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Post by Frosted Brain on Jan 10, 2019 20:07:44 GMT
That's unfortunate. I will have to update to the newest version of the shooter template and see what needs to be updated. I will start looking at it tonight once I get home. Awesome Thanks for your work
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Post by darknubis365 on Jan 10, 2019 23:55:44 GMT
I notice that when some updates arrive other addons or things you might be using might break Invector so i limited my updates till only the major ones.Like for example the RPG pack will need to be updated soon and if the developer isnt around much or gets far behind on updates then he probably wont update it as he is having some health problems so RPG pack might not work after awhile so im not doing many updates should keep that in mind tho guys
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Post by wesleywh on Jan 11, 2019 2:20:47 GMT
I updated to the most recent version of the shooter package and can verify there are issues. I will see what I can do to fix them. So for now the only thing I can say is use the shooter package version just previous to the most recent update and it *should work.
Awesome.....
I just saw this in their update details....
"--- THIS VERSION WON'T WORK WITH PREVIOUS VERSIONS! ---"
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Post by wesleywh on Jan 11, 2019 2:39:12 GMT
Oh boy... They have changed a big chunk of what they were doing before. This is going to be a massive update I have to do, *sigh*. This is probably going to take me weeks.
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Post by uberwiggett on Jan 11, 2019 7:12:41 GMT
Yeah sorry about that! I knew they changed the animator a lot so I thought that would break things. Maybe just continue with the old one and then update it later? Although the changes to the animator might actually make the animation messages easier to handle as well as setting up for new moves people want to throw in (like actions)
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Post by johnlanz on Jan 11, 2019 15:34:57 GMT
Guys with regards to Improbable Vs Unity.. the licensing has been changed with regards to cloud server engine. Is photon affected on that license?
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Post by wesleywh on Jan 11, 2019 16:25:08 GMT
With regards to the Improbable thing...
I think we should be okay? I believe the issue there was that they were running the unity SDK in the cloud which is a no no in their new EULA. I'm pretty sure pun doesnt do that but uses their own custom software for a server and not the sdk.
I'm no expert on this so please correct me on this if I'm wrong.
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Post by uberwiggett on Jan 12, 2019 3:45:39 GMT
I think it was more an issue that Improbable refused to partner with Unity so unity did not like that and updated their ToS so they could revoke it on improbable. Photon is partnered with unity, but the new ToS is dangerous because it effectively means that anyone running a unity app on their own server platform system may be in breach of the eula. This addon wont be affected, but things like ummorpg may be
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Post by pararini on Jan 12, 2019 9:59:17 GMT
I have a simple method for synch the weapons idle
add to PUN_SyncPlayer.cs [PunRPC]
public void SetLayerWeight(int Layer, float weight)
{
if (GetComponent<Animator>())
{
GetComponent<Animator>().SetLayerWeight(Layer, weight);
}
}
in PUN_ShooterMeleeInput.cs add: protected override void UpdateMeleeAnimations()
{
// disable the onlyarms layer and run the melee methods if the character is not using any shooter weapon
if (!animator) return;
// update MeleeManager Animator Properties
if ((shooterManager == null || !CurrentActiveWeapon) && meleeManager)
{
base.UpdateMeleeAnimations();
// set the uppbody id (armsonly layer)
animator.SetFloat("UpperBody_ID", 0, .2f, Time.deltaTime);
// turn on the onlyarms layer to aim
onlyArmsLayerWeight = Mathf.Lerp(onlyArmsLayerWeight, 0, 6f * Time.deltaTime);
GetComponent<PhotonView>().RPC("SetLayerWeight", RPCTargets.All, onlyArmsLayer, onlyArmsLayerWeight);
// reset aiming parameter
animator.SetBool("IsAiming", false);
isReloading = false;
}
// update ShooterManager Animator Properties
else if (shooterManager && CurrentActiveWeapon)
UpdateShooterAnimations();
// reset Animator Properties
else
{
// set the move set id (base layer)
animator.SetFloat("MoveSet_ID", 0, .1f, Time.deltaTime);
// set the uppbody id (armsonly layer)
animator.SetFloat("UpperBody_ID", 0, .2f, Time.deltaTime);
// set if the character can aim or not (upperbody layer)
animator.SetBool("CanAim", false);
// character is aiming
animator.SetBool("IsAiming", false);
// turn on the onlyarms layer to aim
onlyArmsLayerWeight = Mathf.Lerp(onlyArmsLayerWeight, 0, 6f * Time.deltaTime);
GetComponent<PhotonView>().RPC("SetLayerWeight", RPCTargets.All, onlyArmsLayer, onlyArmsLayerWeight);
}
}
protected override void UpdateShooterAnimations()
{
if (shooterManager == null) return;
if ((!isAiming && aimTimming <= 0) && meleeManager)
{
// set attack id from the melee weapon (trigger fullbody atk animations)
animator.SetInteger("AttackID", meleeManager.GetAttackID());
}
else
{
// set attack id from the shooter weapon (trigger shot layer animations)
animator.SetFloat("Shot_ID", shooterManager.GetShotID());
}
// turn on the onlyarms layer to aim
onlyArmsLayerWeight = Mathf.Lerp(onlyArmsLayerWeight, (CurrentActiveWeapon) ? 1f : 0f, 6f * Time.deltaTime);
GetComponent<PhotonView>().RPC("SetLayerWeight", RPCTargets.All, onlyArmsLayer, onlyArmsLayerWeight);
if (CurrentActiveWeapon != null && !shooterManager.useDefaultMovesetWhenNotAiming || (isAiming || aimTimming > 0))
{
// set the move set id (base layer)
animator.SetFloat("MoveSet_ID", shooterManager.GetMoveSetID(), .1f, Time.deltaTime);
}
else if (shooterManager.useDefaultMovesetWhenNotAiming)
{
// set the move set id (base layer)
animator.SetFloat("MoveSet_ID", 0, .1f, Time.deltaTime);
}
// set the isBlocking false while using shooter weapons
animator.SetBool("IsBlocking", false);
// set the uppbody id (armsonly layer)
animator.SetFloat("UpperBody_ID", shooterManager.GetUpperBodyID(), .2f, Time.deltaTime);
// set if the character can aim or not (upperbody layer)
animator.SetBool("CanAim", aimConditions);
// character is aiming
animator.SetBool("IsAiming", (isAiming || aimTimming > 0) && !isAttacking);
// find states with the Reload tag
isReloading = cc.IsAnimatorTag("IsReloading") || shooterManager.isReloadingWeapon;
// find states with the IsEquipping tag
isEquipping = cc.IsAnimatorTag("IsEquipping");
}
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Post by wesleywh on Jan 12, 2019 16:40:58 GMT
This is fantastic! Thanks for this. I will have a look at this with the new invector package.
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Post by wesleywh on Jan 12, 2019 19:13:41 GMT
I am optimistic with the port to the newest version of invector (v1.3.0). I just published a quick patch fix to port to the newest version. I talk about a few things that are still broken in my release message on github, but this should at least get people back up on their feet with the newest release.
I tested this with Invector v1.3.0 and Unity 2018.3.
EDIT:
Nevermind I made a mistake again and forgot to assign the weapons list. The weapons, sounds, and visuals are being sync across the network. There are a few bugs with it but hey! I was totally wrong about taking weeks to convert this! Try it out and let me know what you think.
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Post by wesleywh on Jan 13, 2019 17:15:44 GMT
pararini I just implemented your code and it works flawlessly, thanks for supporting the package! I will be releasing a new update soon with this included.
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Post by pararini on Jan 13, 2019 17:23:00 GMT
wesleywh sounds good , and thanks for the amazing addon :D
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Post by rasto61 on Jan 14, 2019 19:11:24 GMT
Has anyone noticed that the vItemManagerUtilities sets a new persistant listener to a SetLeftWeapon/SetRightWeapon every time you select the tpc controller? (Or is it just me?)
(Fix is to also check for typeof(PUN_ShooterManager) in the relevant places where the listeners are added.)
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Post by redhawk on Jan 14, 2019 19:55:55 GMT
very nice! Once I purchase the full Invector version I plan to try this out, and contribute when I can!
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