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107
Assets/Mirror/Examples/Billiards/Ball/WhiteBall.cs
Normal file
107
Assets/Mirror/Examples/Billiards/Ball/WhiteBall.cs
Normal file
@ -0,0 +1,107 @@
|
||||
using System;
|
||||
using Mirror;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.Billiards
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||||
{
|
||||
public class WhiteBall : NetworkBehaviour
|
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{
|
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public LineRenderer dragIndicator;
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public Rigidbody rigidBody;
|
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public float forceMultiplier = 2;
|
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public float maxForce = 40;
|
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|
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// remember start position to reset to after entering a pocket
|
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Vector3 startPosition;
|
||||
|
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// cast mouse position on screen to world position
|
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bool MouseToWorld(out Vector3 position)
|
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{
|
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
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Plane plane = new Plane(Vector3.up, transform.position);
|
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if (plane.Raycast(ray, out float distance))
|
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{
|
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position = ray.GetPoint(distance);
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return true;
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}
|
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position = default;
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}
|
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void Awake()
|
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{
|
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startPosition = transform.position;
|
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}
|
||||
|
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[ClientCallback]
|
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void OnMouseDown()
|
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{
|
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// enable drag indicator
|
||||
dragIndicator.SetPosition(0, transform.position);
|
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dragIndicator.SetPosition(1, transform.position);
|
||||
dragIndicator.gameObject.SetActive(true);
|
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}
|
||||
|
||||
[ClientCallback]
|
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void OnMouseDrag()
|
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{
|
||||
// cast mouse position to world
|
||||
if (!MouseToWorld(out Vector3 current)) return;
|
||||
|
||||
// drag indicator
|
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dragIndicator.SetPosition(0, transform.position);
|
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dragIndicator.SetPosition(1, current);
|
||||
}
|
||||
|
||||
// all players can apply force to the white ball.
|
||||
// (this is not cheat safe)
|
||||
[Command(requiresAuthority = false)]
|
||||
void CmdApplyForce(Vector3 force)
|
||||
{
|
||||
// AddForce has different force modes, see this excellent diagram:
|
||||
// https://www.reddit.com/r/Unity3D/comments/psukm1/know_the_difference_between_forcemodes_a_little/
|
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// when applying a one-time force to the ball, we need 'Impulse'.
|
||||
rigidBody.AddForce(force, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
[ClientCallback]
|
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void OnMouseUp()
|
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{
|
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// 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
|
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force = Vector3.ClampMagnitude(force, maxForce);
|
||||
|
||||
// apply force to rigidbody.
|
||||
// it will take a round trip to show the effect.
|
||||
// the goal for prediction will be to show it immediately.
|
||||
CmdApplyForce(force);
|
||||
|
||||
// disable drag indicator
|
||||
dragIndicator.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// reset position when entering a pocket.
|
||||
// there's only one trigger in the scene (the pocket).
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82
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15
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18
Assets/Mirror/Examples/Billiards/_Readme.txt
Normal file
18
Assets/Mirror/Examples/Billiards/_Readme.txt
Normal file
@ -0,0 +1,18 @@
|
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Very simple multiplayer Billiards demo.
|
||||
Mouse drag the white ball to apply force.
|
||||
|
||||
Billiards is surprisingly easy to implement, which makes this a great demo for beginners!
|
||||
|
||||
Hits are sent to the server with a [Command].
|
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Server simulates physics and sends results back to the client.
|
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|
||||
While simple, this approach has a major flaw: latency.
|
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The NetworkManager has a LatencySimulation component to see this on your own computer.
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Client actions will always feel a bit delayed while waiting for the server.
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The solution to this is called Prediction:
|
||||
https://mirror-networking.gitbook.io/docs/manual/general/client-side-prediction
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|
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Notes:
|
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- Red/White ball Rigidbody CollisionMode needs to be ContinousDynamic to avoid white flying through red sometimes.
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||||
even 'Continuous' is not enough, we need ContinuousDynamic.
|
10
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Reference in New Issue
Block a user