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57
Assets/Mirror/Examples/Benchmark/Scripts/MonsterMovement.cs
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57
Assets/Mirror/Examples/Benchmark/Scripts/MonsterMovement.cs
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using UnityEngine;
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namespace Mirror.Examples.Benchmark
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{
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public class MonsterMovement : NetworkBehaviour
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{
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public float speed = 1;
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// movement probability:
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// 0.5 is too high, monsters are moving almost all the time.
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// only-sync-on-change shows no difference with 0.5 at all.
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// in other words: broken change detection would be too easy to miss!
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[Header("Note: use 0.1 to test change detection, 0.5 is too high!")]
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public float movementProbability = 0.1f;
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public float movementDistance = 20;
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bool moving;
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Vector3 start;
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Vector3 destination;
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public override void OnStartServer()
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{
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start = transform.position;
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}
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[ServerCallback]
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void Update()
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{
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if (moving)
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{
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if (Vector3.Distance(transform.position, destination) <= 0.01f)
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{
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transform.position = destination;
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moving = false;
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}
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else
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{
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transform.position = Vector3.MoveTowards(transform.position, destination, speed * Time.deltaTime);
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}
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}
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else
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{
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float r = Random.value;
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if (r < movementProbability * Time.deltaTime)
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{
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Vector2 circlePos = Random.insideUnitCircle;
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Vector3 dir = new Vector3(circlePos.x, 0, circlePos.y);
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// set destination on random pos in a circle around start.
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// (don't want to wander off)
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destination = start + dir * movementDistance;
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moving = true;
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}
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}
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}
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}
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}
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