BITFALL/Assets/Artists/Scripts/BulletService/BulletService.cs

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using System;
using System.Collections.Generic;
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using System.Linq;
using System.Text;
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using BITFALL.Bullet;
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using UnityEngine;
using BITKit;
using BITKit.Entities;
using Cysharp.Threading.Tasks;
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using Unity.Mathematics;
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using UnityEditor;
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using UnityEngine.Animations;
using UnityEngine.Pool;
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using UnityEngine.UIElements;
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namespace BITFALL
{
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[Serializable]
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public record InstanceBullet : SpawnBullet
{
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public Vector3 GraphicsPosition;
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public Vector3 Velocity;
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public Vector3 CurrentPos;
public float CurrentSpeed = 64;
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public float ElapsedTime;
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}
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[Serializable]
public class BulletServiceSingleton : IBulletService
{
public void Spawn(SpawnBullet bullet)=>BulletService.Spawn?.Invoke(bullet);
}
public class BulletService : MonoBehaviour, IBulletService
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{
public static Action<SpawnBullet> Spawn;
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private static readonly List<uint> Tokens = new();
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[Header(Constant.Header.Settings)]
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[SerializeField] private LayerMask layerMask;
[SerializeField] private Material material;
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[SerializeField] private Optional<AnimationCurve> bulletScaleCurve;
[Header(Constant.Header.Prefabs)]
[SerializeField] private Mesh rectangleMesh;
[SerializeField] private Mesh quadMesh;
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[Header(Constant.Header.Providers)]
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[SerializeReference, SubclassSelector] private IEntitiesService entitiesService;
[SerializeReference, SubclassSelector] private INetClient netClient;
[SerializeReference, SubclassSelector] private INetServer netServer;
[SerializeReference, SubclassSelector] private IDamageService damageService;
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[Header(Constant.Header.InternalVariables)]
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private readonly List<InstanceBullet> instances = new();
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private readonly RaycastHit[] _raycastHits = new RaycastHit[16];
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private readonly Queue<(Vector3 Position,Vector3 Forward,Quaternion StartRotation,float ElaspedTime,Vector3 StartPosition)> DrawQueue=new();
private readonly Queue<InstanceBullet> _newBulletQueue = new();
private readonly Queue<InstanceBullet> _removeBulletQueue = new();
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private INetProvider clientNetProvider => netClient.Source as INetProvider;
private INetProvider serverNetProvider => netServer.Source as INetProvider;
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private new Camera camera=>_camera ? _camera : _camera=Camera.main;
private Camera _camera;
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private void Start()
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{
Spawn += SpawnBullet;
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serverNetProvider.AddCommandListener<SpawnBullet>(RpcSpawnBullet);
clientNetProvider.AddCommandListener<SpawnBullet>(RpcSpawnBullet);
destroyCancellationToken.Register(() =>
{
Spawn -= SpawnBullet;
});
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}
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private void Update()
{
if (!camera) return;
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var cameraTransform = _camera.transform;
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//var rot = camera.transform.rotation * Quaternion.Euler(0, 180, 0);
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foreach (var bullet in instances.ToArray())
{
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if (bullet.ElapsedTime < 0.04f) continue;
bullet.GraphicsPosition =
Vector3.MoveTowards(bullet.GraphicsPosition, bullet.CurrentPos, bullet.StartSpeed*Time.deltaTime);
DrawQueue.Enqueue((bullet.GraphicsPosition,bullet.Forward,bullet.Rotation,bullet.ElapsedTime,bullet.Position));
}
while (DrawQueue.TryDequeue(out var queue))
{
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var rot =
// 获取目标方向
queue.StartRotation;
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var mesh = rectangleMesh;
//if (MathV.InFovRange(cameraTransform.position, cameraTransform.forward, bullet.CurrentPos,8))
if (Vector3.Angle(cameraTransform.forward, queue.Forward) < 8)
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{
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if (Vector3.Distance(queue.StartPosition, queue.Position) < 3.2f)
continue;
mesh = quadMesh;
rot = cameraTransform.rotation * Quaternion.Euler(0, 180, 0);
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}
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var matrix = Matrix4x4.TRS(
queue.Position,
rot,
Vector3.one *
Mathf.Lerp(
0,1,Vector3.Distance(queue.StartPosition,queue.Position)
)
+ Vector3.one *
(bulletScaleCurve.Allow ? bulletScaleCurve.Value.Evaluate(queue.ElaspedTime) : 0)
);
Graphics.DrawMesh(mesh, matrix, material,
LayerMask.NameToLayer("TransparentFX"));
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}
}
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private void FixedUpdate()
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{
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foreach (var bullet in instances)
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{
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if (destroyCancellationToken.IsCancellationRequested) return;
var size = Physics.RaycastNonAlloc(bullet.CurrentPos, bullet.Velocity, _raycastHits, Vector3.Distance(default,bullet.Velocity) * Time.fixedDeltaTime, layerMask);
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var validHit = false;
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RaycastHit hit=default;
foreach (var raycastHit in _raycastHits.Take(size).OrderBy(x => Vector3.Distance(bullet.Position, x.point)))
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{
if (!IsReleaseHit(raycastHit, bullet))
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continue;
validHit = true;
break;
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}
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if (validHit || bullet.CurrentSpeed <= 0 || bullet.Velocity.sqrMagnitude <= 0.01f ||
bullet.ElapsedTime >= 8)
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{
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_removeBulletQueue.Enqueue(bullet);
if (validHit)
{
DrawQueue.Enqueue((hit.point - bullet.Velocity.normalized * 0.5f, bullet.Forward, bullet.Rotation,
bullet.ElapsedTime,bullet.Position));
}
else
{
DrawQueue.Enqueue((bullet.CurrentPos + bullet.Velocity * 0.5f, bullet.Forward, bullet.Rotation,
bullet.ElapsedTime,bullet.Position));
}
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}
else
{
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bullet.ElapsedTime+=Time.fixedDeltaTime;
bullet.Velocity+= Physics.gravity * (Time.fixedDeltaTime * bullet.ElapsedTime);
var newVelocity =bullet.Velocity * Time.fixedDeltaTime;
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bullet.CurrentPos+=newVelocity;
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}
}
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while (_removeBulletQueue.TryDequeue(out var removeBullet))
{
instances.Remove(removeBullet);
}
while (_newBulletQueue.TryDequeue(out var newBullet))
{
instances.Add(newBullet);
}
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}
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private async void RpcSpawnBullet(SpawnBullet x)
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{
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if (x.Token is not 0)
{
if (Tokens.Contains(x.Token))
{
return;
}
Tokens.Add(x.Token);
}
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await UniTask.SwitchToMainThread();
InstanceBullet bullet = new()
{
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Token = x.Token,
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Initiator = x.Initiator,
CurrentPos = x.Position,
StartSpeed = x.StartSpeed,
Position = x.Position,
GraphicsPosition=x.Position,
Rotation = x.Rotation,
Forward = x.Forward,
InitialDamage = x.InitialDamage,
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InitialForce = x.InitialForce,
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Velocity =x.Forward * x.StartSpeed,
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};
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_newBulletQueue.Enqueue(bullet);
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}
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private void SpawnBullet(SpawnBullet x)
{
RpcSpawnBullet(x);
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if (netClient.IsConnected)
{
clientNetProvider.ServerCommand(x);
clientNetProvider.AllClientCommand(x);
}
else if(netServer.IsRunningServer)
{
serverNetProvider.AllClientCommand(x);
}
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}
private bool IsReleaseHit(RaycastHit raycastHit, InstanceBullet bullet)
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{
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if (layerMask.Includes(raycastHit.collider.gameObject.layer) is false) return false;
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raycastHit.collider.TryGetComponentAny<IPhysicsInfo>(out var physicsInfo);
var returnTure = true;
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var force = (raycastHit.point - (Vector3)bullet.Position).normalized * (physicsInfo?.AddForceMultiple ?? 64);
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if (raycastHit.collider.TryGetComponent<IDamagable>(out var damageComponent))
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{
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if (damageComponent.UnityEntity?.Id == bullet.Initiator) return false;
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if (layerMask.Includes(raycastHit.collider.gameObject.layer) is false) return false;
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entitiesService.TryGetEntity(bullet.Initiator, out var initiator);
if (damageComponent.Health is { HealthPoint: < 0 })
{
returnTure = false;
}
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var msg = new DamageMessage()
{
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Initiator =initiator as Entity,
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Target = damageComponent.UnityEntity,
Hit = damageComponent,
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Damage = bullet.InitialDamage,
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DamageType = new BulletDamageMessage(),
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Position = bullet.Position,
Rotation = Quaternion.LookRotation(raycastHit.normal),
RaycastHit =raycastHit,
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};
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if (netClient.IsConnected)
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{
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}
else
{
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if (damageComponent is IEntityComponent)
{
damageService.Execute(msg);
}
else
{
damageComponent.GiveDamage(msg);
}
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}
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}
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var _rigidbody = (raycastHit.rigidbody,damageComponent?.Rigidbody) switch
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{
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(null, null) => null,
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(null, not null) => damageComponent?.Rigidbody,
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(not null, null) => raycastHit.rigidbody,
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(not null, not null) => damageComponent?.Rigidbody,
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};
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if (_rigidbody && _rigidbody.gameObject.layer is not 0)
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{
_rigidbody.AddForceAtPositionAsync(force, raycastHit.point, ForceMode.Impulse).Forget();
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}
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// List<string> tags = new()
// {
// "BulletHit",
// };
var tags = ListPool<string>.Get();
tags.Add("BulletHit");
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if (raycastHit.collider.TryGetComponent<ITag>(out var _tag))
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{
tags.AddRange(_tag.GetTags());
}
Location location = new()
{
position = raycastHit.point,
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forward = tags.Contains("IgnoreRotation") ? bullet.Forward : Quaternion.LookRotation(raycastHit.normal) * Vector3.forward,
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};
var vfx = DI.Get<VFXService>().Spawn(location, tags.ToArray());
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if (_rigidbody is not null && tags.Contains("Fixed") is false)
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{
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vfx.SetParentConstraint(_rigidbody.transform);
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}
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else
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{
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vfx.gameObject.RemoveComponent<ParentConstraint>();
}
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tags.Clear();
ListPool<string>.Release(tags);
return returnTure;
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}
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void IBulletService.Spawn(SpawnBullet bullet) => SpawnBullet(bullet);
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}
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}