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

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2019-09-15 22:28:36 +00:00
using UnityEngine;
namespace Mirror.Examples.Additive
{
[RequireComponent(typeof(CharacterController))]
public class PlayerController : NetworkBehaviour
{
public override void OnStartServer()
{
base.OnStartServer();
playerColor = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
}
[SyncVar(hook = nameof(SetColor))]
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 OnDisable()
{
if (isLocalPlayer)
{
Camera.main.transform.SetParent(null);
Camera.main.transform.localPosition = new Vector3(0f, 50f, 0f);
Camera.main.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
}
}
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;
}
}
}