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better-tee/Assets/Packages/Mirror/Examples/Lobby/Scripts/PlayerController.cs

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2019-09-15 22:28:36 +00:00
using UnityEngine;
namespace Mirror.Examples.NetworkLobby
{
[RequireComponent(typeof(CharacterController))]
public class PlayerController : NetworkBehaviour
{
[SyncVar]
public int index;
[SyncVar]
public uint score;
[SyncVar(hook = nameof(SetColor))]
public Color playerColor = Color.black;
// Unity clones the material when GetComponent<Renderer>().material is called
// Cache it here and destroy it in OnDestroy to prevent a memory leak
Material cachedMaterial;
void SetColor(Color color)
{
if (cachedMaterial == null) cachedMaterial = GetComponent<Renderer>().material;
cachedMaterial.color = color;
}
void OnDestroy()
{
Destroy(cachedMaterial);
}
CharacterController characterController;
public override void OnStartLocalPlayer()
{
base.OnStartLocalPlayer();
characterController = GetComponent<CharacterController>();
Camera.main.transform.SetParent(transform);
Camera.main.transform.localPosition = new Vector3(0f, 3f, -8f);
Camera.main.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
}
[Header("Movement Settings")]
public float moveSpeed = 8f;
public float turnSpeedAccel = 5f;
public float turnSpeedDecel = 5f;
public float maxTurnSpeed = 150f;
[Header("Jump Settings")]
public float jumpSpeed = 0f;
public float maxJumpSpeed = 5F;
public float jumpFactor = .05F;
[Header("Diagnostics")]
public float horizontal = 0f;
public float vertical = 0f;
public float turn = 0f;
public bool isGrounded = true;
public bool isFalling = false;
void Update()
{
if (!isLocalPlayer) return;
horizontal = Input.GetAxis("Horizontal");
vertical = Input.GetAxis("Vertical");
if (Input.GetKey(KeyCode.Q) && (turn > -maxTurnSpeed))
turn -= turnSpeedAccel;
else if (Input.GetKey(KeyCode.E) && (turn < maxTurnSpeed))
turn += turnSpeedAccel;
else if (turn > turnSpeedDecel)
turn -= turnSpeedDecel;
else if (turn < -turnSpeedDecel)
turn += turnSpeedDecel;
else
turn = 0f;
if (!isFalling && Input.GetKey(KeyCode.Space) && (isGrounded || jumpSpeed < maxJumpSpeed))
jumpSpeed += maxJumpSpeed * jumpFactor;
else if (isGrounded)
isFalling = false;
else
{
isFalling = true;
jumpSpeed = 0;
}
}
void FixedUpdate()
{
if (!isLocalPlayer || characterController == null) return;
transform.Rotate(0f, turn * Time.fixedDeltaTime, 0f);
Vector3 direction = new Vector3(horizontal, jumpSpeed, vertical);
direction = Vector3.ClampMagnitude(direction, 1f);
direction = transform.TransformDirection(direction);
direction *= moveSpeed;
if (jumpSpeed > 0)
characterController.Move(direction * Time.fixedDeltaTime);
else
characterController.SimpleMove(direction);
isGrounded = characterController.isGrounded;
}
GameObject controllerColliderHitObject;
void OnControllerColliderHit(ControllerColliderHit hit)
{
// If player and prize objects are on their own layer(s) with correct
// collision matrix, we wouldn't have to validate the hit.gameobject.
// Since this is just an example, project settings aren't included so we check the name.
controllerColliderHitObject = hit.gameObject;
if (isLocalPlayer && controllerColliderHitObject.name.StartsWith("Prize"))
{
if (LogFilter.Debug) Debug.LogFormat("OnControllerColliderHit {0}[{1}] with {2}[{3}]", name, netId, controllerColliderHitObject.name, controllerColliderHitObject.GetComponent<NetworkIdentity>().netId);
// Disable the prize gameobject so it doesn't impede player movement
// It's going to be destroyed in a few frames and we don't want to spam CmdClaimPrize.
// OnControllerColliderHit will fire many times as the player slides against the object.
controllerColliderHitObject.SetActive(false);
CmdClaimPrize(controllerColliderHitObject);
}
}
[Command]
void CmdClaimPrize(GameObject hitObject)
{
// Null check is required, otherwise close timing of multiple claims could throw a null ref.
if (hitObject != null)
{
hitObject.GetComponent<Reward>().ClaimPrize(gameObject);
}
}
void OnGUI()
{
GUI.Box(new Rect(10f + (index * 110), 10f, 100f, 25f), score.ToString().PadLeft(10));
}
}
}