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Assets/Mirror/Examples/BenchmarkIdle/Player.cs
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87
Assets/Mirror/Examples/BenchmarkIdle/Player.cs
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using UnityEngine;
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namespace Mirror.Examples.BenchmarkIdle
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{
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public class Player : NetworkBehaviour
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{
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// automated movement.
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// player may switch to manual movement any time
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[Header("Automated Movement")]
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public bool autoMove = true;
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public float autoSpeed = 2;
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public float movementProbability = 0.5f;
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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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[Header("Manual Movement")]
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public float manualSpeed = 10;
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// cache .transform for benchmark demo.
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// Component.get_transform shows in profiler otherwise.
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Transform tf;
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public override void OnStartLocalPlayer()
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{
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tf = transform;
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start = tf.position;
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}
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void AutoMove()
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{
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if (moving)
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{
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if (Vector3.Distance(tf.position, destination) <= 0.01f)
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{
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moving = false;
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}
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else
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{
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tf.position = Vector3.MoveTowards(tf.position, destination, autoSpeed * 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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// calculate a random position in a circle
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float circleX = Mathf.Cos(Random.value * Mathf.PI);
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float circleZ = Mathf.Sin(Random.value * Mathf.PI);
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Vector2 circlePos = new Vector2(circleX, circleZ);
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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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void ManualMove()
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{
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float h = Input.GetAxis("Horizontal");
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float v = Input.GetAxis("Vertical");
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Vector3 direction = new Vector3(h, 0, v);
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transform.position += direction.normalized * (Time.deltaTime * manualSpeed);
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}
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static bool Interrupted() =>
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Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0;
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void Update()
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{
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if (!isLocalPlayer) return;
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// player may interrupt auto movement to switch to manual
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if (Interrupted()) autoMove = false;
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// move
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if (autoMove) AutoMove();
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else ManualMove();
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}
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}
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}
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