aha
This commit is contained in:
@ -0,0 +1,259 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.PickupsDropsChilds
|
||||
{
|
||||
public class PickupsDropsChilds : NetworkBehaviour
|
||||
{
|
||||
[Header("Player Components")]
|
||||
public GameObject rightHand;
|
||||
|
||||
[Header("Prefabs")]
|
||||
public GameObject ballPrefab;
|
||||
public GameObject batPrefab;
|
||||
public GameObject boxPrefab;
|
||||
public GameObject sceneObjectPrefab;
|
||||
|
||||
// IMPORTANT: Order of SyncVar declarations is intentional!
|
||||
// ChangeEquipment coroutine depends on equippedItemConfig being set first
|
||||
// but equippedItemConfig can also be changed independent of equippedItem
|
||||
// changing, e.g. reloading usages.
|
||||
[Header("SyncVars in Specific Order")]
|
||||
[SyncVar(hook = nameof(OnChangeEquippedItemConfig))]
|
||||
public EquippedItemConfig equippedItemConfig = default;
|
||||
[SyncVar(hook = nameof(OnChangeEquipment))]
|
||||
public EquippedItem equippedItem;
|
||||
|
||||
[Header("Diagnostics")]
|
||||
[ReadOnly] public GameObject equippedObject;
|
||||
|
||||
// Cached reference to IEquipped component on the child object
|
||||
IEquipped iEquipped;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!isLocalPlayer) return;
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Alpha0) && equippedItem != EquippedItem.nothing)
|
||||
CmdChangeEquippedItem(EquippedItem.nothing);
|
||||
if (Input.GetKeyDown(KeyCode.Alpha1) && equippedItem != EquippedItem.ball)
|
||||
CmdChangeEquippedItem(EquippedItem.ball);
|
||||
if (Input.GetKeyDown(KeyCode.Alpha2) && equippedItem != EquippedItem.bat)
|
||||
CmdChangeEquippedItem(EquippedItem.bat);
|
||||
if (Input.GetKeyDown(KeyCode.Alpha3) && equippedItem != EquippedItem.box)
|
||||
CmdChangeEquippedItem(EquippedItem.box);
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.U) && iEquipped != null)
|
||||
CmdUseItem();
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.I) && iEquipped != null)
|
||||
CmdAddUsages(1);
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.O) && iEquipped != null)
|
||||
CmdResetUsages();
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.P) && iEquipped != null)
|
||||
CmdResetUsages(3);
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.X) && equippedItem != EquippedItem.nothing)
|
||||
CmdDropItem();
|
||||
}
|
||||
|
||||
void OnChangeEquippedItemConfig(EquippedItemConfig _, EquippedItemConfig newEquippedItemConfig)
|
||||
{
|
||||
// equippedItem may be EquippedItem.nothing so check for not null
|
||||
// before getting reference to the IEquipped interface component
|
||||
// and only set the equippedItemConfig if it's different.
|
||||
if (equippedObject != null && equippedObject.TryGetComponent(out iEquipped))
|
||||
if (!iEquipped.equippedItemConfig.Equals(equippedItemConfig))
|
||||
iEquipped.equippedItemConfig = equippedItemConfig;
|
||||
}
|
||||
|
||||
void OnChangeEquipment(EquippedItem _, EquippedItem newEquippedItem)
|
||||
{
|
||||
StartCoroutine(ChangeEquipment());
|
||||
}
|
||||
|
||||
// Since Destroy is delayed to the end of the current frame, we use a coroutine
|
||||
// to clear out any child objects before instantiating the new one
|
||||
IEnumerator ChangeEquipment()
|
||||
{
|
||||
while (rightHand.transform.childCount > 0)
|
||||
{
|
||||
Destroy(rightHand.transform.GetChild(0).gameObject);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
equippedObject = null;
|
||||
|
||||
switch (equippedItem)
|
||||
{
|
||||
case EquippedItem.ball:
|
||||
equippedObject = Instantiate(ballPrefab, rightHand.transform);
|
||||
break;
|
||||
case EquippedItem.bat:
|
||||
equippedObject = Instantiate(batPrefab, rightHand.transform);
|
||||
break;
|
||||
case EquippedItem.box:
|
||||
equippedObject = Instantiate(boxPrefab, rightHand.transform);
|
||||
break;
|
||||
}
|
||||
|
||||
// equippedItem may be EquippedItem.nothing so check for not null
|
||||
// before getting reference to the IEquipped interface component
|
||||
// and only set the equippedItemConfig if it's different.
|
||||
if (equippedObject != null && equippedObject.TryGetComponent(out iEquipped))
|
||||
if (!iEquipped.equippedItemConfig.Equals(equippedItemConfig))
|
||||
iEquipped.equippedItemConfig = equippedItemConfig;
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdChangeEquippedItem(EquippedItem selectedItem)
|
||||
{
|
||||
switch (selectedItem)
|
||||
{
|
||||
case EquippedItem.ball:
|
||||
if (ballPrefab.TryGetComponent(out IEquipped ball))
|
||||
equippedItemConfig = ball.equippedItemConfig;
|
||||
break;
|
||||
case EquippedItem.bat:
|
||||
if (batPrefab.TryGetComponent(out IEquipped bat))
|
||||
equippedItemConfig = bat.equippedItemConfig;
|
||||
break;
|
||||
case EquippedItem.box:
|
||||
if (boxPrefab.TryGetComponent(out IEquipped box))
|
||||
equippedItemConfig = box.equippedItemConfig;
|
||||
break;
|
||||
case EquippedItem.nothing:
|
||||
equippedItemConfig = default;
|
||||
break;
|
||||
}
|
||||
|
||||
equippedItem = selectedItem;
|
||||
}
|
||||
|
||||
[Command]
|
||||
public void CmdUseItem()
|
||||
{
|
||||
// equippedItemConfig is a struct SyncVar so this
|
||||
// is how to update it correctly on the server.
|
||||
EquippedItemConfig config = equippedItemConfig;
|
||||
config.Use();
|
||||
equippedItemConfig = config;
|
||||
|
||||
// tell clients to invoke the Use method on the IEquipped object
|
||||
RpcUseItem();
|
||||
}
|
||||
|
||||
[Command]
|
||||
public void CmdAddUsages(byte usages)
|
||||
{
|
||||
// equippedItemConfig is a struct SyncVar so this
|
||||
// is how to update it correctly on the server.
|
||||
EquippedItemConfig config = equippedItemConfig;
|
||||
config.AddUsages(usages);
|
||||
equippedItemConfig = config;
|
||||
// tell clients to invoke the AddUsages method on the IEquipped object
|
||||
RpcAddUsages(usages);
|
||||
}
|
||||
|
||||
[Command]
|
||||
public void CmdResetUsages()
|
||||
{
|
||||
// equippedItemConfig is a struct SyncVar so this
|
||||
// is how to update it correctly on the server.
|
||||
EquippedItemConfig config = equippedItemConfig;
|
||||
config.ResetUsages();
|
||||
equippedItemConfig = config;
|
||||
// tell clients to invoke the ResetUsages method on the IEquipped object
|
||||
RpcResetUsages();
|
||||
}
|
||||
|
||||
[Command]
|
||||
public void CmdResetUsages(byte usages)
|
||||
{
|
||||
// equippedItemConfig is a struct SyncVar so this
|
||||
// is how to update it correctly on the server.
|
||||
EquippedItemConfig config = equippedItemConfig;
|
||||
config.ResetUsages(usages);
|
||||
equippedItemConfig = config;
|
||||
// tell clients to invoke the ResetUsages method on the IEquipped object
|
||||
RpcResetUsages(usages);
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdDropItem()
|
||||
{
|
||||
// Instantiate the scene object on the server
|
||||
Vector3 pos = rightHand.transform.position;
|
||||
Quaternion rot = rightHand.transform.rotation;
|
||||
equippedObject = Instantiate(sceneObjectPrefab, pos, rot);
|
||||
|
||||
// set the RigidBody as non-kinematic on the server only (isKinematic = true in prefab)
|
||||
equippedObject.GetComponent<Rigidbody>().isKinematic = false;
|
||||
|
||||
SceneObject sceneObject = equippedObject.GetComponent<SceneObject>();
|
||||
|
||||
// set the SyncVar on the scene object for clients to instantiate
|
||||
sceneObject.equippedItem = equippedItem;
|
||||
|
||||
// set the equippedItemConfig for the iEquipped interface
|
||||
sceneObject.equippedItemConfig = equippedItemConfig;
|
||||
|
||||
// set the direction to launch the scene object
|
||||
sceneObject.direction = rightHand.transform.forward;
|
||||
|
||||
// Spawn the scene object on the network for all to see
|
||||
NetworkServer.Spawn(equippedObject);
|
||||
|
||||
// set the player's SyncVar to nothing so clients will destroy the iEquipped child item
|
||||
equippedItem = EquippedItem.nothing;
|
||||
equippedItemConfig = default;
|
||||
}
|
||||
|
||||
// public because it's called from a script on the SceneObject
|
||||
[Command]
|
||||
public void CmdPickupItem(GameObject obj)
|
||||
{
|
||||
if (obj.TryGetComponent(out SceneObject sceneObject))
|
||||
{
|
||||
// set the player's SyncVar so clients can show the iEquipped item
|
||||
equippedItem = sceneObject.equippedItem;
|
||||
|
||||
// set the equippedItemConfig on the iEquipped object
|
||||
equippedItemConfig = sceneObject.equippedItemConfig;
|
||||
}
|
||||
|
||||
// Destroy the scene object
|
||||
NetworkServer.Destroy(obj);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
public void RpcUseItem()
|
||||
{
|
||||
// iEquipped could be null so use the null conditional operator
|
||||
iEquipped?.Use();
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
public void RpcAddUsages(byte usages)
|
||||
{
|
||||
// iEquipped could be null so use the null conditional operator
|
||||
iEquipped?.AddUsages(usages);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
public void RpcResetUsages()
|
||||
{
|
||||
// iEquipped could be null so use the null conditional operator
|
||||
iEquipped?.ResetUsages();
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
public void RpcResetUsages(byte usages)
|
||||
{
|
||||
// iEquipped could be null so use the null conditional operator
|
||||
iEquipped?.ResetUsages(usages);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user