(_HASDYNAMICDISSOLVE_ON)] _HasDynamicDissolve("Has Dynamic Dissolve", Float) = 0
+ _Opacity("Opacity", Range( 0 , 1)) = 1
+ [Toggle(_HASFLOWEFFECT_ON)] _HasFlowEffect("Has Flow Effect", Float) = 0
+ _Flowintencity("Flow intencity", Range( 0 , 1)) = 0.15
+ [Toggle(_HASMASK_ON)] _HasMask("Has Mask", Float) = 0
+ _MaskIntenicty("Mask Intenicty", Float) = 1
+ _MaskPower("Mask Power", Float) = 1
+ _MaskTexture("Mask Texture", 2D) = "white" {}
+ [Enum(UnityEngine.Rendering.CullMode)]_CullMode("CullMode", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
+ [HideInInspector] _tex4coord2( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
- Cull Back
+ Cull [_CullMode]
CGPROGRAM
- #pragma target 3.0
- #pragma shader_feature_local _SWITCH_ALPHA_ON
+ #include "UnityShaderVariables.cginc"
+ #pragma target 2.5
+ #pragma shader_feature_local _USEALPHACHANNEL_ON
+ #pragma shader_feature_local _HASFLOWEFFECT_ON
+ #pragma shader_feature_local _HASMASK_ON
+ #pragma shader_feature_local _VERTEXAOPACITY_ON
+ #pragma shader_feature_local _HASTEXTUREDISSOLVE_ON
+ #pragma shader_feature_local _STEPSUBTRACT_ON
+ #pragma shader_feature_local _HASDYNAMICDISSOLVE_ON
#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
#else//ASE Sampling Macros
@@ -25,16 +48,30 @@ Shader "Custom/S_SimpleDissolve"
#endif//ASE Sampling Macros
#pragma surface surf Unlit alpha:fade keepalpha noshadow
+ #undef TRANSFORM_TEX
+ #define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w)
struct Input
{
float4 vertexColor : COLOR;
float2 uv_texcoord;
+ float4 uv2_tex4coord2;
};
+ uniform float _CullMode;
uniform float4 _Color;
- UNITY_DECLARE_TEX2D_NOSAMPLER(_MainTexture);
- SamplerState sampler_MainTexture;
- uniform float4 _MainTexture_ST;
+ UNITY_DECLARE_TEX2D_NOSAMPLER(_MainTex);
+ SamplerState sampler_MainTex;
+ uniform float4 _TileSpeedMainTexture;
+ uniform float _Flowintencity;
+ UNITY_DECLARE_TEX2D_NOSAMPLER(_DissolveTexture);
+ SamplerState sampler_DissolveTexture;
+ uniform float4 _TileSpeedDissolveTexture;
+ UNITY_DECLARE_TEX2D_NOSAMPLER(_MaskTexture);
+ SamplerState sampler_MaskTexture;
+ uniform float4 _MaskTexture_ST;
+ uniform float _MaskIntenicty;
+ uniform float _MaskPower;
+ uniform float _Opacity;
inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
{
@@ -43,15 +80,57 @@ Shader "Custom/S_SimpleDissolve"
void surf( Input i , inout SurfaceOutput o )
{
- o.Emission = ( i.vertexColor * _Color ).rgb;
- float2 uv_MainTexture = i.uv_texcoord * _MainTexture_ST.xy + _MainTexture_ST.zw;
- float4 tex2DNode7 = SAMPLE_TEXTURE2D( _MainTexture, sampler_MainTexture, uv_MainTexture );
- #ifdef _SWITCH_ALPHA_ON
- float staticSwitch10 = tex2DNode7.a;
+ float temp_output_16_0 = ( 1.0 - i.vertexColor.a );
+ float2 appendResult69 = (float2(_TileSpeedMainTexture.z , _TileSpeedMainTexture.w));
+ float2 appendResult67 = (float2(_TileSpeedMainTexture.x , _TileSpeedMainTexture.y));
+ float2 appendResult54 = (float2(_TileSpeedDissolveTexture.z , _TileSpeedDissolveTexture.w));
+ float2 appendResult50 = (float2(_TileSpeedDissolveTexture.x , _TileSpeedDissolveTexture.y));
+ float2 panner51 = ( 1.0 * _Time.y * appendResult54 + ( i.uv_texcoord * appendResult50 ));
+ float4 tex2DNode48 = SAMPLE_TEXTURE2D( _DissolveTexture, sampler_DissolveTexture, panner51 );
+ #ifdef _HASFLOWEFFECT_ON
+ float2 staticSwitch62 = ( i.uv_texcoord + ( _Flowintencity * tex2DNode48.r ) );
#else
- float staticSwitch10 = tex2DNode7.r;
+ float2 staticSwitch62 = i.uv_texcoord;
#endif
- o.Alpha = ( i.vertexColor.a * staticSwitch10 );
+ float2 panner70 = ( 1.0 * _Time.y * appendResult69 + ( appendResult67 * staticSwitch62 ));
+ float4 tex2DNode6 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, panner70 );
+ #ifdef _USEALPHACHANNEL_ON
+ float staticSwitch15 = tex2DNode6.a;
+ #else
+ float staticSwitch15 = tex2DNode6.r;
+ #endif
+ float smoothstepResult7 = smoothstep( temp_output_16_0 , 1.0 , staticSwitch15);
+ o.Emission = ( _Color * i.vertexColor * smoothstepResult7 ).rgb;
+ #ifdef _VERTEXAOPACITY_ON
+ float staticSwitch13 = i.vertexColor.a;
+ #else
+ float staticSwitch13 = 1.0;
+ #endif
+ #ifdef _HASDYNAMICDISSOLVE_ON
+ float staticSwitch61 = i.uv2_tex4coord2.w;
+ #else
+ float staticSwitch61 = temp_output_16_0;
+ #endif
+ float temp_output_55_0 = ( ( tex2DNode48.r + 1.0 ) * staticSwitch61 );
+ #ifdef _STEPSUBTRACT_ON
+ float staticSwitch45 = step( temp_output_55_0 , staticSwitch15 );
+ #else
+ float staticSwitch45 = ( staticSwitch15 - temp_output_55_0 );
+ #endif
+ #ifdef _HASTEXTUREDISSOLVE_ON
+ float staticSwitch44 = staticSwitch45;
+ #else
+ float staticSwitch44 = smoothstepResult7;
+ #endif
+ float temp_output_41_0 = ( ( _Color.a * staticSwitch13 ) * staticSwitch44 );
+ float2 uv_MaskTexture = i.uv_texcoord * _MaskTexture_ST.xy + _MaskTexture_ST.zw;
+ #ifdef _HASMASK_ON
+ float staticSwitch72 = ( temp_output_41_0 * saturate( pow( ( SAMPLE_TEXTURE2D( _MaskTexture, sampler_MaskTexture, uv_MaskTexture ).r * _MaskIntenicty ) , _MaskPower ) ) );
+ #else
+ float staticSwitch72 = temp_output_41_0;
+ #endif
+ float clampResult23 = clamp( ( staticSwitch72 * _Opacity ) , 0.0 , 1.0 );
+ o.Alpha = clampResult23;
}
ENDCG
@@ -60,21 +139,121 @@ Shader "Custom/S_SimpleDissolve"
}
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diff --git a/Assets/TextMesh Pro/Fonts/Bungee-Regular - OFL.txt b/Assets/TextMesh Pro/Fonts/Bungee-Regular - OFL.txt
new file mode 100644
index 000000000..92c0002ea
--- /dev/null
+++ b/Assets/TextMesh Pro/Fonts/Bungee-Regular - OFL.txt
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+Copyright 2008 The Bungee Project Authors (david@djr.com)
+
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded,
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.
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new file mode 100644
index 000000000..995f6ab65
--- /dev/null
+++ b/Assets/TextMesh Pro/Fonts/Bungee-Regular.ttf
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:8703e361ba72581826697b737d7d311400867f9d2498018b993c963dc4d1a2f0
+size 125120
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diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
new file mode 100644
index 000000000..f2473f9cc
--- /dev/null
+++ b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt
@@ -0,0 +1,46 @@
+Digitized data copyright (c) 2010 Google Corporation
+ with Reserved Font Arimo, Tinos and Cousine.
+Copyright (c) 2012 Red Hat, Inc.
+ with Reserved Font Name Liberation.
+
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
+
+"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
+
+5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
\ No newline at end of file
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+
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+)]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,.
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta b/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta
new file mode 100644
index 000000000..73ed66049
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: fade42e8bc714b018fac513c043d323b
+timeCreated: 1425440388
+licenseType: Store
+TextScriptImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt b/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt
new file mode 100644
index 000000000..ccbb4aedc
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt
@@ -0,0 +1 @@
+([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇$¥₩ #
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta b/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta
new file mode 100644
index 000000000..cc684b308
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d82c1b31c7e74239bff1220585707d2b
+timeCreated: 1425440388
+licenseType: Store
+TextScriptImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Resources/Sprite Assets.meta b/Assets/TextMesh Pro/Resources/Sprite Assets.meta
new file mode 100644
index 000000000..5171f1b68
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/Sprite Assets.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 512a49d95c0c4332bdd98131869c23c9
+folderAsset: yes
+timeCreated: 1441876896
+licenseType: Pro
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset b/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset
new file mode 100644
index 000000000..8fd3185ec
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:155fff99f467baa93dd2d0886df466bd242cd5e3c8c60c9d43e9cdad269f7f54
+size 13441
diff --git a/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta b/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta
new file mode 100644
index 000000000..c7ac83f4d
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c41005c129ba4d66911b75229fd70b45
+timeCreated: 1480316912
+licenseType: Pro
+NativeFormatImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Resources/Style Sheets.meta b/Assets/TextMesh Pro/Resources/Style Sheets.meta
new file mode 100644
index 000000000..4958550d9
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/Style Sheets.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 4aecb92fff08436c8303b10eab8da368
+folderAsset: yes
+timeCreated: 1441876950
+licenseType: Pro
+DefaultImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset
new file mode 100644
index 000000000..a0bbea6de
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:01222ac025a1f5b90f3f129eee7bfac7fb05223a1edd84aecf2171ec34b10708
+size 4953
diff --git a/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta
new file mode 100644
index 000000000..95fd96ed4
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: f952c082cb03451daed3ee968ac6c63e
+timeCreated: 1432805430
+licenseType: Store
+NativeFormatImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Resources/TMP Settings.asset b/Assets/TextMesh Pro/Resources/TMP Settings.asset
new file mode 100644
index 000000000..736974201
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/TMP Settings.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:64dfb0d58d22bc752a48aa46933ed69422545906e3f0e716df0c9a5ff0d26789
+size 1683
diff --git a/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta b/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
new file mode 100644
index 000000000..32db3845d
--- /dev/null
+++ b/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 3f5b5dff67a942289a9defa416b206f3
+timeCreated: 1436653997
+licenseType: Pro
+NativeFormatImporter:
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders.meta b/Assets/TextMesh Pro/Shaders.meta
new file mode 100644
index 000000000..55b0254fb
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 7f1563b43cf914d4dbaf6e8eeb290762
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
new file mode 100644
index 000000000..bab2b2c67
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader
@@ -0,0 +1,143 @@
+Shader "TextMeshPro/Bitmap Custom Atlas" {
+
+Properties {
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _FaceTex ("Font Texture", 2D) = "white" {}
+ [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+
+ _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+ _Padding ("Padding", float) = 0
+
+ _StencilComp("Stencil Comparison", Float) = 8
+ _Stencil("Stencil ID", Float) = 0
+ _StencilOp("Stencil Operation", Float) = 0
+ _StencilWriteMask("Stencil Write Mask", Float) = 255
+ _StencilReadMask("Stencil Read Mask", Float) = 255
+
+ _CullMode("Cull Mode", Float) = 0
+ _ColorMask("Color Mask", Float) = 15
+}
+
+SubShader{
+
+ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
+
+ Stencil
+ {
+ Ref[_Stencil]
+ Comp[_StencilComp]
+ Pass[_StencilOp]
+ ReadMask[_StencilReadMask]
+ WriteMask[_StencilWriteMask]
+ }
+
+
+ Lighting Off
+ Cull [_CullMode]
+ ZTest [unity_GUIZTestMode]
+ ZWrite Off
+ Fog { Mode Off }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ColorMask[_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+
+ #include "UnityCG.cginc"
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+ struct v2f {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ float4 mask : TEXCOORD2;
+ };
+
+ uniform sampler2D _MainTex;
+ uniform sampler2D _FaceTex;
+ uniform float4 _FaceTex_ST;
+ uniform fixed4 _FaceColor;
+
+ uniform float _VertexOffsetX;
+ uniform float _VertexOffsetY;
+ uniform float4 _ClipRect;
+ uniform float _MaskSoftnessX;
+ uniform float _MaskSoftnessY;
+
+ float2 UnpackUV(float uv)
+ {
+ float2 output;
+ output.x = floor(uv / 4096);
+ output.y = uv - 4096 * output.x;
+
+ return output * 0.001953125;
+ }
+
+ v2f vert (appdata_t v)
+ {
+ float4 vert = v.vertex;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
+
+ float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
+
+ fixed4 faceColor = v.color;
+ faceColor *= _FaceColor;
+
+ v2f OUT;
+ OUT.vertex = vPosition;
+ OUT.color = faceColor;
+ OUT.texcoord0 = v.texcoord0;
+ OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
+ float2 pixelSize = vPosition.w;
+ pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
+
+ // Clamp _ClipRect to 16bit.
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+
+ return OUT;
+ }
+
+ fixed4 frag (v2f IN) : SV_Target
+ {
+ fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
+ color *= m.x * m.y;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(color.a - 0.001);
+ #endif
+
+ return color;
+ }
+ ENDCG
+ }
+}
+
+ CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
new file mode 100644
index 000000000..0a416c85b
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 48bb5f55d8670e349b6e614913f9d910
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
new file mode 100644
index 000000000..006a271ee
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader
@@ -0,0 +1,145 @@
+Shader "TextMeshPro/Mobile/Bitmap" {
+
+Properties {
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ [HDR]_Color ("Text Color", Color) = (1,1,1,1)
+ _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
+
+ _VertexOffsetX("Vertex OffsetX", float) = 0
+ _VertexOffsetY("Vertex OffsetY", float) = 0
+ _MaskSoftnessX("Mask SoftnessX", float) = 0
+ _MaskSoftnessY("Mask SoftnessY", float) = 0
+
+ _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+
+ _StencilComp("Stencil Comparison", Float) = 8
+ _Stencil("Stencil ID", Float) = 0
+ _StencilOp("Stencil Operation", Float) = 0
+ _StencilWriteMask("Stencil Write Mask", Float) = 255
+ _StencilReadMask("Stencil Read Mask", Float) = 255
+
+ _CullMode("Cull Mode", Float) = 0
+ _ColorMask("Color Mask", Float) = 15
+}
+
+SubShader {
+
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+
+ Stencil
+ {
+ Ref[_Stencil]
+ Comp[_StencilComp]
+ Pass[_StencilOp]
+ ReadMask[_StencilReadMask]
+ WriteMask[_StencilWriteMask]
+ }
+
+
+ Lighting Off
+ Cull [_CullMode]
+ ZTest [unity_GUIZTestMode]
+ ZWrite Off
+ Fog { Mode Off }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ColorMask[_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+
+ #include "UnityCG.cginc"
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+ struct v2f {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float4 mask : TEXCOORD2;
+ };
+
+ sampler2D _MainTex;
+ fixed4 _Color;
+ float _DiffusePower;
+
+ uniform float _VertexOffsetX;
+ uniform float _VertexOffsetY;
+ uniform float4 _ClipRect;
+ uniform float _MaskSoftnessX;
+ uniform float _MaskSoftnessY;
+
+ v2f vert (appdata_t v)
+ {
+ v2f OUT;
+ float4 vert = v.vertex;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
+
+ OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
+ OUT.color = v.color;
+ OUT.color *= _Color;
+ OUT.color.rgb *= _DiffusePower;
+ OUT.texcoord0 = v.texcoord0;
+
+ float2 pixelSize = OUT.vertex.w;
+ //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
+
+ // Clamp _ClipRect to 16bit.
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+
+ return OUT;
+ }
+
+ fixed4 frag (v2f IN) : COLOR
+ {
+ fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
+ color *= m.x * m.y;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(color.a - 0.001);
+ #endif
+
+ return color;
+ }
+ ENDCG
+ }
+}
+
+SubShader {
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+ Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
+ Blend SrcAlpha OneMinusSrcAlpha
+ BindChannels {
+ Bind "Color", color
+ Bind "Vertex", vertex
+ Bind "TexCoord", texcoord0
+ }
+ Pass {
+ SetTexture [_MainTex] {
+ constantColor [_Color] combine constant * primary, constant * texture
+ }
+ }
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
new file mode 100644
index 000000000..d5fb125e1
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 1e3b057af24249748ff873be7fafee47
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
new file mode 100644
index 000000000..8ce4937a0
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader
@@ -0,0 +1,143 @@
+Shader "TextMeshPro/Bitmap" {
+
+Properties {
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _FaceTex ("Font Texture", 2D) = "white" {}
+ [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+
+ _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+
+ _StencilComp("Stencil Comparison", Float) = 8
+ _Stencil("Stencil ID", Float) = 0
+ _StencilOp("Stencil Operation", Float) = 0
+ _StencilWriteMask("Stencil Write Mask", Float) = 255
+ _StencilReadMask("Stencil Read Mask", Float) = 255
+
+ _CullMode("Cull Mode", Float) = 0
+ _ColorMask("Color Mask", Float) = 15
+}
+
+SubShader{
+
+ Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
+
+ Stencil
+ {
+ Ref[_Stencil]
+ Comp[_StencilComp]
+ Pass[_StencilOp]
+ ReadMask[_StencilReadMask]
+ WriteMask[_StencilWriteMask]
+ }
+
+
+ Lighting Off
+ Cull [_CullMode]
+ ZTest [unity_GUIZTestMode]
+ ZWrite Off
+ Fog { Mode Off }
+ Blend SrcAlpha OneMinusSrcAlpha
+ ColorMask[_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+
+ #include "UnityCG.cginc"
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+ struct v2f {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ float4 mask : TEXCOORD2;
+ };
+
+ uniform sampler2D _MainTex;
+ uniform sampler2D _FaceTex;
+ uniform float4 _FaceTex_ST;
+ uniform fixed4 _FaceColor;
+
+ uniform float _VertexOffsetX;
+ uniform float _VertexOffsetY;
+ uniform float4 _ClipRect;
+ uniform float _MaskSoftnessX;
+ uniform float _MaskSoftnessY;
+
+ float2 UnpackUV(float uv)
+ {
+ float2 output;
+ output.x = floor(uv / 4096);
+ output.y = uv - 4096 * output.x;
+
+ return output * 0.001953125;
+ }
+
+ v2f vert (appdata_t v)
+ {
+ float4 vert = v.vertex;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
+
+ float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
+
+ fixed4 faceColor = v.color;
+ faceColor *= _FaceColor;
+
+ v2f OUT;
+ OUT.vertex = vPosition;
+ OUT.color = faceColor;
+ OUT.texcoord0 = v.texcoord0;
+ OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
+ float2 pixelSize = vPosition.w;
+ pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
+
+ // Clamp _ClipRect to 16bit.
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+
+ return OUT;
+ }
+
+ fixed4 frag (v2f IN) : SV_Target
+ {
+ fixed4 color = tex2D(_MainTex, IN.texcoord0);
+ color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
+ color *= m.x * m.y;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(color.a - 0.001);
+ #endif
+
+ return color;
+ }
+ ENDCG
+ }
+}
+
+ CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
new file mode 100644
index 000000000..7eb1870f8
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 128e987d567d4e2c824d754223b3f3b0
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
new file mode 100644
index 000000000..c50c5930d
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader
@@ -0,0 +1,317 @@
+Shader "TextMeshPro/Distance Field Overlay" {
+
+Properties {
+ _FaceTex ("Face Texture", 2D) = "white" {}
+ _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
+ _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
+ [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
+ _FaceDilate ("Face Dilate", Range(-1,1)) = 0
+
+ [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineTex ("Outline Texture", 2D) = "white" {}
+ _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
+ _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
+ _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
+ _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
+
+ _Bevel ("Bevel", Range(0,1)) = 0.5
+ _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
+ _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
+ _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
+ _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
+
+ _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
+ [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
+ _SpecularPower ("Specular", Range(0,4)) = 2.0
+ _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
+ _Diffuse ("Diffuse", Range(0,1)) = 0.5
+ _Ambient ("Ambient", Range(1,0)) = 0.5
+
+ _BumpMap ("Normal map", 2D) = "bump" {}
+ _BumpOutline ("Bump Outline", Range(0,1)) = 0
+ _BumpFace ("Bump Face", Range(0,1)) = 0
+
+ _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
+ _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
+ _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
+ _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
+
+
+ [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
+ _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
+ _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
+ _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
+ _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
+
+ [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
+ _GlowOffset ("Offset", Range(-1,1)) = 0
+ _GlowInner ("Inner", Range(0,1)) = 0.05
+ _GlowOuter ("Outer", Range(0,1)) = 0.05
+ _GlowPower ("Falloff", Range(1, 0)) = 0.75
+
+ _WeightNormal ("Weight Normal", float) = 0
+ _WeightBold ("Weight Bold", float) = 0.5
+
+ _ShaderFlags ("Flags", float) = 0
+ _ScaleRatioA ("Scale RatioA", float) = 1
+ _ScaleRatioB ("Scale RatioB", float) = 1
+ _ScaleRatioC ("Scale RatioC", float) = 1
+
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _TextureWidth ("Texture Width", float) = 512
+ _TextureHeight ("Texture Height", float) = 512
+ _GradientScale ("Gradient Scale", float) = 5.0
+ _ScaleX ("Scale X", float) = 1.0
+ _ScaleY ("Scale Y", float) = 1.0
+ _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
+ _Sharpness ("Sharpness", Range(-1,1)) = 0
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+
+ _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
+ _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+
+ _StencilComp ("Stencil Comparison", Float) = 8
+ _Stencil ("Stencil ID", Float) = 0
+ _StencilOp ("Stencil Operation", Float) = 0
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
+
+ _CullMode ("Cull Mode", Float) = 0
+ _ColorMask ("Color Mask", Float) = 15
+}
+
+SubShader {
+
+ Tags
+ {
+ "Queue"="Overlay"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ }
+
+ Stencil
+ {
+ Ref [_Stencil]
+ Comp [_StencilComp]
+ Pass [_StencilOp]
+ ReadMask [_StencilReadMask]
+ WriteMask [_StencilWriteMask]
+ }
+
+ Cull [_CullMode]
+ ZWrite Off
+ Lighting Off
+ Fog { Mode Off }
+ ZTest Always
+ Blend One OneMinusSrcAlpha
+ ColorMask [_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertShader
+ #pragma fragment PixShader
+ #pragma shader_feature __ BEVEL_ON
+ #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
+ #pragma shader_feature __ GLOW_ON
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+ #include "TMPro_Properties.cginc"
+ #include "TMPro.cginc"
+
+ struct vertex_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ float4 position : POSITION;
+ float3 normal : NORMAL;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+
+ struct pixel_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ float4 position : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 atlas : TEXCOORD0; // Atlas
+ float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
+ float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
+ float3 viewDir : TEXCOORD3;
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
+ fixed4 underlayColor : COLOR1;
+ #endif
+ float4 textures : TEXCOORD5;
+ };
+
+ // Used by Unity internally to handle Texture Tiling and Offset.
+ float4 _FaceTex_ST;
+ float4 _OutlineTex_ST;
+
+ pixel_t VertShader(vertex_t input)
+ {
+ pixel_t output;
+
+ UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input,output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float bold = step(input.texcoord1.y, 0);
+
+ float4 vert = input.position;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ float4 vPosition = UnityObjectToClipPos(vert);
+
+ float2 pixelSize = vPosition.w;
+ pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
+ float scale = rsqrt(dot(pixelSize, pixelSize));
+ scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
+ if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
+
+ float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
+ weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
+
+ float bias =(.5 - weight) + (.5 / scale);
+
+ float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
+
+ #if GLOW_ON
+ alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
+ #endif
+
+ alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 underlayColor = _UnderlayColor;
+ underlayColor.rgb *= underlayColor.a;
+
+ float bScale = scale;
+ bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
+ float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
+
+ float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
+ float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
+ float2 bOffset = float2(x, y);
+ #endif
+
+ // Generate UV for the Masking Texture
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
+
+ // Support for texture tiling and offset
+ float2 textureUV = UnpackUV(input.texcoord1.x);
+ float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
+ float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
+
+
+ output.position = vPosition;
+ output.color = input.color;
+ output.atlas = input.texcoord0;
+ output.param = float4(alphaClip, scale, bias, weight);
+ output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+ output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
+ output.underlayColor = underlayColor;
+ #endif
+ output.textures = float4(faceUV, outlineUV);
+
+ return output;
+ }
+
+
+ fixed4 PixShader(pixel_t input) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+
+ float c = tex2D(_MainTex, input.atlas).a;
+
+ #ifndef UNDERLAY_ON
+ clip(c - input.param.x);
+ #endif
+
+ float scale = input.param.y;
+ float bias = input.param.z;
+ float weight = input.param.w;
+ float sd = (bias - c) * scale;
+
+ float outline = (_OutlineWidth * _ScaleRatioA) * scale;
+ float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
+
+ half4 faceColor = _FaceColor;
+ half4 outlineColor = _OutlineColor;
+
+ faceColor.rgb *= input.color.rgb;
+
+ faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
+ outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
+
+ faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
+
+ #if BEVEL_ON
+ float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
+ float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
+
+ float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
+ bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
+ n = normalize(n- bump);
+
+ float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
+
+ float3 col = GetSpecular(n, light);
+ faceColor.rgb += col*faceColor.a;
+ faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
+ faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
+
+ fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
+ faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
+ #endif
+
+ #if UNDERLAY_ON
+ float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
+ faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
+ #endif
+
+ #if UNDERLAY_INNER
+ float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
+ faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
+ #endif
+
+ #if GLOW_ON
+ float4 glowColor = GetGlowColor(sd, scale);
+ faceColor.rgb += glowColor.rgb * glowColor.a;
+ #endif
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
+ faceColor *= m.x * m.y;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(faceColor.a - 0.001);
+ #endif
+
+ return faceColor * input.color.a;
+ }
+
+ ENDCG
+ }
+}
+
+Fallback "TextMeshPro/Mobile/Distance Field"
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
new file mode 100644
index 000000000..56284e9fd
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: dd89cf5b9246416f84610a006f916af7
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
new file mode 100644
index 000000000..ed48574d5
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader
@@ -0,0 +1,310 @@
+Shader "TextMeshPro/Distance Field SSD" {
+
+Properties {
+ _FaceTex ("Face Texture", 2D) = "white" {}
+ _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
+ _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
+ [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
+ _FaceDilate ("Face Dilate", Range(-1,1)) = 0
+
+ [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineTex ("Outline Texture", 2D) = "white" {}
+ _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
+ _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
+ _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
+ _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
+
+ _Bevel ("Bevel", Range(0,1)) = 0.5
+ _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
+ _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
+ _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
+ _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
+
+ _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
+ [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
+ _SpecularPower ("Specular", Range(0,4)) = 2.0
+ _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
+ _Diffuse ("Diffuse", Range(0,1)) = 0.5
+ _Ambient ("Ambient", Range(1,0)) = 0.5
+
+ _BumpMap ("Normal map", 2D) = "bump" {}
+ _BumpOutline ("Bump Outline", Range(0,1)) = 0
+ _BumpFace ("Bump Face", Range(0,1)) = 0
+
+ _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
+ _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
+ _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
+ _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
+
+
+ [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
+ _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
+ _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
+ _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
+ _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
+
+ [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
+ _GlowOffset ("Offset", Range(-1,1)) = 0
+ _GlowInner ("Inner", Range(0,1)) = 0.05
+ _GlowOuter ("Outer", Range(0,1)) = 0.05
+ _GlowPower ("Falloff", Range(1, 0)) = 0.75
+
+ _WeightNormal ("Weight Normal", float) = 0
+ _WeightBold ("Weight Bold", float) = 0.5
+
+ _ShaderFlags ("Flags", float) = 0
+ _ScaleRatioA ("Scale RatioA", float) = 1
+ _ScaleRatioB ("Scale RatioB", float) = 1
+ _ScaleRatioC ("Scale RatioC", float) = 1
+
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _TextureWidth ("Texture Width", float) = 512
+ _TextureHeight ("Texture Height", float) = 512
+ _GradientScale ("Gradient Scale", float) = 5.0
+ _ScaleX ("Scale X", float) = 1.0
+ _ScaleY ("Scale Y", float) = 1.0
+ _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
+ _Sharpness ("Sharpness", Range(-1,1)) = 0
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+
+ _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
+ _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+
+ _StencilComp ("Stencil Comparison", Float) = 8
+ _Stencil ("Stencil ID", Float) = 0
+ _StencilOp ("Stencil Operation", Float) = 0
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
+
+ _CullMode ("Cull Mode", Float) = 0
+ _ColorMask ("Color Mask", Float) = 15
+}
+
+SubShader {
+ Tags
+ {
+ "Queue" = "Transparent"
+ "IgnoreProjector" = "True"
+ "RenderType" = "Transparent"
+ }
+
+ Stencil
+ {
+ Ref[_Stencil]
+ Comp[_StencilComp]
+ Pass[_StencilOp]
+ ReadMask[_StencilReadMask]
+ WriteMask[_StencilWriteMask]
+ }
+
+ Cull[_CullMode]
+ ZWrite Off
+ Lighting Off
+ Fog { Mode Off }
+ ZTest[unity_GUIZTestMode]
+ Blend One OneMinusSrcAlpha
+ ColorMask[_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertShader
+ #pragma fragment PixShader
+ #pragma shader_feature __ BEVEL_ON
+ #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
+ #pragma shader_feature __ GLOW_ON
+ #pragma shader_feature __ FORCE_LINEAR
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+ #include "TMPro_Properties.cginc"
+ #include "TMPro.cginc"
+
+ struct vertex_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ float4 position : POSITION;
+ float3 normal : NORMAL;
+ float4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+
+ struct pixel_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ float4 position : SV_POSITION;
+ float4 color : COLOR;
+ float2 atlas : TEXCOORD0;
+ float weight : TEXCOORD1;
+ float2 mask : TEXCOORD2; // Position in object space(xy)
+ float3 viewDir : TEXCOORD3;
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float2 texcoord2 : TEXCOORD4;
+ float4 underlayColor : COLOR1;
+ #endif
+ float4 textures : TEXCOORD5;
+ };
+
+ // Used by Unity internally to handle Texture Tiling and Offset.
+ float4 _FaceTex_ST;
+ float4 _OutlineTex_ST;
+
+ float4 SRGBToLinear(float4 rgba) {
+ return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
+ }
+
+ pixel_t VertShader(vertex_t input)
+ {
+ pixel_t output;
+
+ UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input,output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float bold = step(input.texcoord1.y, 0);
+
+ float4 vert = input.position;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ float4 vPosition = UnityObjectToClipPos(vert);
+
+ float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
+ weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 underlayColor = _UnderlayColor;
+ underlayColor.rgb *= underlayColor.a;
+
+ float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
+ float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
+ float2 bOffset = float2(x, y);
+ #endif
+
+ // Generate UV for the Masking Texture
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+
+ // Support for texture tiling and offset
+ float2 textureUV = UnpackUV(input.texcoord1.x);
+ float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
+ float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
+
+ float4 color = input.color;
+ #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
+ color = SRGBToLinear(input.color);
+ #endif
+
+ output.position = vPosition;
+ output.color = color;
+ output.atlas = input.texcoord0;
+ output.weight = weight;
+ output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
+ output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ output.texcoord2 = input.texcoord0 + bOffset;
+ output.underlayColor = underlayColor;
+ #endif
+ output.textures = float4(faceUV, outlineUV);
+
+ return output;
+ }
+
+
+ fixed4 PixShader(pixel_t input) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+
+ float c = tex2D(_MainTex, input.atlas).a;
+
+ float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
+ pixelSize *= _TextureWidth * .75;
+ float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
+
+ float weight = input.weight;
+ float bias = (.5 - weight) + (.5 / scale);
+ float sd = (bias - c) * scale;
+
+ float outline = (_OutlineWidth * _ScaleRatioA) * scale;
+ float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
+
+ half4 faceColor = _FaceColor;
+ half4 outlineColor = _OutlineColor;
+
+ faceColor.rgb *= input.color.rgb;
+
+ faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
+ outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
+
+ faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
+
+ #if BEVEL_ON
+ float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
+ float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
+
+ float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
+ bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
+ n = normalize(n - bump);
+
+ float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
+
+ float3 col = GetSpecular(n, light);
+ faceColor.rgb += col * faceColor.a;
+ faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
+ faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z);
+
+ fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
+ faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
+ #endif
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float bScale = scale;
+ bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
+ float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
+ #endif
+
+ #if UNDERLAY_ON
+ float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
+ faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
+ #endif
+
+ #if UNDERLAY_INNER
+ float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
+ faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
+ #endif
+
+ #if GLOW_ON
+ float4 glowColor = GetGlowColor(sd, scale);
+ faceColor.rgb += glowColor.rgb * glowColor.a;
+ #endif
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
+ faceColor *= m.x * m.y;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(faceColor.a - 0.001);
+ #endif
+
+ return faceColor * input.color.a;
+ }
+
+ ENDCG
+ }
+}
+
+Fallback "TextMeshPro/Mobile/Distance Field"
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
new file mode 100644
index 000000000..08cd8ae5b
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 14eb328de4b8eb245bb7cea29e4ac00b
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
new file mode 100644
index 000000000..7019aaf4b
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader
@@ -0,0 +1,247 @@
+// Simplified SDF shader:
+// - No Shading Option (bevel / bump / env map)
+// - No Glow Option
+// - Softness is applied on both side of the outline
+
+Shader "TextMeshPro/Mobile/Distance Field - Masking" {
+
+Properties {
+ [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
+ _FaceDilate ("Face Dilate", Range(-1,1)) = 0
+
+ [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
+ _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
+
+ [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
+ _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
+ _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
+ _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
+ _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
+
+ _WeightNormal ("Weight Normal", float) = 0
+ _WeightBold ("Weight Bold", float) = .5
+
+ _ShaderFlags ("Flags", float) = 0
+ _ScaleRatioA ("Scale RatioA", float) = 1
+ _ScaleRatioB ("Scale RatioB", float) = 1
+ _ScaleRatioC ("Scale RatioC", float) = 1
+
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _TextureWidth ("Texture Width", float) = 512
+ _TextureHeight ("Texture Height", float) = 512
+ _GradientScale ("Gradient Scale", float) = 5
+ _ScaleX ("Scale X", float) = 1
+ _ScaleY ("Scale Y", float) = 1
+ _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
+ _Sharpness ("Sharpness", Range(-1,1)) = 0
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+
+ _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+ _MaskTex ("Mask Texture", 2D) = "white" {}
+ _MaskInverse ("Inverse", float) = 0
+ _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
+ _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
+ _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
+
+ _StencilComp ("Stencil Comparison", Float) = 8
+ _Stencil ("Stencil ID", Float) = 0
+ _StencilOp ("Stencil Operation", Float) = 0
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
+
+ _CullMode ("Cull Mode", Float) = 0
+ _ColorMask ("Color Mask", Float) = 15
+}
+
+SubShader {
+ Tags
+ {
+ "Queue"="Transparent"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ }
+
+
+ Stencil
+ {
+ Ref [_Stencil]
+ Comp [_StencilComp]
+ Pass [_StencilOp]
+ ReadMask [_StencilReadMask]
+ WriteMask [_StencilWriteMask]
+ }
+
+ Cull [_CullMode]
+ ZWrite Off
+ Lighting Off
+ Fog { Mode Off }
+ ZTest [unity_GUIZTestMode]
+ Blend One OneMinusSrcAlpha
+ ColorMask [_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex VertShader
+ #pragma fragment PixShader
+ #pragma shader_feature __ OUTLINE_ON
+ #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+ #include "TMPro_Properties.cginc"
+
+ struct vertex_t {
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+ struct pixel_t {
+ float4 vertex : SV_POSITION;
+ fixed4 faceColor : COLOR;
+ fixed4 outlineColor : COLOR1;
+ float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
+ half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
+ half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
+ half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
+ #endif
+ };
+
+ float _MaskWipeControl;
+ float _MaskEdgeSoftness;
+ fixed4 _MaskEdgeColor;
+ bool _MaskInverse;
+
+ pixel_t VertShader(vertex_t input)
+ {
+ float bold = step(input.texcoord1.y, 0);
+
+ float4 vert = input.vertex;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+ float4 vPosition = UnityObjectToClipPos(vert);
+
+ float2 pixelSize = vPosition.w;
+ pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
+
+ float scale = rsqrt(dot(pixelSize, pixelSize));
+ scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
+ if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
+
+ float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
+ weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
+
+ float layerScale = scale;
+
+ scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
+ float bias = (0.5 - weight) * scale - 0.5;
+ float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
+
+ float opacity = input.color.a;
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ opacity = 1.0;
+ #endif
+
+ fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
+ faceColor.rgb *= faceColor.a;
+
+ fixed4 outlineColor = _OutlineColor;
+ outlineColor.a *= opacity;
+ outlineColor.rgb *= outlineColor.a;
+ outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
+
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+
+ layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
+ float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
+
+ float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
+ float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
+ float2 layerOffset = float2(x, y);
+ #endif
+
+ // Generate UV for the Masking Texture
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
+
+ // Structure for pixel shader
+ pixel_t output = {
+ vPosition,
+ faceColor,
+ outlineColor,
+ float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y),
+ half4(scale, bias - outline, bias + outline, bias),
+ half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)),
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ float4(input.texcoord0 + layerOffset, input.color.a, 0),
+ half2(layerScale, layerBias),
+ #endif
+ };
+
+ return output;
+ }
+
+
+ // PIXEL SHADER
+ fixed4 PixShader(pixel_t input) : SV_Target
+ {
+ half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
+ half4 c = input.faceColor * saturate(d - input.param.w);
+
+ #ifdef OUTLINE_ON
+ c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
+ c *= saturate(d - input.param.y);
+ #endif
+
+ #if UNDERLAY_ON
+ d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
+ c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
+ #endif
+
+ #if UNDERLAY_INNER
+ half sd = saturate(d - input.param.z);
+ d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
+ c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
+ #endif
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ //#if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
+ c *= m.x * m.y;
+ //#endif
+
+ float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
+ float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
+ a = saturate(t / _MaskEdgeSoftness);
+ c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a);
+ c *= a;
+
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ c *= input.texcoord1.z;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(c.a - 0.001);
+ #endif
+
+ return c;
+ }
+ ENDCG
+ }
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
new file mode 100644
index 000000000..3cbdbbb43
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: bc1ede39bf3643ee8e493720e4259791
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
new file mode 100644
index 000000000..ce82bed5d
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader
@@ -0,0 +1,240 @@
+// Simplified SDF shader:
+// - No Shading Option (bevel / bump / env map)
+// - No Glow Option
+// - Softness is applied on both side of the outline
+
+Shader "TextMeshPro/Mobile/Distance Field Overlay" {
+
+Properties {
+ [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
+ _FaceDilate ("Face Dilate", Range(-1,1)) = 0
+
+ [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
+ _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
+
+ [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
+ _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
+ _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
+ _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
+ _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
+
+ _WeightNormal ("Weight Normal", float) = 0
+ _WeightBold ("Weight Bold", float) = .5
+
+ _ShaderFlags ("Flags", float) = 0
+ _ScaleRatioA ("Scale RatioA", float) = 1
+ _ScaleRatioB ("Scale RatioB", float) = 1
+ _ScaleRatioC ("Scale RatioC", float) = 1
+
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _TextureWidth ("Texture Width", float) = 512
+ _TextureHeight ("Texture Height", float) = 512
+ _GradientScale ("Gradient Scale", float) = 5
+ _ScaleX ("Scale X", float) = 1
+ _ScaleY ("Scale Y", float) = 1
+ _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
+ _Sharpness ("Sharpness", Range(-1,1)) = 0
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+
+ _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+
+ _StencilComp ("Stencil Comparison", Float) = 8
+ _Stencil ("Stencil ID", Float) = 0
+ _StencilOp ("Stencil Operation", Float) = 0
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
+
+ _CullMode ("Cull Mode", Float) = 0
+ _ColorMask ("Color Mask", Float) = 15
+}
+
+SubShader {
+ Tags
+ {
+ "Queue"="Overlay"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ }
+
+
+ Stencil
+ {
+ Ref [_Stencil]
+ Comp [_StencilComp]
+ Pass [_StencilOp]
+ ReadMask [_StencilReadMask]
+ WriteMask [_StencilWriteMask]
+ }
+
+ Cull [_CullMode]
+ ZWrite Off
+ Lighting Off
+ Fog { Mode Off }
+ ZTest Always
+ Blend One OneMinusSrcAlpha
+ ColorMask [_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex VertShader
+ #pragma fragment PixShader
+ #pragma shader_feature __ OUTLINE_ON
+ #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+ #include "TMPro_Properties.cginc"
+
+ struct vertex_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+ struct pixel_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ float4 vertex : SV_POSITION;
+ fixed4 faceColor : COLOR;
+ fixed4 outlineColor : COLOR1;
+ float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
+ half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
+ half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
+ half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
+ #endif
+ };
+
+
+ pixel_t VertShader(vertex_t input)
+ {
+ pixel_t output;
+
+ UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float bold = step(input.texcoord1.y, 0);
+
+ float4 vert = input.vertex;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+ float4 vPosition = UnityObjectToClipPos(vert);
+
+ float2 pixelSize = vPosition.w;
+ pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
+
+ float scale = rsqrt(dot(pixelSize, pixelSize));
+ scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
+ if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
+
+ float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
+ weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
+
+ float layerScale = scale;
+
+ scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
+ float bias = (0.5 - weight) * scale - 0.5;
+ float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
+
+ float opacity = input.color.a;
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ opacity = 1.0;
+ #endif
+
+ fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
+ faceColor.rgb *= faceColor.a;
+
+ fixed4 outlineColor = _OutlineColor;
+ outlineColor.a *= opacity;
+ outlineColor.rgb *= outlineColor.a;
+ outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
+
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
+ float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
+
+ float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
+ float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
+ float2 layerOffset = float2(x, y);
+ #endif
+
+ // Generate UV for the Masking Texture
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
+
+ // Populate structure for pixel shader
+ output.vertex = vPosition;
+ output.faceColor = faceColor;
+ output.outlineColor = outlineColor;
+ output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
+ output.param = half4(scale, bias - outline, bias + outline, bias);
+ output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
+ output.underlayParam = half2(layerScale, layerBias);
+ #endif
+
+ return output;
+ }
+
+
+ // PIXEL SHADER
+ fixed4 PixShader(pixel_t input) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+
+ half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
+ half4 c = input.faceColor * saturate(d - input.param.w);
+
+ #ifdef OUTLINE_ON
+ c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
+ c *= saturate(d - input.param.y);
+ #endif
+
+ #if UNDERLAY_ON
+ d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
+ c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
+ #endif
+
+ #if UNDERLAY_INNER
+ half sd = saturate(d - input.param.z);
+ d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
+ c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
+ #endif
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
+ c *= m.x * m.y;
+ #endif
+
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ c *= input.texcoord1.z;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(c.a - 0.001);
+ #endif
+
+ return c;
+ }
+ ENDCG
+ }
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
new file mode 100644
index 000000000..e6b149e0a
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a02a7d8c237544f1962732b55a9aebf1
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
new file mode 100644
index 000000000..df4d5b0b0
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader
@@ -0,0 +1,106 @@
+// Simplified SDF shader:
+// - No Shading Option (bevel / bump / env map)
+// - No Glow Option
+// - Softness is applied on both side of the outline
+
+Shader "TextMeshPro/Mobile/Distance Field SSD" {
+
+Properties {
+ [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
+ _FaceDilate ("Face Dilate", Range(-1,1)) = 0
+
+ [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
+ _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
+
+ [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
+ _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
+ _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
+ _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
+ _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
+
+ _WeightNormal ("Weight Normal", float) = 0
+ _WeightBold ("Weight Bold", float) = .5
+
+ _ShaderFlags ("Flags", float) = 0
+ _ScaleRatioA ("Scale RatioA", float) = 1
+ _ScaleRatioB ("Scale RatioB", float) = 1
+ _ScaleRatioC ("Scale RatioC", float) = 1
+
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _TextureWidth ("Texture Width", float) = 512
+ _TextureHeight ("Texture Height", float) = 512
+ _GradientScale ("Gradient Scale", float) = 5
+ _ScaleX ("Scale X", float) = 1
+ _ScaleY ("Scale Y", float) = 1
+ _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
+ _Sharpness ("Sharpness", Range(-1,1)) = 0
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+
+ _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+ _MaskTex ("Mask Texture", 2D) = "white" {}
+ _MaskInverse ("Inverse", float) = 0
+ _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
+ _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
+ _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
+
+ _StencilComp ("Stencil Comparison", Float) = 8
+ _Stencil ("Stencil ID", Float) = 0
+ _StencilOp ("Stencil Operation", Float) = 0
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
+
+ _CullMode ("Cull Mode", Float) = 0
+ _ColorMask ("Color Mask", Float) = 15
+}
+
+SubShader {
+ Tags {
+ "Queue"="Transparent"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ }
+
+ Stencil
+ {
+ Ref [_Stencil]
+ Comp [_StencilComp]
+ Pass [_StencilOp]
+ ReadMask [_StencilReadMask]
+ WriteMask [_StencilWriteMask]
+ }
+
+ Cull [_CullMode]
+ ZWrite Off
+ Lighting Off
+ Fog { Mode Off }
+ ZTest [unity_GUIZTestMode]
+ Blend One OneMinusSrcAlpha
+ ColorMask [_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex VertShader
+ #pragma fragment PixShader
+ #pragma shader_feature __ OUTLINE_ON
+ #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+ #include "TMPro_Properties.cginc"
+
+ #include "TMPro_Mobile.cginc"
+
+ ENDCG
+ }
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta
new file mode 100644
index 000000000..9b84c13d0
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c8d12adcee749c344b8117cf7c7eb912
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
new file mode 100644
index 000000000..d3f5866c8
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader
@@ -0,0 +1,240 @@
+// Simplified SDF shader:
+// - No Shading Option (bevel / bump / env map)
+// - No Glow Option
+// - Softness is applied on both side of the outline
+
+Shader "TextMeshPro/Mobile/Distance Field" {
+
+Properties {
+ [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
+ _FaceDilate ("Face Dilate", Range(-1,1)) = 0
+
+ [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
+ _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
+
+ [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
+ _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
+ _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
+ _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
+ _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
+
+ _WeightNormal ("Weight Normal", float) = 0
+ _WeightBold ("Weight Bold", float) = .5
+
+ _ShaderFlags ("Flags", float) = 0
+ _ScaleRatioA ("Scale RatioA", float) = 1
+ _ScaleRatioB ("Scale RatioB", float) = 1
+ _ScaleRatioC ("Scale RatioC", float) = 1
+
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _TextureWidth ("Texture Width", float) = 512
+ _TextureHeight ("Texture Height", float) = 512
+ _GradientScale ("Gradient Scale", float) = 5
+ _ScaleX ("Scale X", float) = 1
+ _ScaleY ("Scale Y", float) = 1
+ _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
+ _Sharpness ("Sharpness", Range(-1,1)) = 0
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+
+ _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+
+ _StencilComp ("Stencil Comparison", Float) = 8
+ _Stencil ("Stencil ID", Float) = 0
+ _StencilOp ("Stencil Operation", Float) = 0
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
+
+ _CullMode ("Cull Mode", Float) = 0
+ _ColorMask ("Color Mask", Float) = 15
+}
+
+SubShader {
+ Tags
+ {
+ "Queue"="Transparent"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ }
+
+
+ Stencil
+ {
+ Ref [_Stencil]
+ Comp [_StencilComp]
+ Pass [_StencilOp]
+ ReadMask [_StencilReadMask]
+ WriteMask [_StencilWriteMask]
+ }
+
+ Cull [_CullMode]
+ ZWrite Off
+ Lighting Off
+ Fog { Mode Off }
+ ZTest [unity_GUIZTestMode]
+ Blend One OneMinusSrcAlpha
+ ColorMask [_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma vertex VertShader
+ #pragma fragment PixShader
+ #pragma shader_feature __ OUTLINE_ON
+ #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+ #include "TMPro_Properties.cginc"
+
+ struct vertex_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ float4 vertex : POSITION;
+ float3 normal : NORMAL;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+ struct pixel_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ float4 vertex : SV_POSITION;
+ fixed4 faceColor : COLOR;
+ fixed4 outlineColor : COLOR1;
+ float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
+ half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
+ half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
+ half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
+ #endif
+ };
+
+
+ pixel_t VertShader(vertex_t input)
+ {
+ pixel_t output;
+
+ UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float bold = step(input.texcoord1.y, 0);
+
+ float4 vert = input.vertex;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+ float4 vPosition = UnityObjectToClipPos(vert);
+
+ float2 pixelSize = vPosition.w;
+ pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
+
+ float scale = rsqrt(dot(pixelSize, pixelSize));
+ scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
+ if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
+
+ float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
+ weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
+
+ float layerScale = scale;
+
+ scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
+ float bias = (0.5 - weight) * scale - 0.5;
+ float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
+
+ float opacity = input.color.a;
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ opacity = 1.0;
+ #endif
+
+ fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
+ faceColor.rgb *= faceColor.a;
+
+ fixed4 outlineColor = _OutlineColor;
+ outlineColor.a *= opacity;
+ outlineColor.rgb *= outlineColor.a;
+ outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
+
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
+ float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
+
+ float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
+ float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
+ float2 layerOffset = float2(x, y);
+ #endif
+
+ // Generate UV for the Masking Texture
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
+
+ // Populate structure for pixel shader
+ output.vertex = vPosition;
+ output.faceColor = faceColor;
+ output.outlineColor = outlineColor;
+ output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
+ output.param = half4(scale, bias - outline, bias + outline, bias);
+ output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
+ output.underlayParam = half2(layerScale, layerBias);
+ #endif
+
+ return output;
+ }
+
+
+ // PIXEL SHADER
+ fixed4 PixShader(pixel_t input) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+
+ half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
+ half4 c = input.faceColor * saturate(d - input.param.w);
+
+ #ifdef OUTLINE_ON
+ c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
+ c *= saturate(d - input.param.y);
+ #endif
+
+ #if UNDERLAY_ON
+ d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
+ c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
+ #endif
+
+ #if UNDERLAY_INNER
+ half sd = saturate(d - input.param.z);
+ d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
+ c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
+ #endif
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
+ c *= m.x * m.y;
+ #endif
+
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ c *= input.texcoord1.z;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(c.a - 0.001);
+ #endif
+
+ return c;
+ }
+ ENDCG
+ }
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
new file mode 100644
index 000000000..2ac6e76cd
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: fe393ace9b354375a9cb14cdbbc28be4
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
new file mode 100644
index 000000000..be764aeb9
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader
@@ -0,0 +1,138 @@
+// Simplified version of the SDF Surface shader :
+// - No support for Bevel, Bump or envmap
+// - Diffuse only lighting
+// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
+
+Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
+
+Properties {
+ _FaceTex ("Fill Texture", 2D) = "white" {}
+ [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
+ _FaceDilate ("Face Dilate", Range(-1,1)) = 0
+
+ [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineTex ("Outline Texture", 2D) = "white" {}
+ _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
+ _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
+
+ [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
+ _GlowOffset ("Offset", Range(-1,1)) = 0
+ _GlowInner ("Inner", Range(0,1)) = 0.05
+ _GlowOuter ("Outer", Range(0,1)) = 0.05
+ _GlowPower ("Falloff", Range(1, 0)) = 0.75
+
+ _WeightNormal ("Weight Normal", float) = 0
+ _WeightBold ("Weight Bold", float) = 0.5
+
+ // Should not be directly exposed to the user
+ _ShaderFlags ("Flags", float) = 0
+ _ScaleRatioA ("Scale RatioA", float) = 1
+ _ScaleRatioB ("Scale RatioB", float) = 1
+ _ScaleRatioC ("Scale RatioC", float) = 1
+
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _TextureWidth ("Texture Width", float) = 512
+ _TextureHeight ("Texture Height", float) = 512
+ _GradientScale ("Gradient Scale", float) = 5.0
+ _ScaleX ("Scale X", float) = 1.0
+ _ScaleY ("Scale Y", float) = 1.0
+ _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
+ _Sharpness ("Sharpness", Range(-1,1)) = 0
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+
+ _CullMode ("Cull Mode", Float) = 0
+ //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
+ //_MaskSoftness ("Mask Softness", float) = 0
+}
+
+SubShader {
+
+ Tags {
+ "Queue"="Transparent"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ }
+
+ LOD 300
+ Cull [_CullMode]
+
+ CGPROGRAM
+ #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
+ #pragma target 3.0
+ #pragma shader_feature __ GLOW_ON
+
+ #include "TMPro_Properties.cginc"
+ #include "TMPro.cginc"
+
+ half _FaceShininess;
+ half _OutlineShininess;
+
+ struct Input
+ {
+ fixed4 color : COLOR;
+ float2 uv_MainTex;
+ float2 uv2_FaceTex;
+ float2 uv2_OutlineTex;
+ float2 param; // Weight, Scale
+ float3 viewDirEnv;
+ };
+
+ #include "TMPro_Surface.cginc"
+
+ ENDCG
+
+ // Pass to render object as a shadow caster
+ Pass
+ {
+ Name "Caster"
+ Tags { "LightMode" = "ShadowCaster" }
+ Offset 1, 1
+
+ Fog {Mode Off}
+ ZWrite On ZTest LEqual Cull Off
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_shadowcaster
+ #include "UnityCG.cginc"
+
+ struct v2f {
+ V2F_SHADOW_CASTER;
+ float2 uv : TEXCOORD1;
+ float2 uv2 : TEXCOORD3;
+ float alphaClip : TEXCOORD2;
+ };
+
+ uniform float4 _MainTex_ST;
+ uniform float4 _OutlineTex_ST;
+ float _OutlineWidth;
+ float _FaceDilate;
+ float _ScaleRatioA;
+
+ v2f vert( appdata_base v )
+ {
+ v2f o;
+ TRANSFER_SHADOW_CASTER(o)
+ o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
+ o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
+ o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
+ return o;
+ }
+
+ uniform sampler2D _MainTex;
+
+ float4 frag(v2f i) : COLOR
+ {
+ fixed4 texcol = tex2D(_MainTex, i.uv).a;
+ clip(texcol.a - i.alphaClip);
+ SHADOW_CASTER_FRAGMENT(i)
+ }
+ ENDCG
+ }
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
new file mode 100644
index 000000000..bff8b7aa9
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 85187c2149c549c5b33f0cdb02836b17
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
new file mode 100644
index 000000000..bcb2bb273
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader
@@ -0,0 +1,158 @@
+Shader "TextMeshPro/Distance Field (Surface)" {
+
+Properties {
+ _FaceTex ("Fill Texture", 2D) = "white" {}
+ _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
+ _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
+ [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
+ _FaceDilate ("Face Dilate", Range(-1,1)) = 0
+
+ [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineTex ("Outline Texture", 2D) = "white" {}
+ _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
+ _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
+ _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
+ _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
+
+ _Bevel ("Bevel", Range(0,1)) = 0.5
+ _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
+ _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
+ _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
+ _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
+
+ _BumpMap ("Normalmap", 2D) = "bump" {}
+ _BumpOutline ("Bump Outline", Range(0,1)) = 0.5
+ _BumpFace ("Bump Face", Range(0,1)) = 0.5
+
+ _ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
+ _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
+ _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
+ [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
+
+ _FaceShininess ("Face Shininess", Range(0,1)) = 0
+ _OutlineShininess ("Outline Shininess", Range(0,1)) = 0
+
+ [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
+ _GlowOffset ("Offset", Range(-1,1)) = 0
+ _GlowInner ("Inner", Range(0,1)) = 0.05
+ _GlowOuter ("Outer", Range(0,1)) = 0.05
+ _GlowPower ("Falloff", Range(1, 0)) = 0.75
+
+ _WeightNormal ("Weight Normal", float) = 0
+ _WeightBold ("Weight Bold", float) = 0.5
+
+ // Should not be directly exposed to the user
+ _ShaderFlags ("Flags", float) = 0
+ _ScaleRatioA ("Scale RatioA", float) = 1
+ _ScaleRatioB ("Scale RatioB", float) = 1
+ _ScaleRatioC ("Scale RatioC", float) = 1
+
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _TextureWidth ("Texture Width", float) = 512
+ _TextureHeight ("Texture Height", float) = 512
+ _GradientScale ("Gradient Scale", float) = 5.0
+ _ScaleX ("Scale X", float) = 1.0
+ _ScaleY ("Scale Y", float) = 1.0
+ _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
+ _Sharpness ("Sharpness", Range(-1,1)) = 0
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+
+ _CullMode ("Cull Mode", Float) = 0
+ //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
+ //_MaskSoftness ("Mask Softness", float) = 0
+}
+
+SubShader {
+
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+
+ LOD 300
+ Cull [_CullMode]
+
+ CGPROGRAM
+ #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
+ #pragma target 3.0
+ #pragma shader_feature __ GLOW_ON
+ #pragma glsl
+
+ #include "TMPro_Properties.cginc"
+ #include "TMPro.cginc"
+
+ half _FaceShininess;
+ half _OutlineShininess;
+
+ struct Input
+ {
+ fixed4 color : COLOR;
+ float2 uv_MainTex;
+ float2 uv2_FaceTex;
+ float2 uv2_OutlineTex;
+ float2 param; // Weight, Scale
+ float3 viewDirEnv;
+ };
+
+
+ #define BEVEL_ON 1
+ #include "TMPro_Surface.cginc"
+
+ ENDCG
+
+ // Pass to render object as a shadow caster
+ Pass
+ {
+ Name "Caster"
+ Tags { "LightMode" = "ShadowCaster" }
+ Offset 1, 1
+
+ Fog {Mode Off}
+ ZWrite On
+ ZTest LEqual
+ Cull Off
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_shadowcaster
+ #include "UnityCG.cginc"
+
+ struct v2f {
+ V2F_SHADOW_CASTER;
+ float2 uv : TEXCOORD1;
+ float2 uv2 : TEXCOORD3;
+ float alphaClip : TEXCOORD2;
+ };
+
+ uniform float4 _MainTex_ST;
+ uniform float4 _OutlineTex_ST;
+ float _OutlineWidth;
+ float _FaceDilate;
+ float _ScaleRatioA;
+
+ v2f vert( appdata_base v )
+ {
+ v2f o;
+ TRANSFER_SHADOW_CASTER(o)
+ o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
+ o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
+ o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
+ return o;
+ }
+
+ uniform sampler2D _MainTex;
+
+ float4 frag(v2f i) : COLOR
+ {
+ fixed4 texcol = tex2D(_MainTex, i.uv).a;
+ clip(texcol.a - i.alphaClip);
+ SHADOW_CASTER_FRAGMENT(i)
+ }
+ ENDCG
+ }
+}
+
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}
+
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
new file mode 100644
index 000000000..26e814c2c
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: f7ada0af4f174f0694ca6a487b8f543d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader
new file mode 100644
index 000000000..011ee199a
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader
@@ -0,0 +1,317 @@
+Shader "TextMeshPro/Distance Field" {
+
+Properties {
+ _FaceTex ("Face Texture", 2D) = "white" {}
+ _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
+ _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
+ [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
+ _FaceDilate ("Face Dilate", Range(-1,1)) = 0
+
+ [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
+ _OutlineTex ("Outline Texture", 2D) = "white" {}
+ _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
+ _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
+ _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
+ _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
+
+ _Bevel ("Bevel", Range(0,1)) = 0.5
+ _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
+ _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
+ _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
+ _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
+
+ _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
+ [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
+ _SpecularPower ("Specular", Range(0,4)) = 2.0
+ _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
+ _Diffuse ("Diffuse", Range(0,1)) = 0.5
+ _Ambient ("Ambient", Range(1,0)) = 0.5
+
+ _BumpMap ("Normal map", 2D) = "bump" {}
+ _BumpOutline ("Bump Outline", Range(0,1)) = 0
+ _BumpFace ("Bump Face", Range(0,1)) = 0
+
+ _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
+ _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
+ _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
+ _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
+
+
+ [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
+ _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
+ _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
+ _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
+ _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
+
+ [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
+ _GlowOffset ("Offset", Range(-1,1)) = 0
+ _GlowInner ("Inner", Range(0,1)) = 0.05
+ _GlowOuter ("Outer", Range(0,1)) = 0.05
+ _GlowPower ("Falloff", Range(1, 0)) = 0.75
+
+ _WeightNormal ("Weight Normal", float) = 0
+ _WeightBold ("Weight Bold", float) = 0.5
+
+ _ShaderFlags ("Flags", float) = 0
+ _ScaleRatioA ("Scale RatioA", float) = 1
+ _ScaleRatioB ("Scale RatioB", float) = 1
+ _ScaleRatioC ("Scale RatioC", float) = 1
+
+ _MainTex ("Font Atlas", 2D) = "white" {}
+ _TextureWidth ("Texture Width", float) = 512
+ _TextureHeight ("Texture Height", float) = 512
+ _GradientScale ("Gradient Scale", float) = 5.0
+ _ScaleX ("Scale X", float) = 1.0
+ _ScaleY ("Scale Y", float) = 1.0
+ _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
+ _Sharpness ("Sharpness", Range(-1,1)) = 0
+
+ _VertexOffsetX ("Vertex OffsetX", float) = 0
+ _VertexOffsetY ("Vertex OffsetY", float) = 0
+
+ _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
+ _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+ _MaskSoftnessX ("Mask SoftnessX", float) = 0
+ _MaskSoftnessY ("Mask SoftnessY", float) = 0
+
+ _StencilComp ("Stencil Comparison", Float) = 8
+ _Stencil ("Stencil ID", Float) = 0
+ _StencilOp ("Stencil Operation", Float) = 0
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
+
+ _CullMode ("Cull Mode", Float) = 0
+ _ColorMask ("Color Mask", Float) = 15
+}
+
+SubShader {
+
+ Tags
+ {
+ "Queue"="Transparent"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ }
+
+ Stencil
+ {
+ Ref [_Stencil]
+ Comp [_StencilComp]
+ Pass [_StencilOp]
+ ReadMask [_StencilReadMask]
+ WriteMask [_StencilWriteMask]
+ }
+
+ Cull [_CullMode]
+ ZWrite Off
+ Lighting Off
+ Fog { Mode Off }
+ ZTest [unity_GUIZTestMode]
+ Blend One OneMinusSrcAlpha
+ ColorMask [_ColorMask]
+
+ Pass {
+ CGPROGRAM
+ #pragma target 3.0
+ #pragma vertex VertShader
+ #pragma fragment PixShader
+ #pragma shader_feature __ BEVEL_ON
+ #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
+ #pragma shader_feature __ GLOW_ON
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+ #include "TMPro_Properties.cginc"
+ #include "TMPro.cginc"
+
+ struct vertex_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ float4 position : POSITION;
+ float3 normal : NORMAL;
+ fixed4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+ };
+
+
+ struct pixel_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ float4 position : SV_POSITION;
+ fixed4 color : COLOR;
+ float2 atlas : TEXCOORD0; // Atlas
+ float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
+ float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
+ float3 viewDir : TEXCOORD3;
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
+ fixed4 underlayColor : COLOR1;
+ #endif
+ float4 textures : TEXCOORD5;
+ };
+
+ // Used by Unity internally to handle Texture Tiling and Offset.
+ float4 _FaceTex_ST;
+ float4 _OutlineTex_ST;
+
+ pixel_t VertShader(vertex_t input)
+ {
+ pixel_t output;
+
+ UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input,output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float bold = step(input.texcoord1.y, 0);
+
+ float4 vert = input.position;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ float4 vPosition = UnityObjectToClipPos(vert);
+
+ float2 pixelSize = vPosition.w;
+ pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
+ float scale = rsqrt(dot(pixelSize, pixelSize));
+ scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
+ if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
+
+ float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
+ weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
+
+ float bias =(.5 - weight) + (.5 / scale);
+
+ float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
+
+ #if GLOW_ON
+ alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
+ #endif
+
+ alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight;
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 underlayColor = _UnderlayColor;
+ underlayColor.rgb *= underlayColor.a;
+
+ float bScale = scale;
+ bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
+ float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
+
+ float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
+ float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
+ float2 bOffset = float2(x, y);
+ #endif
+
+ // Generate UV for the Masking Texture
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
+
+ // Support for texture tiling and offset
+ float2 textureUV = UnpackUV(input.texcoord1.x);
+ float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
+ float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
+
+
+ output.position = vPosition;
+ output.color = input.color;
+ output.atlas = input.texcoord0;
+ output.param = float4(alphaClip, scale, bias, weight);
+ output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
+ output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
+ output.underlayColor = underlayColor;
+ #endif
+ output.textures = float4(faceUV, outlineUV);
+
+ return output;
+ }
+
+
+ fixed4 PixShader(pixel_t input) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+
+ float c = tex2D(_MainTex, input.atlas).a;
+
+ #ifndef UNDERLAY_ON
+ clip(c - input.param.x);
+ #endif
+
+ float scale = input.param.y;
+ float bias = input.param.z;
+ float weight = input.param.w;
+ float sd = (bias - c) * scale;
+
+ float outline = (_OutlineWidth * _ScaleRatioA) * scale;
+ float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
+
+ half4 faceColor = _FaceColor;
+ half4 outlineColor = _OutlineColor;
+
+ faceColor.rgb *= input.color.rgb;
+
+ faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
+ outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
+
+ faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
+
+ #if BEVEL_ON
+ float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
+ float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
+
+ float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
+ bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
+ n = normalize(n- bump);
+
+ float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
+
+ float3 col = GetSpecular(n, light);
+ faceColor.rgb += col*faceColor.a;
+ faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
+ faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
+
+ fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
+ faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
+ #endif
+
+ #if UNDERLAY_ON
+ float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
+ faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
+ #endif
+
+ #if UNDERLAY_INNER
+ float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
+ faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
+ #endif
+
+ #if GLOW_ON
+ float4 glowColor = GetGlowColor(sd, scale);
+ faceColor.rgb += glowColor.rgb * glowColor.a;
+ #endif
+
+ // Alternative implementation to UnityGet2DClipping with support for softness.
+ #if UNITY_UI_CLIP_RECT
+ half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
+ faceColor *= m.x * m.y;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(faceColor.a - 0.001);
+ #endif
+
+ return faceColor * input.color.a;
+ }
+
+ ENDCG
+ }
+}
+
+Fallback "TextMeshPro/Mobile/Distance Field"
+CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
new file mode 100644
index 000000000..e1cf3f38f
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 68e6db2ebdc24f95958faec2be5558d6
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader
new file mode 100644
index 000000000..adccc04c5
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader
@@ -0,0 +1,114 @@
+Shader "TextMeshPro/Sprite"
+{
+ Properties
+ {
+ _MainTex ("Sprite Texture", 2D) = "white" {}
+ _Color ("Tint", Color) = (1,1,1,1)
+
+ _StencilComp ("Stencil Comparison", Float) = 8
+ _Stencil ("Stencil ID", Float) = 0
+ _StencilOp ("Stencil Operation", Float) = 0
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
+
+ _CullMode ("Cull Mode", Float) = 0
+ _ColorMask ("Color Mask", Float) = 15
+ _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
+
+ [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
+ }
+
+ SubShader
+ {
+ Tags
+ {
+ "Queue"="Transparent"
+ "IgnoreProjector"="True"
+ "RenderType"="Transparent"
+ "PreviewType"="Plane"
+ "CanUseSpriteAtlas"="True"
+ }
+
+ Stencil
+ {
+ Ref [_Stencil]
+ Comp [_StencilComp]
+ Pass [_StencilOp]
+ ReadMask [_StencilReadMask]
+ WriteMask [_StencilWriteMask]
+ }
+
+ Cull [_CullMode]
+ Lighting Off
+ ZWrite Off
+ ZTest [unity_GUIZTestMode]
+ Blend SrcAlpha OneMinusSrcAlpha
+ ColorMask [_ColorMask]
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
+
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ struct appdata_t
+ {
+ float4 vertex : POSITION;
+ float4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ half2 texcoord : TEXCOORD0;
+ float4 worldPosition : TEXCOORD1;
+ };
+
+ fixed4 _Color;
+ fixed4 _TextureSampleAdd;
+ float4 _ClipRect;
+
+ v2f vert(appdata_t IN)
+ {
+ v2f OUT;
+ OUT.worldPosition = IN.vertex;
+ OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
+
+ OUT.texcoord = IN.texcoord;
+
+ #ifdef UNITY_HALF_TEXEL_OFFSET
+ OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
+ #endif
+
+ OUT.color = IN.color * _Color;
+ return OUT;
+ }
+
+ sampler2D _MainTex;
+
+ fixed4 frag(v2f IN) : SV_Target
+ {
+ half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
+
+ #if UNITY_UI_CLIP_RECT
+ color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
+ #endif
+
+ #ifdef UNITY_UI_ALPHACLIP
+ clip (color.a - 0.001);
+ #endif
+
+ return color;
+ }
+ ENDCG
+ }
+ }
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta
new file mode 100644
index 000000000..50ba195eb
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: cf81c85f95fe47e1a27f6ae460cf182c
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc
new file mode 100644
index 000000000..589813044
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc
@@ -0,0 +1,84 @@
+float2 UnpackUV(float uv)
+{
+ float2 output;
+ output.x = floor(uv / 4096);
+ output.y = uv - 4096 * output.x;
+
+ return output * 0.001953125;
+}
+
+fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
+{
+ half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
+ half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
+
+ faceColor.rgb *= faceColor.a;
+ outlineColor.rgb *= outlineColor.a;
+
+ faceColor = lerp(faceColor, outlineColor, outlineAlpha);
+
+ faceColor *= faceAlpha;
+
+ return faceColor;
+}
+
+float3 GetSurfaceNormal(float4 h, float bias)
+{
+ bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
+
+ h += bias+_BevelOffset;
+
+ float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
+
+ // Track outline
+ h -= .5;
+ h /= bevelWidth;
+ h = saturate(h+.5);
+
+ if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
+ h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
+ h = min(h, 1.0-_BevelClamp);
+ h *= _Bevel * bevelWidth * _GradientScale * -2.0;
+
+ float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
+ float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
+
+ return cross(va, vb);
+}
+
+float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
+{
+ // Read "height field"
+ float4 h = {tex2D(_MainTex, uv - delta.xz).a,
+ tex2D(_MainTex, uv + delta.xz).a,
+ tex2D(_MainTex, uv - delta.zy).a,
+ tex2D(_MainTex, uv + delta.zy).a};
+
+ return GetSurfaceNormal(h, bias);
+}
+
+float3 GetSpecular(float3 n, float3 l)
+{
+ float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
+ return _SpecularColor.rgb * spec * _SpecularPower;
+}
+
+float4 GetGlowColor(float d, float scale)
+{
+ float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
+ float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
+ glow = saturate(abs(glow/(1.0 + t)));
+ glow = 1.0-pow(glow, _GlowPower);
+ glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
+ return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
+}
+
+float4 BlendARGB(float4 overlying, float4 underlying)
+{
+ overlying.rgb *= overlying.a;
+ underlying.rgb *= underlying.a;
+ float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
+ float alpha = underlying.a + (1-underlying.a)*overlying.a;
+ return float4(blended, alpha);
+}
+
diff --git a/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
new file mode 100644
index 000000000..0d6eb56ce
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 407bc68d299748449bbf7f48ee690f8d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
new file mode 100644
index 000000000..5969fec1a
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc
@@ -0,0 +1,157 @@
+struct vertex_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ float4 position : POSITION;
+ float3 normal : NORMAL;
+ float4 color : COLOR;
+ float2 texcoord0 : TEXCOORD0;
+ float2 texcoord1 : TEXCOORD1;
+};
+
+struct pixel_t {
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ float4 position : SV_POSITION;
+ float4 faceColor : COLOR;
+ float4 outlineColor : COLOR1;
+ float4 texcoord0 : TEXCOORD0;
+ float4 param : TEXCOORD1; // weight, scaleRatio
+ float2 mask : TEXCOORD2;
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 texcoord2 : TEXCOORD3;
+ float4 underlayColor : COLOR2;
+ #endif
+};
+
+float4 SRGBToLinear(float4 rgba) {
+ return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
+}
+
+pixel_t VertShader(vertex_t input)
+{
+ pixel_t output;
+
+ UNITY_INITIALIZE_OUTPUT(pixel_t, output);
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float bold = step(input.texcoord1.y, 0);
+
+ float4 vert = input.position;
+ vert.x += _VertexOffsetX;
+ vert.y += _VertexOffsetY;
+
+ float4 vPosition = UnityObjectToClipPos(vert);
+
+ float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
+ weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
+
+ // Generate UV for the Masking Texture
+ float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
+ float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
+
+ float4 color = input.color;
+ #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
+ color = SRGBToLinear(input.color);
+ #endif
+
+ float opacity = color.a;
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ opacity = 1.0;
+ #endif
+
+ float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
+ faceColor.rgb *= faceColor.a;
+
+ float4 outlineColor = _OutlineColor;
+ outlineColor.a *= opacity;
+ outlineColor.rgb *= outlineColor.a;
+
+ output.position = vPosition;
+ output.faceColor = faceColor;
+ output.outlineColor = outlineColor;
+ output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
+ output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
+
+ float2 mask = float2(0, 0);
+ #if UNITY_UI_CLIP_RECT
+ mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
+ #endif
+ output.mask = mask;
+
+ #if (UNDERLAY_ON || UNDERLAY_INNER)
+ float4 underlayColor = _UnderlayColor;
+ underlayColor.rgb *= underlayColor.a;
+
+ float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
+ float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
+
+ output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
+ output.underlayColor = underlayColor;
+ #endif
+
+ return output;
+}
+
+float4 PixShader(pixel_t input) : SV_Target
+{
+ UNITY_SETUP_INSTANCE_ID(input);
+
+ float d = tex2D(_MainTex, input.texcoord0.xy).a;
+
+ float2 UV = input.texcoord0.xy;
+ float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
+
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ float layerScale = scale;
+ layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
+ float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
+ #endif
+
+ scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
+
+ float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
+
+ #ifdef OUTLINE_ON
+ float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
+ faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
+ faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
+ #endif
+
+ #if UNDERLAY_ON
+ d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
+ faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
+ #endif
+
+ #if UNDERLAY_INNER
+ float bias = input.param.x * scale - 0.5;
+ float sd = saturate(d * scale - bias - input.param.z);
+ d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
+ faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
+ #endif
+
+ #ifdef MASKING
+ float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
+ float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
+ a = saturate(t / _MaskEdgeSoftness);
+ faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
+ faceColor *= a;
+ #endif
+
+ // Alternative implementation to UnityGet2DClipping with support for softness
+ #if UNITY_UI_CLIP_RECT
+ float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
+ float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
+ faceColor *= m.x * m.y;
+ #endif
+
+ #if (UNDERLAY_ON | UNDERLAY_INNER)
+ faceColor *= input.texcoord2.z;
+ #endif
+
+ #if UNITY_UI_ALPHACLIP
+ clip(faceColor.a - 0.001);
+ #endif
+
+ return faceColor;
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta
new file mode 100644
index 000000000..4415e5078
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: c334973cef89a9840b0b0c507e0377ab
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc
new file mode 100644
index 000000000..2e962588c
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc
@@ -0,0 +1,85 @@
+// UI Editable properties
+uniform sampler2D _FaceTex; // Alpha : Signed Distance
+uniform float _FaceUVSpeedX;
+uniform float _FaceUVSpeedY;
+uniform fixed4 _FaceColor; // RGBA : Color + Opacity
+uniform float _FaceDilate; // v[ 0, 1]
+uniform float _OutlineSoftness; // v[ 0, 1]
+
+uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
+uniform float _OutlineUVSpeedX;
+uniform float _OutlineUVSpeedY;
+uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
+uniform float _OutlineWidth; // v[ 0, 1]
+
+uniform float _Bevel; // v[ 0, 1]
+uniform float _BevelOffset; // v[-1, 1]
+uniform float _BevelWidth; // v[-1, 1]
+uniform float _BevelClamp; // v[ 0, 1]
+uniform float _BevelRoundness; // v[ 0, 1]
+
+uniform sampler2D _BumpMap; // Normal map
+uniform float _BumpOutline; // v[ 0, 1]
+uniform float _BumpFace; // v[ 0, 1]
+
+uniform samplerCUBE _Cube; // Cube / sphere map
+uniform fixed4 _ReflectFaceColor; // RGB intensity
+uniform fixed4 _ReflectOutlineColor;
+//uniform float _EnvTiltX; // v[-1, 1]
+//uniform float _EnvTiltY; // v[-1, 1]
+uniform float3 _EnvMatrixRotation;
+uniform float4x4 _EnvMatrix;
+
+uniform fixed4 _SpecularColor; // RGB intensity
+uniform float _LightAngle; // v[ 0,Tau]
+uniform float _SpecularPower; // v[ 0, 1]
+uniform float _Reflectivity; // v[ 5, 15]
+uniform float _Diffuse; // v[ 0, 1]
+uniform float _Ambient; // v[ 0, 1]
+
+uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
+uniform float _UnderlayOffsetX; // v[-1, 1]
+uniform float _UnderlayOffsetY; // v[-1, 1]
+uniform float _UnderlayDilate; // v[-1, 1]
+uniform float _UnderlaySoftness; // v[ 0, 1]
+
+uniform fixed4 _GlowColor; // RGBA : Color + Intesity
+uniform float _GlowOffset; // v[-1, 1]
+uniform float _GlowOuter; // v[ 0, 1]
+uniform float _GlowInner; // v[ 0, 1]
+uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
+
+// API Editable properties
+uniform float _ShaderFlags;
+uniform float _WeightNormal;
+uniform float _WeightBold;
+
+uniform float _ScaleRatioA;
+uniform float _ScaleRatioB;
+uniform float _ScaleRatioC;
+
+uniform float _VertexOffsetX;
+uniform float _VertexOffsetY;
+
+//uniform float _UseClipRect;
+uniform float _MaskID;
+uniform sampler2D _MaskTex;
+uniform float4 _MaskCoord;
+uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
+//uniform float _MaskWipeControl;
+//uniform float _MaskEdgeSoftness;
+//uniform fixed4 _MaskEdgeColor;
+//uniform bool _MaskInverse;
+
+uniform float _MaskSoftnessX;
+uniform float _MaskSoftnessY;
+
+// Font Atlas properties
+uniform sampler2D _MainTex;
+uniform float _TextureWidth;
+uniform float _TextureHeight;
+uniform float _GradientScale;
+uniform float _ScaleX;
+uniform float _ScaleY;
+uniform float _PerspectiveFilter;
+uniform float _Sharpness;
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta
new file mode 100644
index 000000000..7b37f2f1d
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 3997e2241185407d80309a82f9148466
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
new file mode 100644
index 000000000..622ae8758
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc
@@ -0,0 +1,101 @@
+void VertShader(inout appdata_full v, out Input data)
+{
+ v.vertex.x += _VertexOffsetX;
+ v.vertex.y += _VertexOffsetY;
+
+ UNITY_INITIALIZE_OUTPUT(Input, data);
+
+ float bold = step(v.texcoord1.y, 0);
+
+ // Generate normal for backface
+ float3 view = ObjSpaceViewDir(v.vertex);
+ v.normal *= sign(dot(v.normal, view));
+
+#if USE_DERIVATIVE
+ data.param.y = 1;
+#else
+ float4 vert = v.vertex;
+ float4 vPosition = UnityObjectToClipPos(vert);
+ float2 pixelSize = vPosition.w;
+
+ pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
+ float scale = rsqrt(dot(pixelSize, pixelSize));
+ scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
+ scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
+ data.param.y = scale;
+#endif
+
+ data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
+
+ v.texcoord1.xy = UnpackUV(v.texcoord1.x);
+ data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
+}
+
+void PixShader(Input input, inout SurfaceOutput o)
+{
+
+#if USE_DERIVATIVE
+ float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
+ pixelSize *= _TextureWidth * .75;
+ float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
+#else
+ float scale = input.param.y;
+#endif
+
+ // Signed distance
+ float c = tex2D(_MainTex, input.uv_MainTex).a;
+ float sd = (.5 - c - input.param.x) * scale + .5;
+ float outline = _OutlineWidth*_ScaleRatioA * scale;
+ float softness = _OutlineSoftness*_ScaleRatioA * scale;
+
+ // Color & Alpha
+ float4 faceColor = _FaceColor;
+ float4 outlineColor = _OutlineColor;
+ faceColor *= input.color;
+ outlineColor.a *= input.color.a;
+ faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
+ outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
+ faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
+ faceColor.rgb /= max(faceColor.a, 0.0001);
+
+#if BEVEL_ON
+ float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
+
+ float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
+ tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
+ tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
+ tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
+
+ // Face Normal
+ float3 n = GetSurfaceNormal(smp4x, input.param.x);
+
+ // Bumpmap
+ float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
+ bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
+ bump = lerp(float3(0, 0, 1), bump, faceColor.a);
+ n = normalize(n - bump);
+
+ // Cubemap reflection
+ fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
+ float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
+#else
+ float3 n = float3(0, 0, -1);
+ float3 emission = float3(0, 0, 0);
+#endif
+
+#if GLOW_ON
+ float4 glowColor = GetGlowColor(sd, scale);
+ glowColor.a *= input.color.a;
+ emission += glowColor.rgb*glowColor.a;
+ faceColor = BlendARGB(glowColor, faceColor);
+ faceColor.rgb /= max(faceColor.a, 0.0001);
+#endif
+
+ // Set Standard output structure
+ o.Albedo = faceColor.rgb;
+ o.Normal = -n;
+ o.Emission = emission;
+ o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
+ o.Gloss = 1;
+ o.Alpha = faceColor.a;
+}
diff --git a/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta
new file mode 100644
index 000000000..41ef4b102
--- /dev/null
+++ b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: d930090c0cd643c7b55f19a38538c162
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Sprites.meta b/Assets/TextMesh Pro/Sprites.meta
new file mode 100644
index 000000000..8b699e5fc
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d0603b6d5186471b96c778c3949c7ce2
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
new file mode 100644
index 000000000..384180a92
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt
@@ -0,0 +1,3 @@
+This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
+
+Please visit their website to view the complete set of their emojis and review their licensing terms.
\ No newline at end of file
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta
new file mode 100644
index 000000000..0d30e6532
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 381dcb09d5029d14897e55f98031fca5
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TextMesh Pro/Sprites/EmojiOne.json b/Assets/TextMesh Pro/Sprites/EmojiOne.json
new file mode 100644
index 000000000..6c4e50bc8
--- /dev/null
+++ b/Assets/TextMesh Pro/Sprites/EmojiOne.json
@@ -0,0 +1,156 @@
+{"frames": [
+
+{
+ "filename": "1f60a.png",
+ "frame": {"x":0,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f60b.png",
+ "frame": {"x":128,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f60d.png",
+ "frame": {"x":256,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f60e.png",
+ "frame": {"x":384,"y":0,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f600.png",
+ "frame": {"x":0,"y":128,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f601.png",
+ "frame": {"x":128,"y":128,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f602.png",
+ "frame": {"x":256,"y":128,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f603.png",
+ "frame": {"x":384,"y":128,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f604.png",
+ "frame": {"x":0,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f605.png",
+ "frame": {"x":128,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f606.png",
+ "frame": {"x":256,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f609.png",
+ "frame": {"x":384,"y":256,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f618.png",
+ "frame": {"x":0,"y":384,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "1f923.png",
+ "frame": {"x":128,"y":384,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "263a.png",
+ "frame": {"x":256,"y":384,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+},
+{
+ "filename": "2639.png",
+ "frame": {"x":384,"y":384,"w":128,"h":128},
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {"x":0,"y":0,"w":128,"h":128},
+ "sourceSize": {"w":128,"h":128},
+ "pivot": {"x":0.5,"y":0.5}
+}],
+"meta": {
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diff --git a/Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md b/Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md
index 4c6214266..06bb56839 100644
--- a/Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md
+++ b/Packages/com.unity.multiplayer.samples.coop/CHANGELOG.md
@@ -1,4 +1,124 @@
-# Boss Room: Small Scale Co-op Sample Changelog
+# Multiplayer Samples Co-op Changelog
+
+## [0.2.0] - 2021-05-19
+
+v0.2.0 is an Early Access release for Multiplayer Samples Co-op.
+
+It requires and supports Unity v2020.3.8f1 LTS and Unity MLAPI v0.1.0. For additional information on MLAPI, see the changelog and release notes for the Unity MLAPI package.
+
+### New features
+
+* Introduced static scene `NetworkObject`s to to BossRoom scene including the following updates:
+
+ * Implemented a `ScriptableObject` based event system to encapsulate events inside assets. These objects include a `GameEvent` (ScriptableObject) and `GameEventListener` (MonoBehaviour) to encapsulate events inside assets, located in the `ServerBossRoomState` prefab which now has a `GameEventListener` component. The event associated to this listener is `BossDefeated`, which the Boss raises when the `LifeState` is Dead in the `RaiseEventOnLifeChange` component.
+ * Added two separator `GameObject`s for scene readability: runtime `NetworkObject`s and `NetworkObject`s already placed in the scene.
+ * Added a custom editor for GameEvents to fire in the editor (greatly enhances testing).
+ * The `LifeState` NetworkVariable was moved from `NetworkCharacterState` into its own component, `NetworkLifeState`.
+ * Cleaned up and removed old spawn prefab collections and spawner scripts (`NetSpawnPoint`).
+
+* Added ramp-up animation for hero movement and actions
+* Added F/X and animation assets for the game including:
+
+ * Audio files for boss sound effects
+ * Visual effects and particles for Tank charge skill
+ * Art assets to wave spawner, including animations for ReceiveDamage, Broken (died), and Revive
+
+* Added Boss fight theme.
+* Updated and added various hero abilities:
+
+ * Added a cooldown to Archer's PowerShot.
+ * Added the Rogue's Dagger and Dash skills. The dash skill shows an instinct teleport (using an RPC) instead of a charge like the boss' (which updates its position over time).
+ * Added the Rogue's Sneak skill using local stealth, applying a graphical effect to the stealthy character while still sending all network events normally.
+ * Properly display Heal abilities when targeting a fallen ally character.
+ * Character attack actions properly support Hold to charge options.
+
+* To show how UI elements and game objects can be networked, added networked functionality using `INetworkSerializable` in the `CharSelect` screen to network player's selected character on the Character Selection screen.
+* Added input sanitization to remove any invisible characters introduced by other chat programs when copy-pasting room names, IP addresses, or ports. (Useful when sharing with friends.)
+* Added healthbars to display when damaged and properly track imp health locally and across clients.
+
+### Changes
+
+* The Boss Room project now loads MLAPI 0.1.0-experimental package through the Unity Package Manager Registry. See the [MLAPI install guide](https://docs-multiplayer.unity3d.com/docs/migration/install) for details.
+* Updated the user interface including the following:
+
+ * When joining a game, a "Connecting..." UI loads. When disconnecting from a game, you are returned to the MainMenuScene with a "Connection to Host lost" message. If the game fails to connect, a general message "Connection to Host failed" loads.
+ * Added an option to leave the lobby after joining it. You no longer have to restart the game to leave the lobby.
+ * Added option to cancel my selection after clicking **Ready**.
+ * Added a gear icon for accessing and modifying app settings.
+ * The UI now tracks and displays player has arrived, number of connected players in the lobby, and player status.
+
+* Updated Boss Room per asset and project settings for increased performance and better resource management:
+
+ * Disabled GPU Skinning to optimize GPU usage and FPS.
+ * Lowered quality of ambient occlusion from high to medium.
+ * Switched SMAA High to FXAA (fast mode) reducing GPU cost.
+ * Modified GPU Instancing on imps, heroes, and the boss to significantly reduce the number of draw calls.
+ * Turned off Cast Shadows on Imp and Imp Boss.
+ * Disabled mesh colliders of lava, which is more decorative than interactive.
+ * Refactored the S_SimpleDissolve shader which consumed most import time.
+
+* Added disconnection error message to be displayed when a player or host disconnects. Client logic was also updated to detect Host disconnection scenarios, such as losting connectivity.
+* Balanced hero and enemy stats, spawners, trigger areas, and enemy detetction areas.
+* Removed a duplicated `GameObject` from the MainMenu scene.
+* Reviewed and revised code to better following quality standards.
+* Updated the Mage character base attack to better support the new enqueuing ability and handle game behaviors. Updates include:
+
+ * Actions being non-blocking now allow other actions while a mage-bolt is in flight
+ * Actions send in `ActionSequence` groups to better handle actions when players spam click enemies
+ * Timing issues with animations, actions, and character location
+ * Bolt animation for legitimate hits
+ * Updated attacks not to knock rogues out of stealth
+
+* Updated character attacks to not cause friendly-fire damage between players.
+* Updated and resolved issues with 3D models including polygon count of coins and chest, artifacts where level graphics are stitched together or overlapping characters, and asset map consistency used by objects (color + normal map + emission).
+* Merged `ConnectStatus` and `DisconnectReason` into a single `ConnectStatus`.
+* Updated `ServerGameNetPortal` to properly handle the following:
+
+ * Per-connection state on client disconnect
+ * Additional errors including a full server and player ID (GUID) already playing
+
+* Refactored Action Bar code including the following:
+
+ * Removed the `ButtonID` from `UIHudButton`.
+ * Removed hard-coded values from `HeroActionBar`.
+ * Removed switch statements.
+ * Completed minor code cleanup.
+ * Added verification to only show skill and ability buttons for available character abilities. Empty buttons no longer load for characters.
+
+* Added a call to warm up shaders when the project starts to ensure animations issues do not occur.
+* Removed collision from objects that have a Broken (dead) state.
+* Implemented a better cooldown solution and calculations for tracking and managing character, imp, and boss actions.
+* Updated event registration and unregistration code to be symmetrical across the project.
+
+### Fixes
+
+This release includes the following issue fixes:
+
+* Fixed an issue where any player that plays the game and then returns to the Main Menu may be unable to Start or Join properly again, requiring you to restart the client.
+* Updates and refinements in Boss Room resolved an issue that occurred in some degraded network conditions that caused a replicated entity on a client to vanish from that client, creating the effect of being assailed by an invisible enemy.
+* Fixed displayed graphical affects for casting and blocking a Bolt to correctly match the caster and target, and properly stops animations for cancelled actions across clients.
+* Fixed a rare exception when the Tank character uses her Shield Aura ability to intercept the Boss charge attack.
+* Fixed an issue returning all clients to the Main Menu when the host leaves the Boss Room.
+* Green quads no longer show on impact when the Archer arrow strikes enemies.
+* Fixed issue to correctly allow one player to receive a character when two players in the Character Select click **Ready** for the same hero at the same time. Character Select is no longer blocked.
+* Fixed an issue with boss collisions with a Pillar correctly applying a stun effect and shattering the pillar when using the Trample attack.
+* Fixed the lobby welcome messages to correctly list the player names, including a previous issues for P1 and P2.
+* On Windows, investigated and fixed issues with visible effects for character actions including Mage Freeze attack.
+* On Windows, fixed issue with imp spawners not respawning new imps after exploring the room.
+* Fixed an issue where the door state does not reflect the existing state when players connect late to a game, for example if other players open the door and a player joins late the door displays as closed.
+* Removed a previous work-around for character selections when host replays a completed game. The issue was resolved, allowing players to see character selections during replay.
+* Fixed collision wall settings, fixing an issues where the boss knock-back ability sent players through walls.
+* Resolved an issue where any players leaving the lobby sent all players to the lobby.
+* Fixed the ignored health amount (HP parameter) for revived characters. The correct value correctly sets the revived character to a lower amount than maximum.
+* Fixed animations for enemies including the smoke animation for destroyed imps and the boss helmet when crying.
+* Fixed loading of the game skybox before the menu loaded.
+
+### Known issues
+
+* An MLAPI soft sync error on cleanup between scene transitions may break the game, for example imps do not spawn and pots are intangible.
+* The game can be initiated while a second player is connecting to the host in `CharSelect`. Players may join without selected characters spawning and in an unresponsive state.
+* Sometimes after completing a match and the host starts a new match from the Victory or Loss screen, connected players may have no visible interactions to join or select characters. A work-around is implemented to not block entry into the game.
+* Sometimes the client may be disconnected from Photon which causes a timeout and `PhotonRealtimeTransport` to be in a bad state after the shutdown. An exception is developed that fires every frame.
## [0.1.2] - 2021-04-23
@@ -37,9 +157,9 @@ v0.1.1 is a hotfix for an Early Access release for Boss Room: Small Scale Co-op
## [0.1.0] - 2021-04-07
-v0.1.0 is an Early Access release for Boss Room: Small Scale Co-op Sample.
+v0.1.0 is an Early Access release for Multiplayer Samples Co-op.
-It requires and supports Unity v2020.3 and later and Unity MLAPI v0.1.0. For additional information on MLAPI, see the changelog and release notes for the Unity MLAPI package.
+It requires and supports Unity 2020.3.8f1 LTS and Unity MLAPI v0.1.0. For additional information on MLAPI, see the changelog and release notes for the Unity MLAPI package.
### New features
@@ -67,4 +187,3 @@ Boss Room is a small-scale cooperative game sample project built on top of the n
* Boss collisions with a Pillar may not correctly apply a stun effect and shatter the pillar when using the Trample attack.
* The displayed graphical affects for casting and blocking a Bolt do not correctly match the caster and target.
* Some areas of the Boss Room require updates to geometry seams and collisions, for short walls and lava pits.
-
diff --git a/Packages/com.unity.multiplayer.samples.coop/Third Party Notices.md.meta b/Packages/com.unity.multiplayer.samples.coop/Third Party Notices.md.meta
new file mode 100644
index 000000000..626bc1164
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+++ b/Packages/com.unity.multiplayer.samples.coop/Third Party Notices.md.meta
@@ -0,0 +1,7 @@
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diff --git a/Packages/manifest.json b/Packages/manifest.json
index 239931535..79851bec6 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -1,7 +1,7 @@
{
"dependencies": {
- "com.mlapi.contrib.transport.photon-realtime": "https://github.com/Unity-Technologies/mlapi-community-contributions.git?path=/Transports/com.mlapi.contrib.transport.photon-realtime#3f0350ae57befd5ea7deabb1db310eb77704f58e",
"com.mlapi.contrib.transport.litenetlib": "https://github.com/Unity-Technologies/mlapi-community-contributions.git?path=/Transports/com.mlapi.contrib.transport.litenetlib#3f0350ae57befd5ea7deabb1db310eb77704f58e",
+ "com.mlapi.contrib.transport.photon-realtime": "https://github.com/Unity-Technologies/mlapi-community-contributions.git?path=/Transports/com.mlapi.contrib.transport.photon-realtime#3f0350ae57befd5ea7deabb1db310eb77704f58e",
"com.unity.2d.sprite": "1.0.0",
"com.unity.ai.navigation.components": "https://github.com/Unity-Technologies/NavMeshComponents.git#package",
"com.unity.cinemachine": "2.6.3",
@@ -10,11 +10,11 @@
"com.unity.ide.visualstudio": "2.0.7",
"com.unity.ide.vscode": "1.2.3",
"com.unity.learn.iet-framework": "1.2.1",
- "com.unity.multiplayer.mlapi": "https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi.git?path=/com.unity.multiplayer.mlapi#release/0.1.0",
+ "com.unity.multiplayer.mlapi": "0.1.0",
"com.unity.postprocessing": "2.3.0",
- "com.unity.test-framework": "1.1.22",
+ "com.unity.test-framework": "1.1.24",
"com.unity.textmeshpro": "3.0.1",
- "com.unity.timeline": "1.4.6",
+ "com.unity.timeline": "1.4.7",
"com.unity.ugui": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index 582c08f84..90e394689 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -93,15 +93,13 @@
"url": "https://packages.unity.com"
},
"com.unity.multiplayer.mlapi": {
- "version": "https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi.git?path=/com.unity.multiplayer.mlapi#release/0.1.0",
+ "version": "0.1.0",
"depth": 0,
- "source": "git",
+ "source": "registry",
"dependencies": {
- "com.unity.modules.ai": "1.0.0",
- "com.unity.modules.animation": "1.0.0",
"com.unity.nuget.mono-cecil": "1.10.1-preview.1"
},
- "hash": "3e3aef6aa02c2a25359898319e5bd49d3518b57b"
+ "url": "https://packages.unity.com"
},
"com.unity.multiplayer.samples.coop": {
"version": "file:com.unity.multiplayer.samples.coop",
@@ -141,7 +139,7 @@
"url": "https://packages.unity.com"
},
"com.unity.test-framework": {
- "version": "1.1.22",
+ "version": "1.1.24",
"depth": 0,
"source": "registry",
"dependencies": {
@@ -161,7 +159,7 @@
"url": "https://packages.unity.com"
},
"com.unity.timeline": {
- "version": "1.4.6",
+ "version": "1.4.7",
"depth": 0,
"source": "registry",
"dependencies": {
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index 9a8e0e2b5..fbabf2cb1 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:5a41039292e87eb931590c172313c31f152d6000f3da88f47904d23cd28dac22
+oid sha256:931444db79369a1a717b38a88cf574e6bed85a0098e1ce483548132c7b045e64
size 20842
diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt
index 4db0bd06e..4e87e307f 100644
--- a/ProjectSettings/ProjectVersion.txt
+++ b/ProjectSettings/ProjectVersion.txt
@@ -1,2 +1,2 @@
-m_EditorVersion: 2020.3.0f1
-m_EditorVersionWithRevision: 2020.3.0f1 (c7b5465681fb)
+m_EditorVersion: 2020.3.8f1
+m_EditorVersionWithRevision: 2020.3.8f1 (507919d4fff5)
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index f599ad253..edb7ac787 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:bd98f6f2c43732be288a6ea3709f3f35b2cb5a720c64f605b322798373557c8b
-size 549
+oid sha256:6f4df3f9fcac2a8ac2bdc1e46ee5a4e94890abba5c68b36ccc3ef4c888275a5e
+size 555