aha
This commit is contained in:
@ -0,0 +1,59 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.AdditiveScenes
|
||||
{
|
||||
// This script demonstrates the NetworkAnimator and how to leverage
|
||||
// the built-in observers system to track players.
|
||||
// Note that all ProximityCheckers should be restricted to the Player layer.
|
||||
public class ShootingTankBehaviour : NetworkBehaviour
|
||||
{
|
||||
[SyncVar]
|
||||
public Quaternion rotation;
|
||||
|
||||
NetworkAnimator networkAnimator;
|
||||
|
||||
[ServerCallback]
|
||||
void Start()
|
||||
{
|
||||
networkAnimator = GetComponent<NetworkAnimator>();
|
||||
}
|
||||
|
||||
[Range(0, 1)]
|
||||
public float turnSpeed = 0.1f;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isServer && netIdentity.observers.Count > 0)
|
||||
ShootNearestPlayer();
|
||||
|
||||
if (isClient)
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, turnSpeed);
|
||||
}
|
||||
|
||||
[Server]
|
||||
void ShootNearestPlayer()
|
||||
{
|
||||
GameObject target = null;
|
||||
float distance = 100f;
|
||||
|
||||
foreach (NetworkConnectionToClient networkConnection in netIdentity.observers.Values)
|
||||
{
|
||||
GameObject tempTarget = networkConnection.identity.gameObject;
|
||||
float tempDistance = Vector3.Distance(tempTarget.transform.position, transform.position);
|
||||
|
||||
if (target == null || distance > tempDistance)
|
||||
{
|
||||
target = tempTarget;
|
||||
distance = tempDistance;
|
||||
}
|
||||
}
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
transform.LookAt(new Vector3(target.transform.position.x, 0, target.transform.position.z));
|
||||
rotation = transform.rotation;
|
||||
//networkAnimator.SetTrigger("Shoot");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user