129 lines
4.0 KiB
C#
129 lines
4.0 KiB
C#
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using UnityEngine;
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using UnityEngine.AI;
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namespace Mirror.Examples.TanksHybrid
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{
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public class Tank : NetworkBehaviour
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{
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[Header("Components")]
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public NavMeshAgent agent;
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public Animator animator;
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public TextMesh healthBar;
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public Transform turret;
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[Header("Movement")]
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public float rotationSpeed = 100;
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[Header("Firing")]
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public KeyCode shootKey = KeyCode.Space;
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public GameObject projectilePrefab;
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public Transform projectileMount;
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[Header("Stats")]
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public int health = 5; // not [SyncVar] because Weaver doesn't work with Hybrid yet. instead we sync it manually below.
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int lastHealth = 5;
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// naming for easier debugging
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public override void OnStartClient()
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{
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name = $"Player[{netId}|{(isLocalPlayer ? "local" : "remote")}]";
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}
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public override void OnStartServer()
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{
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name = $"Player[{netId}|server]";
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}
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void Update()
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{
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// manual setdirty test
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if (health != lastHealth)
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{
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SetDirty();
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lastHealth = health;
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}
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// always update health bar.
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// (SyncVar hook would only update on clients, not on server)
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healthBar.text = new string('-', health);
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// take input from focused window only
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if(!Application.isFocused) return;
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// movement for local player
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if (isLocalPlayer)
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{
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// rotate
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float horizontal = Input.GetAxis("Horizontal");
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transform.Rotate(0, horizontal * rotationSpeed * Time.deltaTime, 0);
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// move
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float vertical = Input.GetAxis("Vertical");
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Vector3 forward = transform.TransformDirection(Vector3.forward);
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agent.velocity = forward * Mathf.Max(vertical, 0) * agent.speed;
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animator.SetBool("Moving", agent.velocity != Vector3.zero);
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// shoot
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if (Input.GetKeyDown(shootKey))
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{
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CmdFire();
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}
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RotateTurret();
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}
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}
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// this is called on the server
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[Command]
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void CmdFire()
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{
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GameObject projectile = Instantiate(projectilePrefab, projectileMount.position, projectileMount.rotation);
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NetworkServer.Spawn(projectile);
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RpcOnFire();
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}
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// this is called on the tank that fired for all observers
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[ClientRpc]
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void RpcOnFire()
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{
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animator.SetTrigger("Shoot");
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}
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//[ServerCallback]
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//void OnTriggerEnter(Collider other)
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//{
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// if (other.GetComponent<Projectile>() != null)
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// {
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// --health;
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// if (health == 0)
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// NetworkServer.Destroy(gameObject);
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// }
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//}
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void RotateTurret()
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out RaycastHit hit, 100))
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{
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Debug.DrawLine(ray.origin, hit.point);
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Vector3 lookRotation = new Vector3(hit.point.x, turret.transform.position.y, hit.point.z);
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turret.transform.LookAt(lookRotation);
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}
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}
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// Health is serialized/deserialized manually.
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// setting the component to SyncMethod=Unreliable automatically takes care of the rest.
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public override void OnSerialize(NetworkWriter writer, bool initialState)
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{
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// Debug.LogWarning($"Tank {name} OnSerialize {(initialState ? "full" : "delta")} health={health}");
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writer.WriteInt(health);
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}
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public override void OnDeserialize(NetworkReader reader, bool initialState)
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{
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health = reader.ReadInt();
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// Debug.LogWarning($"Tank {name} OnDeserialize {(initialState ? "full" : "delta")} health={health}");
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}
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}
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}
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