Browse Source

Movement Cooldown + Icon

bolt_update
Laurids Jeppe 3 years ago
parent
commit
f9a35336aa
22 changed files with 1587 additions and 76 deletions
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  8. +2
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      Assets/GWConquest/Scenes/GalaxyMap.unity
  9. +108
    -35
      Assets/GWConquest/Scripts/Formation.cs
  10. +2
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      Assets/GWConquest/Scripts/GameManager.cs
  11. +1
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      Assets/GWConquest/Scripts/ServerCallbacks.cs
  12. +25
    -1
      Assets/GWConquest/Scripts/UI/FormationIcon.cs
  13. +1
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      Assets/GWConquest/Scripts/UI/StickToFormation.cs
  14. BIN
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  20. BIN
      Assets/Photon/PhotonBolt/assemblies/bolt.user.dll
  21. BIN
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  22. +70
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@ -1346,6 +1581,7 @@ GameObject:
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m_TagString: Untagged
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CooldownCircle: {fileID: 8053513206510809148}
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+ 2
- 0
Assets/GWConquest/Scenes/GalaxyMap.unity View File

@ -27723,6 +27723,8 @@ MonoBehaviour:
MoveToReserveCooldown: 15
UnitDeathCooldown: 60
ArtilleryCooldown: 20
MovementStartingCooldown: 10
MovementFinishedCooldown: 10
DefaultStorageCapacity: 10000
MaxStackSize: 500
DefaultProductionCooldown: 1


+ 108
- 35
Assets/GWConquest/Scripts/Formation.cs View File

@ -124,7 +124,7 @@ namespace GWConquest
public bool IsOnSpaceGroundTransition
{
get => State.IsInTransit && Zone.GetFromId(State.CurrentTransition.OriginZone).zoneType != Zone.GetFromId(State.CurrentTransition.TargetZone).zoneType;
get => MovementState == FormationMovementState.Moving && Zone.GetFromId(State.CurrentTransition.OriginZone).zoneType != Zone.GetFromId(State.CurrentTransition.TargetZone).zoneType;
}
public bool IsEmbarked {
@ -148,6 +148,25 @@ namespace GWConquest
set => State.StartingMorale = value;
}
public FormationMovementState MovementState {
get => (FormationMovementState) State.MovementState;
set => State.MovementState = (int) value;
}
public float ActionCooldown {
get => State.ActionCooldown;
}
public float ActionCooldownPercent {
get => State.ActionCooldown / State.ActionCooldownMax;
}
public void SetActionCooldown(float value)
{
State.ActionCooldown = value;
State.ActionCooldownMax = value;
}
public GameObject fleetIcon;
@ -168,7 +187,7 @@ namespace GWConquest
public bool CanMove
{
get => !State.IsInTransit;
get => MovementState == FormationMovementState.Idle;
}
public void TryMoveToPlanet(Planet planet)
@ -192,15 +211,15 @@ namespace GWConquest
public void StartMovingOnPath(List<Zone> path, Formation targetFormation=null)
{
if (path.Count > 1 && entity.IsControlled && !State.IsInTransit)
if (path.Count > 1 && entity.IsControlled && MovementState == FormationMovementState.Idle)
{
MoveFormationEvent evnt = MoveFormationEvent.Create(Bolt.GlobalTargets.OnlyServer);
evnt.Formation = entity;
evnt.TargetZone = Zone.GetZoneId(path[1]);
if(path.Count > 2)
//evnt.TargetZone = Zone.GetZoneId(path[1]);
if(path.Count > 1)
{
var zoneListToken = new ZoneListToken().SetEntries(
path.GetRange(2, path.Count-2).ToArray());
path.GetRange(1, path.Count-1).ToArray());
evnt.PathQueue = zoneListToken;
}
@ -212,24 +231,44 @@ namespace GWConquest
}
else
{
BoltLog.Info("Could not move formation {0} (controlled: {1}, in transit: {2})",
this, entity.IsControlled, State.IsInTransit);
BoltLog.Info("Could not move formation {0} (controlled: {1}, movement state: {2})",
this, entity.IsControlled, MovementState);
}
}
public void MoveToZone(Zone target)
public void HandleMovementEvent(MoveFormationEvent evnt)
{
if(entity.IsOwner && !State.IsInTransit)
//var targetZone = Zone.GetFromId(evnt.TargetZone);
if(IsEmbarked)
{
if(IsEmbarked)
if(ParentFormation != null && ParentFormation.entity.IsAttached)
{
if(ParentFormation != null && ParentFormation.entity.IsAttached)
{
MovementOriginFormation = ParentFormation;
ParentFormation.RemoveSubFormation(this);
}
MovementOriginFormation = ParentFormation;
ParentFormation.RemoveSubFormation(this);
}
}
//formation.MoveToZone(targetZone);
if(evnt.PathQueue != null)
{
var queueToken = evnt.PathQueue as ZoneListToken;
PathQueue.FromToken(queueToken);
}
if(evnt.TargetFormation != null)
{
State.MovementTargetFormation = evnt.TargetFormation;
}
SetActionCooldown(GameManager.Instance.MovementStartingCooldown);
MovementState = FormationMovementState.PreparingMovement;
}
public void MoveToZone(Zone target)
{
if(entity.IsOwner && MovementState == FormationMovementState.PreparingMovement)
{
State.CurrentTransition.OriginZone = Zone.GetZoneId(currentZone);
State.CurrentTransition.TargetZone = Zone.GetZoneId(target);
bool isGroundTransition = target.zoneType == ZoneType.Ground || currentZone.zoneType == ZoneType.Ground;
@ -260,18 +299,18 @@ namespace GWConquest
CoveredDistance = 0;
currentZone = null;
State.IsInTransit = true;
MovementState = FormationMovementState.Moving;
}
else
{
BoltLog.Warn("Ignoring MoveFormationEvent on {0} (in transit: {1})", this, State.IsInTransit);
BoltLog.Warn("Ignoring MoveToZone on {0} (movement state: {1})", this, MovementState);
}
}
private void OnTransitStateChanged()
{
animDistanceCovered = 0;
if(State.IsInTransit)
if(MovementState == FormationMovementState.Moving)
{
var originZone = Zone.GetFromId(State.CurrentTransition.OriginZone);
var targetZone = Zone.GetFromId(State.CurrentTransition.TargetZone);
@ -344,7 +383,7 @@ namespace GWConquest
IsEmbarked = false;
}
}
if(State.IsInTransit)
if(MovementState == FormationMovementState.Moving)
{
CoveredDistance += movementSpeed * BoltNetwork.FrameDeltaTime;
if (CoveredDistance >= State.CurrentTransition.TransitionLength)
@ -355,8 +394,10 @@ namespace GWConquest
State.CurrentTransition.TargetZone = -1;
State.CurrentTransition.TransitionLength = 0;
CoveredDistance = 0;
State.IsInTransit = false;
MovementState = FormationMovementState.FinishingMovement;
SetActionCooldown(GameManager.Instance.MovementFinishedCooldown);
/*
if(PathQueue.Count > 0)
{
StartCoroutine(ContinueMovingOnPath());
@ -376,20 +417,52 @@ namespace GWConquest
{
MovementOriginFormation = null;
}
}
}*/
}
}
}
if(ActionCooldown <= 0)
{
State.ActionCooldown = 0;
private IEnumerator ContinueMovingOnPath()
{
yield return new WaitForSeconds(0.1f);
Zone z = PathQueue.First();
PathQueue.RemoveAt(0);
MoveToZone(z);
if(MovementState == FormationMovementState.PreparingMovement)
{
Zone z = PathQueue.First();
PathQueue.RemoveAt(0);
MoveToZone(z);
}
else if(MovementState == FormationMovementState.FinishingMovement)
{
if(PathQueue.Count > 0)
{
SetActionCooldown(GameManager.Instance.MovementStartingCooldown);
MovementState = FormationMovementState.PreparingMovement;
}
else
{
if(MovementTargetFormation != null)
{
if(MovementTargetFormation.entity.IsAttached && MovementTargetFormation.currentZone == currentZone)
{
MovementTargetFormation.AddSubFormation(this);
}
MovementTargetFormation = null;
}
if(MovementOriginFormation != null)
{
MovementOriginFormation = null;
}
MovementState = FormationMovementState.Idle;
}
}
}
else {
State.ActionCooldown -= BoltNetwork.FrameDeltaTime;
}
}
private void OnEnable()
{
/*
@ -413,7 +486,7 @@ namespace GWConquest
//Debug.LogFormat("Current state: IsInTransit {0}; CurrentZone {1}; CoveredDistance {2}", State.IsInTransit, State.CurrentZone, CoveredDistance);
if (State.IsInTransit)
if (MovementState == FormationMovementState.Moving)
{
animDistanceCovered += movementSpeed * Time.deltaTime;
Zone originZone = Zone.GetFromId(State.CurrentTransition.OriginZone);
@ -424,13 +497,14 @@ namespace GWConquest
//if(State.CurrentTransition.IsCurved)
//{
Vector3 planetPos = targetZone.planet.transform.position;
/*Vector3 planetPos = targetZone.planet.transform.position;
Vector3 originPos = originZone.transform.position - planetPos;
Vector3 targetPos = targetZone.transform.position - planetPos;
newPos = Vector3.Slerp(originPos, targetPos,
animDistanceCovered / State.CurrentTransition.TransitionLength);
newPos += planetPos;
newRot = Quaternion.LookRotation(newPos - oldPos, newPos - planetPos);
*/
//}
//else
//{
@ -463,13 +537,13 @@ namespace GWConquest
if(entity.IsOwner)
{
State.CurrentZone = -1;
State.IsInTransit = false;
MovementState = FormationMovementState.Idle;
CoveredDistance = 0;
FormationNumber = UnityEngine.Random.Range(1, 100);
}
State.AddCallback("IsInTransit", OnTransitStateChanged);
State.AddCallback("MovementState", OnTransitStateChanged);
State.AddCallback("CurrentZone", OnZoneChanged);
}
@ -551,7 +625,6 @@ namespace GWConquest
{
return 1f;
}
public bool CanMoveTo(Zone origin, Zone target)
{
return true;
@ -666,7 +739,7 @@ namespace GWConquest
}
public enum FormationState {
public enum FormationMovementState {
Idle, PreparingMovement, FinishingMovement, Moving
}


+ 2
- 0
Assets/GWConquest/Scripts/GameManager.cs View File

@ -27,6 +27,8 @@ namespace GWConquest
public float MoveToReserveCooldown;
public float UnitDeathCooldown;
public float ArtilleryCooldown;
public float MovementStartingCooldown;
public float MovementFinishedCooldown;
public int DefaultStorageCapacity;
public int MaxStackSize;


+ 1
- 11
Assets/GWConquest/Scripts/ServerCallbacks.cs View File

@ -70,17 +70,7 @@ namespace GWConquest
public override void OnEvent(MoveFormationEvent evnt)
{
Formation formation = evnt.Formation.GetComponent<Formation>();
var targetZone = Zone.GetFromId(evnt.TargetZone);
formation.MoveToZone(targetZone);
if(evnt.PathQueue != null)
{
var queueToken = evnt.PathQueue as ZoneListToken;
formation.PathQueue.FromToken(queueToken);
}
if(evnt.TargetFormation != null)
{
formation.State.MovementTargetFormation = evnt.TargetFormation;
}
formation.HandleMovementEvent(evnt);
}
public override void OnEvent(AddProductionEvent evnt)


+ 25
- 1
Assets/GWConquest/Scripts/UI/FormationIcon.cs View File

@ -15,6 +15,13 @@ namespace GWConquest {
public GameObject[] StrengthGameObjects;
public Image CooldownCircle;
public Image MovementArrow;
public RectTransform ColouredTransform;
public Sprite MovementStartingArrow;
public Sprite MovementFinishedArrow;
[System.NonSerialized]
public Formation CurrentFormation;
@ -53,6 +60,23 @@ namespace GWConquest {
var color = f.Player.Faction.FactionColor;
SetColor(color);
if(CurrentFormation.ActionCooldown > 0)
{
GetComponent<Animator>().SetBool("Cooldown", true);
CooldownCircle.fillAmount = CurrentFormation.ActionCooldownPercent;
if(CurrentFormation.MovementState == FormationMovementState.PreparingMovement)
{
MovementArrow.sprite = MovementStartingArrow;
}
else if(CurrentFormation.MovementState == FormationMovementState.FinishingMovement)
{
MovementArrow.sprite = MovementFinishedArrow;
}
}
else {
GetComponent<Animator>().SetBool("Cooldown", false);
}
}
}
@ -82,7 +106,7 @@ namespace GWConquest {
}
private void SetColor(Color color)
{
foreach(Graphic g in GetComponentsInChildren<Graphic>())
foreach(Graphic g in ColouredTransform.GetComponentsInChildren<Graphic>())
{
g.color = Util.UpdateColorRGB(g.color, color);
}


+ 1
- 1
Assets/GWConquest/Scripts/UI/StickToFormation.cs View File

@ -10,7 +10,7 @@ namespace GWConquest
public Formation formation;
private void Update() {
if(formation.State.IsInTransit)
if(formation.MovementState == FormationMovementState.Moving)
{
var originZone = Zone.GetFromId(formation.State.CurrentTransition.OriginZone);
var targetZone = Zone.GetFromId(formation.State.CurrentTransition.TargetZone);


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Assets/GWConquest/Textures/Icons/Transitpfeil.png View File

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