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using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Mirror.Examples.Common.Controllers.Tank
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{
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[AddComponentMenu("")]
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(CharacterController))]
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[RequireComponent(typeof(NetworkIdentity))]
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[RequireComponent(typeof(TankHealth))]
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[DisallowMultipleComponent]
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public class TankControllerBase : NetworkBehaviour
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{
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public enum GroundState : byte { Grounded, Falling }
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[Serializable]
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public struct MoveKeys
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{
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public KeyCode Forward;
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public KeyCode Back;
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public KeyCode TurnLeft;
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public KeyCode TurnRight;
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}
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[Serializable]
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public struct OptionsKeys
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{
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public KeyCode AutoRun;
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public KeyCode ToggleUI;
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}
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[Flags]
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public enum ControlOptions : byte
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{
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None,
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AutoRun = 1 << 0,
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ShowUI = 1 << 1
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}
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[Header("Components")]
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public BoxCollider boxCollider;
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public CharacterController characterController;
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[Header("User Interface")]
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public GameObject ControllerUIPrefab;
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[Header("Configuration")]
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[SerializeField]
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public MoveKeys moveKeys = new MoveKeys
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{
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Forward = KeyCode.W,
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Back = KeyCode.S,
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TurnLeft = KeyCode.A,
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TurnRight = KeyCode.D,
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};
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[SerializeField]
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public OptionsKeys optionsKeys = new OptionsKeys
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{
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AutoRun = KeyCode.R,
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ToggleUI = KeyCode.U
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};
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[Space(5)]
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public ControlOptions controlOptions = ControlOptions.ShowUI;
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[Header("Movement")]
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[Range(0, 20)]
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[FormerlySerializedAs("moveSpeedMultiplier")]
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[Tooltip("Speed in meters per second")]
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public float maxMoveSpeed = 8f;
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// Replacement for Sensitvity from Input Settings.
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[Range(0, 10f)]
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[Tooltip("Sensitivity factors into accelleration")]
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public float inputSensitivity = 2f;
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// Replacement for Gravity from Input Settings.
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[Range(0, 10f)]
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[Tooltip("Gravity factors into decelleration")]
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public float inputGravity = 2f;
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[Header("Turning")]
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[Range(0, 300f)]
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[Tooltip("Max Rotation in degrees per second")]
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public float maxTurnSpeed = 100f;
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[Range(0, 10f)]
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[FormerlySerializedAs("turnDelta")]
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[Tooltip("Rotation acceleration in degrees per second squared")]
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public float turnAcceleration = 3f;
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// Runtime data in a struct so it can be folded up in inspector
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[Serializable]
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public struct RuntimeData
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{
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[ReadOnly, SerializeField, Range(-1f, 1f)] float _vertical;
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[ReadOnly, SerializeField, Range(-300f, 300f)] float _turnSpeed;
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[ReadOnly, SerializeField, Range(-1.5f, 1.5f)] float _animVelocity;
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[ReadOnly, SerializeField, Range(-1.5f, 1.5f)] float _animRotation;
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[ReadOnly, SerializeField] GroundState _groundState;
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[ReadOnly, SerializeField] Vector3 _direction;
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[ReadOnly, SerializeField] Vector3Int _velocity;
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[ReadOnly, SerializeField] GameObject _controllerUI;
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#region Properties
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public float vertical
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{
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get => _vertical;
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internal set => _vertical = value;
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}
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public float turnSpeed
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{
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get => _turnSpeed;
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internal set => _turnSpeed = value;
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}
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public float animVelocity
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{
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get => _animVelocity;
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internal set => _animVelocity = value;
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}
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public float animRotation
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{
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get => _animRotation;
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internal set => _animRotation = value;
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}
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public GameObject controllerUI
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{
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get => _controllerUI;
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internal set => _controllerUI = value;
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}
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public Vector3 direction
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{
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get => _direction;
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internal set => _direction = value;
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}
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public Vector3Int velocity
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{
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get => _velocity;
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internal set => _velocity = value;
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}
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public GroundState groundState
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{
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get => _groundState;
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internal set => _groundState = value;
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}
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#endregion
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}
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[Header("Diagnostics")]
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public RuntimeData runtimeData;
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#region Network Setup
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protected override void OnValidate()
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{
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// Skip if Editor is in Play mode
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if (Application.isPlaying) return;
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base.OnValidate();
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Reset();
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}
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protected virtual void Reset()
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{
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if (boxCollider == null)
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boxCollider = GetComponentInChildren<BoxCollider>();
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// Enable by default...it will be disabled when characterController is enabled
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boxCollider.enabled = true;
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if (characterController == null)
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characterController = GetComponent<CharacterController>();
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// Override CharacterController default values
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characterController.enabled = false;
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characterController.skinWidth = 0.02f;
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characterController.minMoveDistance = 0f;
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GetComponent<Rigidbody>().isKinematic = true;
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#if UNITY_EDITOR
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// For convenience in the examples, we use the GUID of the TankControllerUI prefab
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// to find the correct prefab in the Mirror/Examples/_Common/Controllers folder.
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// This avoids conflicts with user-created prefabs that may have the same name
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// and avoids polluting the user's project with Resources.
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// This is not recommended for production code...use Resources.Load or AssetBundles instead.
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if (ControllerUIPrefab == null)
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{
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string path = UnityEditor.AssetDatabase.GUIDToAssetPath("e64b14552402f6745a7f0aca6237fae2");
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ControllerUIPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
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}
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#endif
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this.enabled = false;
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}
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void OnDisable()
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{
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runtimeData.vertical = 0f;
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runtimeData.turnSpeed = 0f;
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}
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public override void OnStartAuthority()
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{
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characterController.enabled = true;
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this.enabled = true;
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}
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public override void OnStopAuthority()
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{
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this.enabled = false;
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characterController.enabled = false;
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}
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public override void OnStartLocalPlayer()
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{
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if (ControllerUIPrefab != null)
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runtimeData.controllerUI = Instantiate(ControllerUIPrefab);
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if (runtimeData.controllerUI != null)
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{
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if (runtimeData.controllerUI.TryGetComponent(out TankControllerUI canvasControlPanel))
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canvasControlPanel.Refresh(moveKeys, optionsKeys);
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runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
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}
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}
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public override void OnStopLocalPlayer()
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{
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if (runtimeData.controllerUI != null)
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Destroy(runtimeData.controllerUI);
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runtimeData.controllerUI = null;
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}
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#endregion
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void Update()
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{
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if (!characterController.enabled)
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return;
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float deltaTime = Time.deltaTime;
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HandleOptions();
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HandleTurning(deltaTime);
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HandleMove(deltaTime);
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ApplyMove(deltaTime);
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// Reset ground state
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runtimeData.groundState = characterController.isGrounded ? GroundState.Grounded : GroundState.Falling;
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// Diagnostic velocity...FloorToInt for display purposes
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runtimeData.velocity = Vector3Int.FloorToInt(characterController.velocity);
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}
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void HandleOptions()
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{
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if (optionsKeys.AutoRun != KeyCode.None && Input.GetKeyUp(optionsKeys.AutoRun))
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controlOptions ^= ControlOptions.AutoRun;
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if (optionsKeys.ToggleUI != KeyCode.None && Input.GetKeyUp(optionsKeys.ToggleUI))
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{
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controlOptions ^= ControlOptions.ShowUI;
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if (runtimeData.controllerUI != null)
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runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
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}
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}
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// Turning works while airborne...feature?
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void HandleTurning(float deltaTime)
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{
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float targetTurnSpeed = 0f;
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// TurnLeft and TurnRight cancel each other out, reducing targetTurnSpeed to zero.
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if (moveKeys.TurnLeft != KeyCode.None && Input.GetKey(moveKeys.TurnLeft))
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targetTurnSpeed -= maxTurnSpeed;
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if (moveKeys.TurnRight != KeyCode.None && Input.GetKey(moveKeys.TurnRight))
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targetTurnSpeed += maxTurnSpeed;
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// If there's turn input or AutoRun is not enabled, adjust turn speed towards target
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// If no turn input and AutoRun is enabled, maintain the previous turn speed
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if (targetTurnSpeed != 0f || !controlOptions.HasFlag(ControlOptions.AutoRun))
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runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
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transform.Rotate(0f, runtimeData.turnSpeed * deltaTime, 0f);
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}
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void HandleMove(float deltaTime)
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{
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// Initialize target movement variables
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float targetMoveZ = 0f;
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// Check for WASD key presses and adjust target movement variables accordingly
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if (moveKeys.Forward != KeyCode.None && Input.GetKey(moveKeys.Forward)) targetMoveZ = 1f;
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if (moveKeys.Back != KeyCode.None && Input.GetKey(moveKeys.Back)) targetMoveZ = -1f;
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if (targetMoveZ == 0f)
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{
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if (!controlOptions.HasFlag(ControlOptions.AutoRun))
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runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputGravity * deltaTime);
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}
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else
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runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputSensitivity * deltaTime);
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}
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void ApplyMove(float deltaTime)
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{
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// Create initial direction vector (z-axis only)
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runtimeData.direction = new Vector3(0f, 0f, runtimeData.vertical);
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// Transforms direction from local space to world space.
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runtimeData.direction = transform.TransformDirection(runtimeData.direction);
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// Multiply for desired ground speed.
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runtimeData.direction *= maxMoveSpeed;
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// Add gravity in case we drove off a cliff.
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runtimeData.direction += Physics.gravity;
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// Finally move the character.
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characterController.Move(runtimeData.direction * deltaTime);
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}
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}
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}
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@ -0,0 +1,18 @@
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packageName: Mirror
|
||||
packageVersion: 96.0.1
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||||
assetPath: Assets/Mirror/Examples/_Common/Controllers/TankController/TankControllerBase.cs
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uploadId: 736421
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@ -0,0 +1,8 @@
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using UnityEngine;
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|
||||
namespace Mirror.Examples.Common.Controllers.Tank
|
||||
{
|
||||
[AddComponentMenu("Network/Tank Controller (Hybrid)")]
|
||||
[RequireComponent(typeof(NetworkTransformHybrid))]
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public class TankControllerHybrid : TankControllerBase { }
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}
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||||
uploadId: 736421
|
@ -0,0 +1,8 @@
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||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Common.Controllers.Tank
|
||||
{
|
||||
[AddComponentMenu("Network/Tank Controller (Reliable)")]
|
||||
[RequireComponent(typeof(NetworkTransformReliable))]
|
||||
public class TankControllerReliable : TankControllerBase { }
|
||||
}
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@ -0,0 +1,18 @@
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|
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|
||||
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||||
uploadId: 736421
|
@ -0,0 +1,54 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Mirror.Examples.Common.Controllers.Tank
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
[DisallowMultipleComponent]
|
||||
public class TankControllerUI : ControllerUIBase
|
||||
{
|
||||
[Serializable]
|
||||
public struct MoveTexts
|
||||
{
|
||||
public Text keyTextTurnLeft;
|
||||
public Text keyTextForward;
|
||||
public Text keyTextTurnRight;
|
||||
public Text keyTextBack;
|
||||
public Text keyTextShoot;
|
||||
}
|
||||
|
||||
public struct OtherTexts
|
||||
{
|
||||
public Text keyTextShoot;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct OptionsTexts
|
||||
{
|
||||
public Text keyTextMouseLock;
|
||||
public Text keyTextAutoRun;
|
||||
public Text keyTextToggleUI;
|
||||
}
|
||||
|
||||
[SerializeField] MoveTexts moveTexts;
|
||||
[SerializeField] OtherTexts otherKeys;
|
||||
[SerializeField] OptionsTexts optionsTexts;
|
||||
|
||||
public void Refresh(TankControllerBase.MoveKeys moveKeys, TankControllerBase.OptionsKeys optionsKeys)
|
||||
{
|
||||
// Movement Keys
|
||||
moveTexts.keyTextTurnLeft.text = GetKeyText(moveKeys.TurnLeft);
|
||||
moveTexts.keyTextForward.text = GetKeyText(moveKeys.Forward);
|
||||
moveTexts.keyTextTurnRight.text = GetKeyText(moveKeys.TurnRight);
|
||||
moveTexts.keyTextBack.text = GetKeyText(moveKeys.Back);
|
||||
|
||||
//// Other Keys
|
||||
//moveTexts.keyTextShoot.text = GetKeyText(otherKeys.Shoot);
|
||||
|
||||
// Options Keys
|
||||
optionsTexts.keyTextAutoRun.text = GetKeyText(optionsKeys.AutoRun);
|
||||
optionsTexts.keyTextToggleUI.text = GetKeyText(optionsKeys.ToggleUI);
|
||||
}
|
||||
}
|
||||
}
|
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|
@ -0,0 +1,8 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Common.Controllers.Tank
|
||||
{
|
||||
[AddComponentMenu("Network/Tank Controller (Unreliable)")]
|
||||
[RequireComponent(typeof(NetworkTransformUnreliable))]
|
||||
public class TankControllerUnreliable : TankControllerBase { }
|
||||
}
|
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packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/_Common/Controllers/TankController/TankControllerUnreliable.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,83 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Common.Controllers.Tank
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
[DisallowMultipleComponent]
|
||||
public class TankHealth : NetworkBehaviour
|
||||
{
|
||||
[Header("Components")]
|
||||
public TextMesh healthBar;
|
||||
|
||||
[Header("Stats")]
|
||||
public byte maxHealth = 5;
|
||||
[SyncVar(hook = nameof(OnHealthChanged))]
|
||||
public byte health = 5;
|
||||
|
||||
[Header("Respawn")]
|
||||
public bool respawn = true;
|
||||
public byte respawnTime = 3;
|
||||
|
||||
void OnHealthChanged(byte oldHealth, byte newHealth)
|
||||
{
|
||||
healthBar.text = new string('-', newHealth);
|
||||
|
||||
if (newHealth >= maxHealth)
|
||||
healthBar.color = Color.green;
|
||||
if (newHealth < 4)
|
||||
healthBar.color = Color.yellow;
|
||||
if (newHealth < 2)
|
||||
healthBar.color = Color.red;
|
||||
if (newHealth < 1)
|
||||
healthBar.color = Color.black;
|
||||
}
|
||||
|
||||
#region Unity Callbacks
|
||||
|
||||
protected override void OnValidate()
|
||||
{
|
||||
// Skip if Editor is in Play mode
|
||||
if (Application.isPlaying) return;
|
||||
|
||||
base.OnValidate();
|
||||
Reset();
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
if (healthBar == null)
|
||||
healthBar = transform.Find("HealthBar").GetComponent<TextMesh>();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
health = maxHealth;
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
public void TakeDamage(byte damage)
|
||||
{
|
||||
// Skip if health is already 0
|
||||
if (health == 0) return;
|
||||
|
||||
if (damage > health)
|
||||
health = 0;
|
||||
else
|
||||
health -= damage;
|
||||
|
||||
if (health == 0)
|
||||
{
|
||||
if (connectionToClient != null)
|
||||
Respawn.RespawnPlayer(respawn, respawnTime, connectionToClient);
|
||||
else if (netIdentity.sceneId != 0)
|
||||
NetworkServer.UnSpawn(gameObject);
|
||||
else
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a98fd0a5ae4916d48bdcdb0e8c99a5cc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/_Common/Controllers/TankController/TankHealth.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,468 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Common.Controllers.Tank
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
[RequireComponent(typeof(NetworkIdentity))]
|
||||
[DisallowMultipleComponent]
|
||||
public class TankTurretBase : NetworkBehaviour
|
||||
{
|
||||
const float BASE_DPI = 96f;
|
||||
|
||||
[Serializable]
|
||||
public struct OptionsKeys
|
||||
{
|
||||
public KeyCode MouseLock;
|
||||
public KeyCode AutoLevel;
|
||||
public KeyCode ToggleUI;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct MoveKeys
|
||||
{
|
||||
public KeyCode PitchUp;
|
||||
public KeyCode PitchDown;
|
||||
public KeyCode TurnLeft;
|
||||
public KeyCode TurnRight;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public struct OtherKeys
|
||||
{
|
||||
public KeyCode Shoot;
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum ControlOptions : byte
|
||||
{
|
||||
None,
|
||||
MouseLock = 1 << 0,
|
||||
AutoLevel = 1 << 1,
|
||||
ShowUI = 1 << 2
|
||||
}
|
||||
|
||||
// Unity clones the material when GetComponent<Renderer>().material is called
|
||||
// Cache it here and destroy it in OnDestroy to prevent a memory leak
|
||||
Material cachedMaterial;
|
||||
|
||||
[Header("Prefabs")]
|
||||
public GameObject turretUIPrefab;
|
||||
public GameObject projectilePrefab;
|
||||
|
||||
[Header("Components")]
|
||||
public Animator animator;
|
||||
public Transform turret;
|
||||
public Transform barrel;
|
||||
public Transform projectileMount;
|
||||
public CapsuleCollider barrelCollider;
|
||||
|
||||
[Header("Seated Player")]
|
||||
public GameObject playerObject;
|
||||
|
||||
[SyncVar(hook = nameof(OnPlayerColorChanged))]
|
||||
public Color32 playerColor = Color.black;
|
||||
|
||||
[Header("Configuration")]
|
||||
[SerializeField]
|
||||
public MoveKeys moveKeys = new MoveKeys
|
||||
{
|
||||
PitchUp = KeyCode.UpArrow,
|
||||
PitchDown = KeyCode.DownArrow,
|
||||
TurnLeft = KeyCode.LeftArrow,
|
||||
TurnRight = KeyCode.RightArrow
|
||||
};
|
||||
|
||||
[SerializeField]
|
||||
public OtherKeys otherKeys = new OtherKeys
|
||||
{
|
||||
Shoot = KeyCode.Space
|
||||
};
|
||||
|
||||
[SerializeField]
|
||||
public OptionsKeys optionsKeys = new OptionsKeys
|
||||
{
|
||||
MouseLock = KeyCode.M,
|
||||
AutoLevel = KeyCode.L,
|
||||
ToggleUI = KeyCode.U
|
||||
};
|
||||
|
||||
[Space(5)]
|
||||
public ControlOptions controlOptions = ControlOptions.AutoLevel | ControlOptions.ShowUI;
|
||||
|
||||
[Header("Shooting")]
|
||||
[Tooltip("Cooldown time in seconds")]
|
||||
[Range(0, 10)]
|
||||
public byte cooldownTime = 1;
|
||||
|
||||
[Header("Turret")]
|
||||
[Range(0, 300f)]
|
||||
[Tooltip("Max Rotation in degrees per second")]
|
||||
public float maxTurretSpeed = 250f;
|
||||
[Range(0, 30f)]
|
||||
[Tooltip("Rotation acceleration in degrees per second squared")]
|
||||
public float turretAcceleration = 10f;
|
||||
|
||||
[Header("Barrel")]
|
||||
[Range(0, 180f)]
|
||||
[Tooltip("Max Pitch in degrees per second")]
|
||||
public float maxPitchSpeed = 30f;
|
||||
[Range(0, 40f)]
|
||||
[Tooltip("Max Pitch in degrees")]
|
||||
public float maxPitchUpAngle = 25f;
|
||||
[Range(0, 20f)]
|
||||
[Tooltip("Max Pitch in degrees")]
|
||||
public float maxPitchDownAngle = 0f;
|
||||
[Range(0, 10f)]
|
||||
[Tooltip("Pitch acceleration in degrees per second squared")]
|
||||
public float pitchAcceleration = 3f;
|
||||
|
||||
// Runtime data in a struct so it can be folded up in inspector
|
||||
[Serializable]
|
||||
public struct RuntimeData
|
||||
{
|
||||
[ReadOnly, SerializeField, Range(-300f, 300f)] float _turretSpeed;
|
||||
[ReadOnly, SerializeField, Range(-180f, 180f)] float _pitchAngle;
|
||||
[ReadOnly, SerializeField, Range(-180f, 180f)] float _pitchSpeed;
|
||||
[ReadOnly, SerializeField, Range(-1f, 1f)] float _mouseInputX;
|
||||
[ReadOnly, SerializeField, Range(0, 30f)] float _mouseSensitivity;
|
||||
[ReadOnly, SerializeField] double _lastShotTime;
|
||||
[ReadOnly, SerializeField] GameObject _turretUI;
|
||||
|
||||
#region Properties
|
||||
|
||||
public float mouseInputX
|
||||
{
|
||||
get => _mouseInputX;
|
||||
internal set => _mouseInputX = value;
|
||||
}
|
||||
|
||||
public float mouseSensitivity
|
||||
{
|
||||
get => _mouseSensitivity;
|
||||
internal set => _mouseSensitivity = value;
|
||||
}
|
||||
|
||||
public float turretSpeed
|
||||
{
|
||||
get => _turretSpeed;
|
||||
internal set => _turretSpeed = value;
|
||||
}
|
||||
|
||||
public float pitchAngle
|
||||
{
|
||||
get => _pitchAngle;
|
||||
internal set => _pitchAngle = value;
|
||||
}
|
||||
|
||||
public float pitchSpeed
|
||||
{
|
||||
get => _pitchSpeed;
|
||||
internal set => _pitchSpeed = value;
|
||||
}
|
||||
|
||||
public double lastShotTime
|
||||
{
|
||||
get => _lastShotTime;
|
||||
internal set => _lastShotTime = value;
|
||||
}
|
||||
|
||||
public GameObject turretUI
|
||||
{
|
||||
get => _turretUI;
|
||||
internal set => _turretUI = value;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
[Header("Diagnostics")]
|
||||
public RuntimeData runtimeData;
|
||||
|
||||
#region Network Setup
|
||||
|
||||
protected override void OnValidate()
|
||||
{
|
||||
// Skip if Editor is in Play mode
|
||||
if (Application.isPlaying) return;
|
||||
|
||||
base.OnValidate();
|
||||
Reset();
|
||||
}
|
||||
|
||||
// NOTE: Do not put objects in DontDestroyOnLoad (DDOL) in Awake. You can do that in Start instead.
|
||||
protected virtual void Reset()
|
||||
{
|
||||
// Ensure syncDirection is Client to Server
|
||||
syncDirection = SyncDirection.ClientToServer;
|
||||
|
||||
if (animator == null)
|
||||
animator = GetComponentInChildren<Animator>();
|
||||
|
||||
// Set default...this may be modified based on DPI at runtime
|
||||
runtimeData.mouseSensitivity = turretAcceleration;
|
||||
|
||||
// Do a recursive search for a children named "Turret" and "ProjectileMount".
|
||||
// They will be several levels deep in the hierarchy.
|
||||
if (turret == null)
|
||||
turret = FindDeepChild(transform, "Turret");
|
||||
|
||||
if (barrel == null)
|
||||
barrel = FindDeepChild(turret, "Barrel");
|
||||
|
||||
if (barrelCollider == null)
|
||||
barrelCollider = barrel.GetComponent<CapsuleCollider>();
|
||||
|
||||
if (projectileMount == null)
|
||||
projectileMount = FindDeepChild(turret, "ProjectileMount");
|
||||
|
||||
if (playerObject == null)
|
||||
playerObject = FindDeepChild(turret, "SeatedPlayer").gameObject;
|
||||
|
||||
// tranform.Find will fail - must do recursive search
|
||||
Transform FindDeepChild(Transform aParent, string aName)
|
||||
{
|
||||
var result = aParent.Find(aName);
|
||||
if (result != null)
|
||||
return result;
|
||||
|
||||
foreach (Transform child in aParent)
|
||||
{
|
||||
result = FindDeepChild(child, aName);
|
||||
if (result != null)
|
||||
return result;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// For convenience in the examples, we use the GUID of the Projectile prefab
|
||||
// to find the correct prefab in the Mirror/Examples/_Common/Controllers folder.
|
||||
// This avoids conflicts with user-created prefabs that may have the same name
|
||||
// and avoids polluting the user's project with Resources.
|
||||
// This is not recommended for production code...use Resources.Load or AssetBundles instead.
|
||||
if (turretUIPrefab == null)
|
||||
{
|
||||
string path = UnityEditor.AssetDatabase.GUIDToAssetPath("4d16730f7a8ba0a419530d1156d25080");
|
||||
turretUIPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
||||
}
|
||||
|
||||
if (projectilePrefab == null)
|
||||
{
|
||||
string path = UnityEditor.AssetDatabase.GUIDToAssetPath("aec853915cd4f4477ba1532b5fe05488");
|
||||
projectilePrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
||||
}
|
||||
#endif
|
||||
|
||||
this.enabled = false;
|
||||
}
|
||||
|
||||
public override void OnStartLocalPlayer()
|
||||
{
|
||||
if (turretUIPrefab != null)
|
||||
runtimeData.turretUI = Instantiate(turretUIPrefab);
|
||||
|
||||
if (runtimeData.turretUI != null)
|
||||
{
|
||||
if (runtimeData.turretUI.TryGetComponent(out TurretUI canvasControlPanel))
|
||||
canvasControlPanel.Refresh(moveKeys, optionsKeys);
|
||||
|
||||
runtimeData.turretUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnStopLocalPlayer()
|
||||
{
|
||||
if (runtimeData.turretUI != null)
|
||||
Destroy(runtimeData.turretUI);
|
||||
runtimeData.turretUI = null;
|
||||
}
|
||||
|
||||
public override void OnStartAuthority()
|
||||
{
|
||||
// Calculate DPI-aware sensitivity
|
||||
float dpiScale = (Screen.dpi > 0) ? (Screen.dpi / BASE_DPI) : 1f;
|
||||
runtimeData.mouseSensitivity = turretAcceleration * dpiScale;
|
||||
|
||||
SetCursor(controlOptions.HasFlag(ControlOptions.MouseLock));
|
||||
this.enabled = true;
|
||||
}
|
||||
|
||||
public override void OnStopAuthority()
|
||||
{
|
||||
SetCursor(false);
|
||||
this.enabled = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
void Update()
|
||||
{
|
||||
float deltaTime = Time.deltaTime;
|
||||
|
||||
HandleOptions();
|
||||
HandlePitch(deltaTime);
|
||||
|
||||
if (controlOptions.HasFlag(ControlOptions.MouseLock))
|
||||
HandleMouseTurret(deltaTime);
|
||||
else
|
||||
HandleTurning(deltaTime);
|
||||
|
||||
HandleShooting();
|
||||
}
|
||||
|
||||
void OnPlayerColorChanged(Color32 _, Color32 newColor)
|
||||
{
|
||||
if (cachedMaterial == null)
|
||||
cachedMaterial = playerObject.GetComponent<Renderer>().material;
|
||||
|
||||
cachedMaterial.color = newColor;
|
||||
playerObject.SetActive(newColor != Color.black);
|
||||
}
|
||||
|
||||
void SetCursor(bool locked)
|
||||
{
|
||||
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
|
||||
Cursor.visible = !locked;
|
||||
}
|
||||
|
||||
void HandleOptions()
|
||||
{
|
||||
if (optionsKeys.MouseLock != KeyCode.None && Input.GetKeyUp(optionsKeys.MouseLock))
|
||||
{
|
||||
controlOptions ^= ControlOptions.MouseLock;
|
||||
SetCursor(controlOptions.HasFlag(ControlOptions.MouseLock));
|
||||
}
|
||||
|
||||
if (optionsKeys.AutoLevel != KeyCode.None && Input.GetKeyUp(optionsKeys.AutoLevel))
|
||||
controlOptions ^= ControlOptions.AutoLevel;
|
||||
|
||||
if (optionsKeys.ToggleUI != KeyCode.None && Input.GetKeyUp(optionsKeys.ToggleUI))
|
||||
{
|
||||
controlOptions ^= ControlOptions.ShowUI;
|
||||
|
||||
if (runtimeData.turretUI != null)
|
||||
runtimeData.turretUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
|
||||
}
|
||||
}
|
||||
|
||||
void HandleTurning(float deltaTime)
|
||||
{
|
||||
float targetTurnSpeed = 0f;
|
||||
|
||||
// TurnLeft and TurnRight cancel each other out, reducing targetTurnSpeed to zero.
|
||||
if (moveKeys.TurnLeft != KeyCode.None && Input.GetKey(moveKeys.TurnLeft))
|
||||
targetTurnSpeed -= maxTurretSpeed;
|
||||
if (moveKeys.TurnRight != KeyCode.None && Input.GetKey(moveKeys.TurnRight))
|
||||
targetTurnSpeed += maxTurretSpeed;
|
||||
|
||||
runtimeData.turretSpeed = Mathf.MoveTowards(runtimeData.turretSpeed, targetTurnSpeed, turretAcceleration * maxTurretSpeed * deltaTime);
|
||||
turret.Rotate(0f, runtimeData.turretSpeed * deltaTime, 0f);
|
||||
}
|
||||
|
||||
void HandleMouseTurret(float deltaTime)
|
||||
{
|
||||
// Accumulate mouse input over time
|
||||
runtimeData.mouseInputX += Input.GetAxisRaw("Mouse X") * runtimeData.mouseSensitivity;
|
||||
|
||||
// Clamp the accumulator to simulate key press behavior
|
||||
runtimeData.mouseInputX = Mathf.Clamp(runtimeData.mouseInputX, -1f, 1f);
|
||||
|
||||
// Calculate target turn speed
|
||||
float targetTurnSpeed = runtimeData.mouseInputX * maxTurretSpeed;
|
||||
|
||||
// Use the same acceleration logic as HandleTurning
|
||||
runtimeData.turretSpeed = Mathf.MoveTowards(runtimeData.turretSpeed, targetTurnSpeed, runtimeData.mouseSensitivity * maxTurretSpeed * deltaTime);
|
||||
|
||||
// Apply rotation
|
||||
turret.Rotate(0f, runtimeData.turretSpeed * deltaTime, 0f);
|
||||
|
||||
runtimeData.mouseInputX = Mathf.MoveTowards(runtimeData.mouseInputX, 0f, runtimeData.mouseSensitivity * deltaTime);
|
||||
}
|
||||
|
||||
void HandlePitch(float deltaTime)
|
||||
{
|
||||
float targetPitchSpeed = 0f;
|
||||
bool inputDetected = false;
|
||||
|
||||
// Up and Down arrows for pitch
|
||||
if (moveKeys.PitchUp != KeyCode.None && Input.GetKey(moveKeys.PitchUp))
|
||||
{
|
||||
targetPitchSpeed -= maxPitchSpeed;
|
||||
inputDetected = true;
|
||||
}
|
||||
|
||||
if (moveKeys.PitchDown != KeyCode.None && Input.GetKey(moveKeys.PitchDown))
|
||||
{
|
||||
targetPitchSpeed += maxPitchSpeed;
|
||||
inputDetected = true;
|
||||
}
|
||||
|
||||
runtimeData.pitchSpeed = Mathf.MoveTowards(runtimeData.pitchSpeed, targetPitchSpeed, pitchAcceleration * maxPitchSpeed * deltaTime);
|
||||
|
||||
// Apply pitch rotation
|
||||
runtimeData.pitchAngle += runtimeData.pitchSpeed * deltaTime;
|
||||
runtimeData.pitchAngle = Mathf.Clamp(runtimeData.pitchAngle, -maxPitchUpAngle, maxPitchDownAngle);
|
||||
|
||||
// Return to -90 when no input
|
||||
if (!inputDetected && controlOptions.HasFlag(ControlOptions.AutoLevel))
|
||||
runtimeData.pitchAngle = Mathf.MoveTowards(runtimeData.pitchAngle, 0f, maxPitchSpeed * deltaTime);
|
||||
|
||||
// Apply rotation to barrel -- rotation is (-90, 0, 180) in the prefab
|
||||
// so that's what we have to work towards.
|
||||
barrel.localRotation = Quaternion.Euler(-90f + runtimeData.pitchAngle, 0f, 180f);
|
||||
}
|
||||
|
||||
#region Shooting
|
||||
|
||||
bool CanShoot => NetworkTime.time >= runtimeData.lastShotTime + cooldownTime;
|
||||
|
||||
void HandleShooting()
|
||||
{
|
||||
if (CanShoot && otherKeys.Shoot != KeyCode.None && Input.GetKeyUp(otherKeys.Shoot))
|
||||
{
|
||||
CmdShoot();
|
||||
if (!isServer) DoShoot();
|
||||
}
|
||||
}
|
||||
|
||||
[Command]
|
||||
void CmdShoot()
|
||||
{
|
||||
if (!CanShoot) return;
|
||||
|
||||
//Debug.Log("CmdShoot");
|
||||
RpcShoot();
|
||||
DoShoot();
|
||||
}
|
||||
|
||||
[ClientRpc(includeOwner = false)]
|
||||
void RpcShoot()
|
||||
{
|
||||
//Debug.Log("RpcShoot");
|
||||
if (!isServer) DoShoot();
|
||||
}
|
||||
|
||||
void DoShoot()
|
||||
{
|
||||
//Debug.Log($"DoShoot isServerOnly:{isServerOnly} | isServer:{isServer} | isClientOnly:{isClientOnly}");
|
||||
|
||||
// Turret
|
||||
// - Barrel (with Collider)
|
||||
// - BarrelEnd
|
||||
// - ProjectileMount
|
||||
|
||||
// Locally instantiate the projectile at the end of the barrel
|
||||
GameObject go = Instantiate(projectilePrefab, projectileMount.position, projectileMount.rotation);
|
||||
|
||||
// Ignore collision between the projectile and the barrel collider
|
||||
Physics.IgnoreCollision(go.GetComponent<Collider>(), barrelCollider);
|
||||
|
||||
// Update the last shot time
|
||||
runtimeData.lastShotTime = NetworkTime.time;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ba67fa30a5212ed4e964609050cdc3f5
|
||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/_Common/Controllers/TankController/TankTurretBase.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,60 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Common.Controllers.Tank
|
||||
{
|
||||
[AddComponentMenu("Network/Tank Turret (Hybrid)")]
|
||||
[RequireComponent(typeof(TankControllerHybrid))]
|
||||
[RequireComponent(typeof(NetworkTransformHybrid))]
|
||||
public class TankTurretHybrid : TankTurretBase
|
||||
{
|
||||
[Header("Network Transforms")]
|
||||
public NetworkTransformHybrid turretNetworkTransform;
|
||||
public NetworkTransformHybrid barrelNetworkTransform;
|
||||
|
||||
protected override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
|
||||
// The base Tank uses the first NetworkTransformHybrid for the tank body
|
||||
// Add additional NetworkTransformHybrid components for the turret and barrel
|
||||
// Set SyncPosition to false because we only want to sync rotation
|
||||
NetworkTransformHybrid[] NTs = GetComponents<NetworkTransformHybrid>();
|
||||
|
||||
if (NTs.Length < 2)
|
||||
{
|
||||
turretNetworkTransform = gameObject.AddComponent<NetworkTransformHybrid>();
|
||||
turretNetworkTransform.transform.SetSiblingIndex(NTs[0].transform.GetSiblingIndex() + 1);
|
||||
NTs = GetComponents<NetworkTransformHybrid>();
|
||||
}
|
||||
else
|
||||
turretNetworkTransform = NTs[1];
|
||||
|
||||
// Ensure syncDirection is Client to Server
|
||||
turretNetworkTransform.syncDirection = SyncDirection.ClientToServer;
|
||||
|
||||
// Set syncPosition to false because we only want to sync rotation
|
||||
turretNetworkTransform.syncPosition = false;
|
||||
|
||||
if (base.turret != null)
|
||||
turretNetworkTransform.target = turret;
|
||||
|
||||
if (NTs.Length < 3)
|
||||
{
|
||||
barrelNetworkTransform = gameObject.AddComponent<NetworkTransformHybrid>();
|
||||
barrelNetworkTransform.transform.SetSiblingIndex(NTs[1].transform.GetSiblingIndex() + 1);
|
||||
NTs = GetComponents<NetworkTransformHybrid>();
|
||||
}
|
||||
else
|
||||
barrelNetworkTransform = NTs[2];
|
||||
|
||||
// Ensure syncDirection is Client to Server
|
||||
barrelNetworkTransform.syncDirection = SyncDirection.ClientToServer;
|
||||
|
||||
// Set syncPosition to false because we only want to sync rotation
|
||||
barrelNetworkTransform.syncPosition = false;
|
||||
|
||||
if (barrel != null)
|
||||
barrelNetworkTransform.target = barrel;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d03cccae3cfa1842968563fa2248e35
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/_Common/Controllers/TankController/TankTurretHybrid.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,60 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Common.Controllers.Tank
|
||||
{
|
||||
[AddComponentMenu("Network/Tank Turret (Reliable)")]
|
||||
[RequireComponent(typeof(TankControllerReliable))]
|
||||
[RequireComponent(typeof(NetworkTransformReliable))]
|
||||
public class TankTurretReliable : TankTurretBase
|
||||
{
|
||||
[Header("Network Transforms")]
|
||||
public NetworkTransformReliable turretNetworkTransform;
|
||||
public NetworkTransformReliable barrelNetworkTransform;
|
||||
|
||||
protected override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
|
||||
// The base Tank uses the first NetworkTransformReliable for the tank body
|
||||
// Add additional NetworkTransformReliable components for the turret and barrel
|
||||
// Set SyncPosition to false because we only want to sync rotation
|
||||
NetworkTransformReliable[] NTs = GetComponents<NetworkTransformReliable>();
|
||||
|
||||
if (NTs.Length < 2)
|
||||
{
|
||||
turretNetworkTransform = gameObject.AddComponent<NetworkTransformReliable>();
|
||||
turretNetworkTransform.transform.SetSiblingIndex(NTs[0].transform.GetSiblingIndex() + 1);
|
||||
NTs = GetComponents<NetworkTransformReliable>();
|
||||
}
|
||||
else
|
||||
turretNetworkTransform = NTs[1];
|
||||
|
||||
// Ensure syncDirection is Client to Server
|
||||
turretNetworkTransform.syncDirection = SyncDirection.ClientToServer;
|
||||
|
||||
// Set syncPosition to false because we only want to sync rotation
|
||||
turretNetworkTransform.syncPosition = false;
|
||||
|
||||
if (base.turret != null)
|
||||
turretNetworkTransform.target = turret;
|
||||
|
||||
if (NTs.Length < 3)
|
||||
{
|
||||
barrelNetworkTransform = gameObject.AddComponent<NetworkTransformReliable>();
|
||||
barrelNetworkTransform.transform.SetSiblingIndex(NTs[1].transform.GetSiblingIndex() + 1);
|
||||
NTs = GetComponents<NetworkTransformReliable>();
|
||||
}
|
||||
else
|
||||
barrelNetworkTransform = NTs[2];
|
||||
|
||||
// Ensure syncDirection is Client to Server
|
||||
barrelNetworkTransform.syncDirection = SyncDirection.ClientToServer;
|
||||
|
||||
// Set syncPosition to false because we only want to sync rotation
|
||||
barrelNetworkTransform.syncPosition = false;
|
||||
|
||||
if (barrel != null)
|
||||
barrelNetworkTransform.target = barrel;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
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guid: fbb0b0f4ce2fede4f95abe4cf1737365
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serializedVersion: 2
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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||||
userData:
|
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assetBundleName:
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assetBundleVariant:
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serializedVersion: 1
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productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/_Common/Controllers/TankController/TankTurretReliable.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,60 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Common.Controllers.Tank
|
||||
{
|
||||
[AddComponentMenu("Network/Tank Turret (Unreliable)")]
|
||||
[RequireComponent(typeof(TankControllerUnreliable))]
|
||||
[RequireComponent(typeof(NetworkTransformUnreliable))]
|
||||
public class TankTurretUnreliable : TankTurretBase
|
||||
{
|
||||
[Header("Network Transforms")]
|
||||
public NetworkTransformUnreliable turretNetworkTransform;
|
||||
public NetworkTransformUnreliable barrelNetworkTransform;
|
||||
|
||||
protected override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
|
||||
// The base Tank uses the first NetworkTransformReliable for the tank body
|
||||
// Add additional NetworkTransformReliable components for the turret and barrel
|
||||
// Set SyncPosition to false because we only want to sync rotation
|
||||
NetworkTransformUnreliable[] NTs = GetComponents<NetworkTransformUnreliable>();
|
||||
|
||||
if (NTs.Length < 2)
|
||||
{
|
||||
turretNetworkTransform = gameObject.AddComponent<NetworkTransformUnreliable>();
|
||||
turretNetworkTransform.transform.SetSiblingIndex(NTs[0].transform.GetSiblingIndex() + 1);
|
||||
NTs = GetComponents<NetworkTransformUnreliable>();
|
||||
}
|
||||
else
|
||||
turretNetworkTransform = NTs[1];
|
||||
|
||||
// Ensure syncDirection is Client to Server
|
||||
turretNetworkTransform.syncDirection = SyncDirection.ClientToServer;
|
||||
|
||||
// Set syncPosition to false because we only want to sync rotation
|
||||
turretNetworkTransform.syncPosition = false;
|
||||
|
||||
if (base.turret != null)
|
||||
turretNetworkTransform.target = turret;
|
||||
|
||||
if (NTs.Length < 3)
|
||||
{
|
||||
barrelNetworkTransform = gameObject.AddComponent<NetworkTransformUnreliable>();
|
||||
barrelNetworkTransform.transform.SetSiblingIndex(NTs[1].transform.GetSiblingIndex() + 1);
|
||||
NTs = GetComponents<NetworkTransformUnreliable>();
|
||||
}
|
||||
else
|
||||
barrelNetworkTransform = NTs[2];
|
||||
|
||||
// Ensure syncDirection is Client to Server
|
||||
barrelNetworkTransform.syncDirection = SyncDirection.ClientToServer;
|
||||
|
||||
// Set syncPosition to false because we only want to sync rotation
|
||||
barrelNetworkTransform.syncPosition = false;
|
||||
|
||||
if (barrel != null)
|
||||
barrelNetworkTransform.target = barrel;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
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||||
assetPath: Assets/Mirror/Examples/_Common/Controllers/TankController/TankTurretUnreliable.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,31 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Mirror.Examples.Common.Controllers.Tank
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
[DisallowMultipleComponent]
|
||||
public class TurretUI : ControllerUIBase
|
||||
{
|
||||
[Serializable]
|
||||
public struct MoveTexts
|
||||
{
|
||||
public Text keyTextPitchUp;
|
||||
public Text keyTextPitchDown;
|
||||
public Text keyTextTurnLeft;
|
||||
public Text keyTextTurnRight;
|
||||
}
|
||||
|
||||
[SerializeField] MoveTexts moveTexts;
|
||||
|
||||
public void Refresh(TankTurretBase.MoveKeys moveKeys, TankTurretBase.OptionsKeys optionsKeys)
|
||||
{
|
||||
// Movement Keys
|
||||
moveTexts.keyTextPitchUp.text = GetKeyText(moveKeys.PitchUp);
|
||||
moveTexts.keyTextPitchDown.text = GetKeyText(moveKeys.PitchDown);
|
||||
moveTexts.keyTextTurnLeft.text = GetKeyText(moveKeys.TurnLeft);
|
||||
moveTexts.keyTextTurnRight.text = GetKeyText(moveKeys.TurnRight);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
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||||
assetPath: Assets/Mirror/Examples/_Common/Controllers/TankController/TurretUI.cs
|
||||
uploadId: 736421
|
File diff suppressed because it is too large
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||||
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||||
assetPath: Assets/Mirror/Examples/_Common/Controllers/TankController/TurretUI.prefab
|
||||
uploadId: 736421
|
Reference in New Issue
Block a user