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https://github.com/Steffo99/better-tee.git
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149 lines
5 KiB
C#
149 lines
5 KiB
C#
using UnityEngine;
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namespace Mirror.Examples.NetworkLobby
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{
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[RequireComponent(typeof(CharacterController))]
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public class PlayerController : NetworkBehaviour
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{
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[SyncVar]
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public int index;
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[SyncVar]
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public uint score;
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[SyncVar(hook = nameof(SetColor))]
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public Color playerColor = Color.black;
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// Unity clones the material when GetComponent<Renderer>().material is called
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// Cache it here and destroy it in OnDestroy to prevent a memory leak
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Material cachedMaterial;
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void SetColor(Color color)
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{
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if (cachedMaterial == null) cachedMaterial = GetComponent<Renderer>().material;
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cachedMaterial.color = color;
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}
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void OnDestroy()
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{
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Destroy(cachedMaterial);
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}
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CharacterController characterController;
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public override void OnStartLocalPlayer()
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{
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base.OnStartLocalPlayer();
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characterController = GetComponent<CharacterController>();
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Camera.main.transform.SetParent(transform);
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Camera.main.transform.localPosition = new Vector3(0f, 3f, -8f);
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Camera.main.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
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}
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[Header("Movement Settings")]
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public float moveSpeed = 8f;
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public float turnSpeedAccel = 5f;
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public float turnSpeedDecel = 5f;
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public float maxTurnSpeed = 150f;
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[Header("Jump Settings")]
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public float jumpSpeed = 0f;
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public float maxJumpSpeed = 5F;
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public float jumpFactor = .05F;
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[Header("Diagnostics")]
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public float horizontal = 0f;
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public float vertical = 0f;
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public float turn = 0f;
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public bool isGrounded = true;
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public bool isFalling = false;
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void Update()
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{
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if (!isLocalPlayer) return;
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horizontal = Input.GetAxis("Horizontal");
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vertical = Input.GetAxis("Vertical");
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if (Input.GetKey(KeyCode.Q) && (turn > -maxTurnSpeed))
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turn -= turnSpeedAccel;
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else if (Input.GetKey(KeyCode.E) && (turn < maxTurnSpeed))
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turn += turnSpeedAccel;
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else if (turn > turnSpeedDecel)
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turn -= turnSpeedDecel;
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else if (turn < -turnSpeedDecel)
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turn += turnSpeedDecel;
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else
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turn = 0f;
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if (!isFalling && Input.GetKey(KeyCode.Space) && (isGrounded || jumpSpeed < maxJumpSpeed))
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jumpSpeed += maxJumpSpeed * jumpFactor;
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else if (isGrounded)
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isFalling = false;
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else
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{
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isFalling = true;
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jumpSpeed = 0;
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}
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}
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void FixedUpdate()
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{
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if (!isLocalPlayer || characterController == null) return;
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transform.Rotate(0f, turn * Time.fixedDeltaTime, 0f);
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Vector3 direction = new Vector3(horizontal, jumpSpeed, vertical);
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direction = Vector3.ClampMagnitude(direction, 1f);
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direction = transform.TransformDirection(direction);
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direction *= moveSpeed;
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if (jumpSpeed > 0)
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characterController.Move(direction * Time.fixedDeltaTime);
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else
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characterController.SimpleMove(direction);
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isGrounded = characterController.isGrounded;
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}
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GameObject controllerColliderHitObject;
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void OnControllerColliderHit(ControllerColliderHit hit)
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{
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// If player and prize objects are on their own layer(s) with correct
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// collision matrix, we wouldn't have to validate the hit.gameobject.
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// Since this is just an example, project settings aren't included so we check the name.
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controllerColliderHitObject = hit.gameObject;
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if (isLocalPlayer && controllerColliderHitObject.name.StartsWith("Prize"))
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{
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if (LogFilter.Debug) Debug.LogFormat("OnControllerColliderHit {0}[{1}] with {2}[{3}]", name, netId, controllerColliderHitObject.name, controllerColliderHitObject.GetComponent<NetworkIdentity>().netId);
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// Disable the prize gameobject so it doesn't impede player movement
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// It's going to be destroyed in a few frames and we don't want to spam CmdClaimPrize.
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// OnControllerColliderHit will fire many times as the player slides against the object.
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controllerColliderHitObject.SetActive(false);
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CmdClaimPrize(controllerColliderHitObject);
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}
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}
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[Command]
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void CmdClaimPrize(GameObject hitObject)
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{
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// Null check is required, otherwise close timing of multiple claims could throw a null ref.
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if (hitObject != null)
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{
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hitObject.GetComponent<Reward>().ClaimPrize(gameObject);
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}
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}
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void OnGUI()
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{
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GUI.Box(new Rect(10f + (index * 110), 10f, 100f, 25f), score.ToString().PadLeft(10));
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}
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}
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}
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