aha
This commit is contained in:
106
Assets/Mirror/Examples/Tanks/Scripts/Tank.cs
Normal file
106
Assets/Mirror/Examples/Tanks/Scripts/Tank.cs
Normal file
@ -0,0 +1,106 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
||||
namespace Mirror.Examples.Tanks
|
||||
{
|
||||
public class Tank : NetworkBehaviour
|
||||
{
|
||||
[Header("Components")]
|
||||
public NavMeshAgent agent;
|
||||
public Animator animator;
|
||||
public TextMesh healthBar;
|
||||
public Transform turret;
|
||||
|
||||
[Header("Movement")]
|
||||
public float rotationSpeed = 100;
|
||||
|
||||
[Header("Firing")]
|
||||
public KeyCode shootKey = KeyCode.Space;
|
||||
public GameObject projectilePrefab;
|
||||
public Transform projectileMount;
|
||||
|
||||
[Header("Stats")]
|
||||
[SyncVar] public int health = 5;
|
||||
|
||||
// naming for easier debugging
|
||||
public override void OnStartClient()
|
||||
{
|
||||
name = $"Player[{netId}|{(isLocalPlayer ? "local" : "remote")}]";
|
||||
}
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
name = $"Player[{netId}|server]";
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// always update health bar.
|
||||
// (SyncVar hook would only update on clients, not on server)
|
||||
healthBar.text = new string('-', health);
|
||||
|
||||
// take input from focused window only
|
||||
if(!Application.isFocused) return;
|
||||
|
||||
// movement for local player
|
||||
if (isLocalPlayer)
|
||||
{
|
||||
// rotate
|
||||
float horizontal = Input.GetAxis("Horizontal");
|
||||
transform.Rotate(0, horizontal * rotationSpeed * Time.deltaTime, 0);
|
||||
|
||||
// move
|
||||
float vertical = Input.GetAxis("Vertical");
|
||||
Vector3 forward = transform.TransformDirection(Vector3.forward);
|
||||
agent.velocity = forward * Mathf.Max(vertical, 0) * agent.speed;
|
||||
animator.SetBool("Moving", agent.velocity != Vector3.zero);
|
||||
|
||||
// shoot
|
||||
if (Input.GetKeyDown(shootKey))
|
||||
{
|
||||
CmdFire();
|
||||
}
|
||||
|
||||
RotateTurret();
|
||||
}
|
||||
}
|
||||
|
||||
// this is called on the server
|
||||
[Command]
|
||||
void CmdFire()
|
||||
{
|
||||
GameObject projectile = Instantiate(projectilePrefab, projectileMount.position, projectileMount.rotation);
|
||||
NetworkServer.Spawn(projectile);
|
||||
RpcOnFire();
|
||||
}
|
||||
|
||||
// this is called on the tank that fired for all observers
|
||||
[ClientRpc]
|
||||
void RpcOnFire()
|
||||
{
|
||||
animator.SetTrigger("Shoot");
|
||||
}
|
||||
|
||||
//[ServerCallback]
|
||||
//void OnTriggerEnter(Collider other)
|
||||
//{
|
||||
// if (other.GetComponent<Projectile>() != null)
|
||||
// {
|
||||
// --health;
|
||||
// if (health == 0)
|
||||
// NetworkServer.Destroy(gameObject);
|
||||
// }
|
||||
//}
|
||||
|
||||
void RotateTurret()
|
||||
{
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
if (Physics.Raycast(ray, out RaycastHit hit, 100))
|
||||
{
|
||||
Debug.DrawLine(ray.origin, hit.point);
|
||||
Vector3 lookRotation = new Vector3(hit.point.x, turret.transform.position.y, hit.point.z);
|
||||
turret.transform.LookAt(lookRotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user