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42
Assets/Mirror/Examples/BilliardsPredicted/Ball/Pockets.cs
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42
Assets/Mirror/Examples/BilliardsPredicted/Ball/Pockets.cs
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// script to handle the table's pocket collisions for resets / destruction.
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// predicted objects sometimes have their rigidbodies moved out of them.
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// which is why we handle collisions in the table itself, not per-object.
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// because here we can check who the rigidbody belongs to more easily.
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// ... that's just the best practice at the moment, maybe we can make this
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// easier in the future ...
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using UnityEngine;
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namespace Mirror.Examples.BilliardsPredicted
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{
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public class Pockets : MonoBehaviour
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{
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void OnTriggerEnter(Collider other)
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{
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if (!NetworkServer.active) return;
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||||
|
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// the collider may be on a predicted object or on its ghost object.
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// find the source first.
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if (PredictedRigidbody.IsPredicted(other, out PredictedRigidbody predicted))
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{
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// is it a white ball?
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if (predicted.TryGetComponent(out WhiteBallPredicted white))
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||||
{
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Rigidbody rigidBody = predicted.predictedRigidbody;
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||||
rigidBody.position = white.startPosition;
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||||
#if UNITY_6000_0_OR_NEWER
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#else
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#endif
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}
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// is it a read ball?
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if (predicted.GetComponent<RedBallPredicted>())
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{
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// destroy when entering a pocket.
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NetworkServer.Destroy(predicted.gameObject);
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}
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}
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}
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}
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||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.BilliardsPredicted
|
||||
{
|
||||
// keep the empty script so we can find out what type of ball we collided with.
|
||||
public class RedBallPredicted : NetworkBehaviour
|
||||
{
|
||||
/* ball<->pocket collisions are handled by Pockets.cs for now.
|
||||
because predicted object's rigidbodies are sometimes moved out of them.
|
||||
which means this script here wouldn't get the collision info while predicting.
|
||||
which means it's easier to check collisions from the table perspective.
|
||||
// destroy when entering a pocket.
|
||||
// there's only one trigger in the scene (the pocket).
|
||||
[ServerCallback]
|
||||
void OnTriggerEnter(Collider other)
|
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{
|
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NetworkServer.Destroy(gameObject);
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}
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*/
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}
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using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.BilliardsPredicted
|
||||
{
|
||||
public class WhiteBallPredicted : NetworkBehaviour
|
||||
{
|
||||
public LineRenderer dragIndicator;
|
||||
public float dragTolerance = 1.0f;
|
||||
public Rigidbody rigidBody;
|
||||
public float forceMultiplier = 2;
|
||||
public float maxForce = 40;
|
||||
|
||||
// remember start position to reset to after entering a pocket
|
||||
internal Vector3 startPosition;
|
||||
|
||||
bool draggingStartedOverObject;
|
||||
|
||||
// cast mouse position on screen to world position
|
||||
bool MouseToWorld(out Vector3 position)
|
||||
{
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
Plane plane = new Plane(Vector3.up, transform.position);
|
||||
if (plane.Raycast(ray, out float distance))
|
||||
{
|
||||
position = ray.GetPoint(distance);
|
||||
return true;
|
||||
}
|
||||
position = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
startPosition = transform.position;
|
||||
}
|
||||
|
||||
[ClientCallback]
|
||||
void Update()
|
||||
{
|
||||
// mouse down on the white ball?
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
if (MouseToWorld(out Vector3 position))
|
||||
{
|
||||
// allow dragging if mouse is 'close enough'.
|
||||
// balls are moving so we don't need to be exactly on it.
|
||||
float distance = Vector3.Distance(position, transform.position);
|
||||
if (distance <= dragTolerance)
|
||||
{
|
||||
// enable drag indicator
|
||||
dragIndicator.SetPosition(0, transform.position);
|
||||
dragIndicator.SetPosition(1, transform.position);
|
||||
dragIndicator.gameObject.SetActive(true);
|
||||
|
||||
draggingStartedOverObject = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
// mouse button dragging?
|
||||
else if (Input.GetMouseButton(0))
|
||||
{
|
||||
// cast mouse position to world
|
||||
if (draggingStartedOverObject && MouseToWorld(out Vector3 current))
|
||||
{
|
||||
// drag indicator
|
||||
dragIndicator.SetPosition(0, transform.position);
|
||||
dragIndicator.SetPosition(1, current);
|
||||
}
|
||||
}
|
||||
// mouse button up?
|
||||
else if (Input.GetMouseButtonUp(0))
|
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{
|
||||
// cast mouse position to world
|
||||
if (draggingStartedOverObject && MouseToWorld(out Vector3 current))
|
||||
{
|
||||
// calculate delta from ball to mouse
|
||||
// ball may have moved since we started dragging,
|
||||
// so always use current ball position here.
|
||||
Vector3 from = transform.position;
|
||||
|
||||
// debug drawing: only works if Gizmos are enabled!
|
||||
Debug.DrawLine(from, current, Color.white, 2);
|
||||
|
||||
// calculate pending force delta
|
||||
Vector3 delta = from - current;
|
||||
Vector3 force = delta * forceMultiplier;
|
||||
|
||||
// there should be a maximum allowed force
|
||||
force = Vector3.ClampMagnitude(force, maxForce);
|
||||
|
||||
// forward the event to the local player's object.
|
||||
// the ball isn't part of the local player.
|
||||
NetworkClient.localPlayer.GetComponent<PlayerPredicted>().OnDraggedBall(force);
|
||||
|
||||
// disable drag indicator
|
||||
dragIndicator.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
draggingStartedOverObject = false;
|
||||
}
|
||||
}
|
||||
|
||||
// OnMouse callbacks don't work for predicted objects because we need to
|
||||
// move the collider out of the main object ocassionally.
|
||||
// besides, having a drag tolerance and not having to click exactly on
|
||||
// the white ball is nice.
|
||||
/*
|
||||
[ClientCallback]
|
||||
void OnMouseDown()
|
||||
{
|
||||
// enable drag indicator
|
||||
dragIndicator.SetPosition(0, transform.position);
|
||||
dragIndicator.SetPosition(1, transform.position);
|
||||
dragIndicator.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
[ClientCallback]
|
||||
void OnMouseDrag()
|
||||
{
|
||||
// cast mouse position to world
|
||||
if (!MouseToWorld(out Vector3 current)) return;
|
||||
|
||||
// drag indicator
|
||||
dragIndicator.SetPosition(0, transform.position);
|
||||
dragIndicator.SetPosition(1, current);
|
||||
}
|
||||
|
||||
[ClientCallback]
|
||||
void OnMouseUp()
|
||||
{
|
||||
// cast mouse position to world
|
||||
if (!MouseToWorld(out Vector3 current)) return;
|
||||
|
||||
// calculate delta from ball to mouse
|
||||
// ball may have moved since we started dragging,
|
||||
// so always use current ball position here.
|
||||
Vector3 from = transform.position;
|
||||
|
||||
// debug drawing: only works if Gizmos are enabled!
|
||||
Debug.DrawLine(from, current, Color.white, 2);
|
||||
|
||||
// calculate pending force delta
|
||||
Vector3 delta = from - current;
|
||||
Vector3 force = delta * forceMultiplier;
|
||||
|
||||
// there should be a maximum allowed force
|
||||
force = Vector3.ClampMagnitude(force, maxForce);
|
||||
|
||||
// forward the event to the local player's object.
|
||||
// the ball isn't part of the local player.
|
||||
NetworkClient.localPlayer.GetComponent<PlayerPredicted>().OnDraggedBall(force);
|
||||
|
||||
// disable drag indicator
|
||||
dragIndicator.gameObject.SetActive(false);
|
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}
|
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*/
|
||||
|
||||
/* ball<->pocket collisions are handled by Pockets.cs for now.
|
||||
because predicted object's rigidbodies are sometimes moved out of them.
|
||||
which means this script here wouldn't get the collision info while predicting.
|
||||
which means it's easier to check collisions from the table perspective.
|
||||
// reset position when entering a pocket.
|
||||
// there's only one trigger in the scene (the pocket).
|
||||
[ServerCallback]
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
rigidBody.position = startPosition;
|
||||
rigidBody.Sleep(); // reset forces
|
||||
// GetComponent<NetworkRigidbodyUnreliable>().RpcTeleport(startPosition);
|
||||
}
|
||||
*/
|
||||
|
||||
[ClientCallback]
|
||||
void OnGUI()
|
||||
{
|
||||
// have a button to reply exactly the same force in every hit for easier testing.
|
||||
if (GUI.Button(new Rect(10, 150, 200, 20), "Hit!"))
|
||||
{
|
||||
// hit with a slight angle so the red balls spread out in all directions
|
||||
Vector3 force = Vector3.ClampMagnitude(new Vector3(10, 0, 600), maxForce);
|
||||
NetworkClient.localPlayer.GetComponent<PlayerPredicted>().OnDraggedBall(force);
|
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}
|
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}
|
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}
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}
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Reference in New Issue
Block a user