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unityro's Issues

Hook Item related packets

  • ZC_INVENTORY_ITEMLIST_NORMAL (0x991) needs to be hooked so we can see stackable items in the inventory list

Fix Camera rotation angles

Description
Whenever you rotate the camera the sprites are wrongly displayed

How to reproduce

  1. Rotate the camera enough to make the sprite angle change
  2. Try walking

ROCamera.cs - How does it work?

So, hey. I've been wandering around the code and couldn't find any example of the ROCamera being used anywhere.

Is that class working? How's it supposed to be used? As a Camera Component or as the Camera itself?

I could notice the //GL at the end of Update(). Does that stands for Good Luck? haha

Figure out how to use Packet obfuscation

It seems like Packet obfuscation is only used by map server, for that we would need to enabled it on our side as soon as we connect to map server. Other than that, we would need to find out how to encrypt the packets.

So far I've got this:

var key = (((((ENCRYPTION_KEY_1 * ENCRYPTION_KEY_2) + ENCRYPTION_KEY_3) & 0xFFFFFFFF) * ENCRYPTION_KEY_2) + ENCRYPTION_KEY_3) & 0xFFFFFFFF;
cmd |= (ushort)(key << 16 & 0x7FFF);

Figure out whether it's worth to use structs and marshalling to represent packets

At this moment we deal with the byte array in such a way where we must manually read each field from the a BinaryReader created from that array.

Goal would be to have structs (ideally the same as rA/herc) and to use De/Marshalling to translate those into/from byte awways.

Pros:

  • No need to manually read/write each field

Cons:

  • C# doesn't deal with structs padding/packing in the same way C/C++ does. We might run into serious trouble.

Does anyone have any input on this?

Create "build time" tool/script to extract GRFs and make it possible to run WebGL builds

Description
It seems to me that WebGL builds pack everything into its bundle not allowing us to change the config.json like we use to do in the standalone build.

We've discussed some time ago that it would be nice to have a script/tool/whatever sense to run before a build or at the first time someone downloads the project that would extract the GRFs and build the prefabs of cities, items, mobs and save them somewhere Unity can easily access in any kind of build

Fix Camera Y rotation going negative

When Camera Y rotation is going above 180, it flips to the negative value and starts decreasing. This behaviour is making possible to see the side of the sprites

Improve RO-like camera

It works, but using it feels quite different from RO. I think in the game it gets the nearest walkable node to where you clicked and redirects you there.
In RO it's also possible to hold down mouse_1 to keep walking.

Let's merge it like this and open an issue for improving it later.

Originally posted by @guilhermelhr in #10 (comment)

Fix Entity shader

The current entity shader is not being properly lit and therefore seems a bit off of the environment...

There's this tutorial which I think could work

Implement Skill Window

The skill UI is halfway done and following are the key points:

  • Parsing LUA files
  • Displaying correct skills in correct tabs and correct position
  • Respond to ZC.SKILLINFO_LIST in order to display currently learned skills
  • Implement UI to learn and upgrade skills
  • Implement packets to receive skills updates

Update Packets

Currently we're working with a way outdated rAthena version. That is 20180621.

Goal to update the their latest supported version as soon as possible to avoid having loads of packets to refactor

Unable to find Config.txt

Hi,
I can't find config.txt, which folder should be in to and what is it supposed to be inside exactly?

Thanks

Não consigo executar

Boa noite Guilherme, estou tentando testar esse seu projeto.

Eu criei o arquivo para habilitar o "Unsafe Code", ao executar a cena, a CPU vai para 100% e nada acontece (já configurei o caminho da minha grf)

Estou utilizando a última versão do Unity.

Esse projeto está funcionando na última versão? Precisa de alguma configuração extra que eu deveria saber?

Desde já, obrigado.

How to compile this project

Wow, this is a huge project... I am super look forward it!

I don't have any experience with unity, so how should I compile this project?
No need to describe in detail, I need some keyword like IDE name as a guide, I look forward to receiving a reply

Improve Entity Rendering

At the moment we have two major problems:

  • It looks like we are using the wrong action from .act if a side-by-side comparison is made with the original client
  • The sprite renderer is cutting through the 3d meshes

Refactor Map packet handling

Description
At the very moment the server accepts our connection and therefore sends packets for us to spawn characters and etc, we're probably still loading the map scene. That asynchronous behaviour led me to implement the following:

When we receive the accept login packet from map server, we initialise the UI GameObject which holds a big canvas with many controllers inside and then when the server starts sending packets we're ready to receive and parse them.

I believe this isn't the right approach because we're instantiating UI stuff just because of the ability to receive and parse packets. So following this we would probably be better off if we create some kind of presenter/viewmodel which holds data received from the server and whenever the UI is ready and instantiated it would require that presenter/viewmodel and then read whatever data it needs to function.

Render entities in UI windows

Similar to what we've done in the character selection we need to be able to render the current entity in some UI windows.

  • Equipment Window

  • Skills Window

  • The Skill Window has the character in a sit state + a looping dori-dori animation and doesn't have the head attachments

  • The Equipment Window has the character standing and the head attachments are rendered

"Ran out of virtual channels. Audio clip ... will not be played"

Ran out of virtual channels. Audio clip "data/wav/se_prtbird_01.wav" will not be played.
UnityEngine.AudioSource:PlayOneShot(AudioClip)
Sounds:Update() (at Assets/Scripts/Renderer/Map/Sounds.cs:75)
MapRenderer:FixedUpdate() (at Assets/Scripts/Renderer/MapRenderer.cs:202)
Core:FixedUpdate() (at Assets/Scripts/Core.cs:159)

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