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Can not use skills #5

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AceWrld305 opened this issue Oct 1, 2023 · 3 comments
Open

Can not use skills #5

AceWrld305 opened this issue Oct 1, 2023 · 3 comments

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@AceWrld305
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NotImplementedException: The method or operation is not implemented.
MultiplayerARPG.InvectorCharacterModel.GetSkillActivateAnimationType (System.Int32 dataId) (at Assets/UnityMultiplayerARPG_InvectorCharacterModel-main/Scripts/InvectorCharacterModel.cs:515)
MultiplayerARPG.BaseCharacterModel.UseSkillActivateAnimationType (MultiplayerARPG.BaseSkill skill) (at Assets/UnityMultiplayerARPG/Core/Scripts/GameData/Model/BaseCharacterModel.cs:766)
MultiplayerARPG.BaseCharacterEntity.GetUsingSkillData (MultiplayerARPG.BaseSkill skill, System.Boolean& isLeftHand, MultiplayerARPG.AnimActionType& animActionType, System.Int32& animationDataId, MultiplayerARPG.CharacterItem& weapon) (at Assets/UnityMultiplayerARPG/Core/Scripts/Gameplay/CharacterEntity/BaseCharacterEntity.cs:995)
MultiplayerARPG.DefaultCharacterUseSkillComponent.UseSkillRoutine (System.Int32 simulateSeed, System.Boolean isLeftHand, MultiplayerARPG.BaseSkill skill, System.Int32 skillLevel, System.UInt32 targetObjectId, MultiplayerARPG.AimPosition skillAimPosition, System.Nullable1[T] itemDataId) (at Assets/UnityMultiplayerARPG/Core/Scripts/Gameplay/CharacterSystems/CharacterActionsSystem/DefaultCharacterUseSkillComponent.cs:126) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) (at Assets/UnityMultiplayerARPG/Core/LiteNetLibManager/Plugins/UniTask/Runtime/UniTaskScheduler.cs:90) MultiplayerARPG.<UseSkillRoutine>d__73:MoveNext() (at Assets/UnityMultiplayerARPG/Core/Scripts/Gameplay/CharacterSystems/CharacterActionsSystem/DefaultCharacterUseSkillComponent.cs:343) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(<UseSkillRoutine>d__73&) (at Assets/UnityMultiplayerARPG/Core/LiteNetLibManager/Plugins/UniTask/Runtime/CompilerServices/AsyncUniTaskVoidMethodBuilder.cs:110) MultiplayerARPG.DefaultCharacterUseSkillComponent:UseSkillRoutine(Int32, Boolean, BaseSkill, Int32, UInt32, AimPosition, Nullable1)
MultiplayerARPG.DefaultCharacterUseSkillComponent:WriteServerUseSkillState(NetDataWriter) (at Assets/UnityMultiplayerARPG/Core/Scripts/Gameplay/CharacterSystems/CharacterActionsSystem/DefaultCharacterUseSkillComponent.cs:541)
MultiplayerARPG.BaseCharacterEntity:SendServerState() (at Assets/UnityMultiplayerARPG/Core/Scripts/Gameplay/CharacterEntity/BaseCharacterEntity.cs:437)
MultiplayerARPG.BaseGameNetworkManager:OnServerUpdate(LogicUpdater) (at Assets/UnityMultiplayerARPG/Core/Scripts/Networking/BaseGameNetworkManager.cs:182)
MultiplayerARPG.LanRpgNetworkManager:OnServerUpdate(LogicUpdater) (at Assets/UnityMultiplayerARPG/Core/Scripts/LanGame/Networking/LanRpgNetworkManager.cs:208)
LiteNetLibManager.LogicUpdater:OnAction() (at Assets/UnityMultiplayerARPG/Core/LiteNetLibManager/Scripts/Utils/LogicUpdater.cs:65)
LiteNetLibManager.LogicUpdater:Update() (at Assets/UnityMultiplayerARPG/Core/LiteNetLibManager/Scripts/Utils/LogicUpdater.cs:88)
LiteNetLibManager.LiteNetLibManager:Update() (at Assets/UnityMultiplayerARPG/Core/LiteNetLibManager/Scripts/LiteNetLibManager.cs:143)
MultiplayerARPG.BaseGameNetworkManager:Update() (at Assets/UnityMultiplayerARPG/Core/Scripts/Networking/BaseGameNetworkManager.cs:120)
MultiplayerARPG.LanRpgNetworkManager:Update() (at Assets/UnityMultiplayerARPG/Core/Scripts/LanGame/Networking/LanRpgNetworkManager.cs:197)

@insthync
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insthync commented Oct 1, 2023

Can I just not fix it?, because it was intended to not implement the skill usage, I've developed this one just for showing off.

@AceWrld305
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I love the integration you did. It would be a shame to not fully complete it. please consider!

@Eniotnacram
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Eniotnacram commented Jan 2, 2024

Late to the party, but I would pay to make this addon works fully. Full integration of this using KCC. I can pay ig dollars for that suri. I need a clean and fast controller in my game. and invector seems the way to go. I wont ask you to do it for free tho. But im pretty sure multiple of us would REALLY like this implementation and be whilling to pay some dime.

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