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using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
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||||
using static Mirror.Examples.CharacterSelection.NetworkManagerCharacterSelection;
|
||||
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||||
namespace Mirror.Examples.CharacterSelection
|
||||
{
|
||||
public class CanvasReferencer : MonoBehaviour
|
||||
{
|
||||
// Make sure to attach these Buttons in the Inspector
|
||||
public Button buttonExit, buttonNextCharacter, buttonGo, buttonColour, buttonColourReset;
|
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public Text textTitle, textHealth, textSpeed, textAttack, textAbilities;
|
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public InputField inputFieldPlayerName;
|
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|
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public Transform podiumPosition;
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private int currentlySelectedCharacter = 1;
|
||||
private CharacterData characterData;
|
||||
private GameObject currentInstantiatedCharacter;
|
||||
private CharacterSelection characterSelection;
|
||||
public SceneReferencer sceneReferencer;
|
||||
public Camera cameraObj;
|
||||
|
||||
private void Start()
|
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{
|
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characterData = CharacterData.characterDataSingleton;
|
||||
if (characterData == null)
|
||||
{
|
||||
Debug.Log("Add CharacterData prefab singleton into the scene.");
|
||||
return;
|
||||
}
|
||||
|
||||
buttonExit.onClick.AddListener(ButtonExit);
|
||||
buttonNextCharacter.onClick.AddListener(ButtonNextCharacter);
|
||||
buttonGo.onClick.AddListener(ButtonGo);
|
||||
buttonColour.onClick.AddListener(ButtonColour);
|
||||
buttonColourReset.onClick.AddListener(ButtonColourReset);
|
||||
//Adds a listener to the main input field and invokes a method when the value changes.
|
||||
inputFieldPlayerName.onValueChanged.AddListener(delegate { InputFieldChangedPlayerName(); });
|
||||
|
||||
LoadData();
|
||||
SetupCharacters();
|
||||
}
|
||||
|
||||
public void ButtonExit()
|
||||
{
|
||||
//Debug.Log("ButtonExit");
|
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if (sceneReferencer)
|
||||
{
|
||||
sceneReferencer.CloseCharacterSelection();
|
||||
}
|
||||
}
|
||||
|
||||
public void ButtonGo()
|
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{
|
||||
//Debug.Log("ButtonGo");
|
||||
|
||||
// presumes we're already in-game
|
||||
if (sceneReferencer && NetworkClient.active)
|
||||
{
|
||||
|
||||
// You could check if prefab (character number) has not changed, and if so just update the sync vars and hooks of current prefab, this would call a command from your player.
|
||||
// this is not fully setup for this example, but provides a minor template to follow if needed
|
||||
//NetworkClient.localPlayer.GetComponent<CharacterSelection>().CmdSetupCharacter(StaticVariables.playerName, StaticVariables.characterColour);
|
||||
|
||||
CreateCharacterMessage _characterMessage = new CreateCharacterMessage
|
||||
{
|
||||
playerName = StaticVariables.playerName,
|
||||
characterNumber = StaticVariables.characterNumber,
|
||||
characterColour = StaticVariables.characterColour
|
||||
};
|
||||
|
||||
ReplaceCharacterMessage replaceCharacterMessage = new ReplaceCharacterMessage
|
||||
{
|
||||
createCharacterMessage = _characterMessage
|
||||
};
|
||||
NetworkManagerCharacterSelection.singleton.ReplaceCharacter(replaceCharacterMessage);
|
||||
sceneReferencer.CloseCharacterSelection();
|
||||
}
|
||||
else
|
||||
{
|
||||
// not in-game
|
||||
SceneManager.LoadScene("MirrorCharacterSelection");
|
||||
}
|
||||
}
|
||||
|
||||
public void ButtonNextCharacter()
|
||||
{
|
||||
//Debug.Log("ButtonNextCharacter");
|
||||
|
||||
currentlySelectedCharacter += 1;
|
||||
if (currentlySelectedCharacter >= characterData.characterPrefabs.Length)
|
||||
{
|
||||
currentlySelectedCharacter = 1;
|
||||
}
|
||||
SetupCharacters();
|
||||
|
||||
StaticVariables.characterNumber = currentlySelectedCharacter;
|
||||
}
|
||||
|
||||
public void ButtonColour()
|
||||
{
|
||||
//Debug.Log("ButtonColour");
|
||||
StaticVariables.characterColour = Random.ColorHSV(0f, 1f, 1f, 1f, 0f, 1f);
|
||||
SetupCharacterColours();
|
||||
}
|
||||
|
||||
public void ButtonColourReset()
|
||||
{
|
||||
//Debug.Log("ButtonColourReset ");
|
||||
StaticVariables.characterColour = new Color(0, 0, 0, 0);
|
||||
SetupCharacters();
|
||||
}
|
||||
|
||||
private void SetupCharacters()
|
||||
{
|
||||
textTitle.text = "" + characterData.characterTitles[currentlySelectedCharacter];
|
||||
textHealth.text = "Health: " + characterData.characterHealths[currentlySelectedCharacter];
|
||||
textSpeed.text = "Speed: " + characterData.characterSpeeds[currentlySelectedCharacter];
|
||||
textAttack.text = "Attack: " + characterData.characterAttack[currentlySelectedCharacter];
|
||||
textAbilities.text = "Abilities:\n" + characterData.characterAbilities[currentlySelectedCharacter];
|
||||
|
||||
if (currentInstantiatedCharacter)
|
||||
{
|
||||
Destroy(currentInstantiatedCharacter);
|
||||
}
|
||||
currentInstantiatedCharacter = Instantiate(characterData.characterPrefabs[currentlySelectedCharacter]);
|
||||
currentInstantiatedCharacter.transform.position = podiumPosition.position;
|
||||
currentInstantiatedCharacter.transform.rotation = podiumPosition.rotation;
|
||||
characterSelection = currentInstantiatedCharacter.GetComponent<CharacterSelection>();
|
||||
currentInstantiatedCharacter.transform.SetParent(this.transform.root);
|
||||
|
||||
SetupCharacterColours();
|
||||
SetupPlayerName();
|
||||
|
||||
if (cameraObj)
|
||||
{
|
||||
characterSelection.floatingInfo.forward = cameraObj.transform.forward;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetupCharacterColours()
|
||||
{
|
||||
// Debug.Log("SetupCharacterColours");
|
||||
if (StaticVariables.characterColour != new Color(0, 0, 0, 0))
|
||||
{
|
||||
characterSelection.characterColour = StaticVariables.characterColour;
|
||||
characterSelection.AssignColours();
|
||||
}
|
||||
}
|
||||
|
||||
public void InputFieldChangedPlayerName()
|
||||
{
|
||||
//Debug.Log("InputFieldChangedPlayerName");
|
||||
StaticVariables.playerName = inputFieldPlayerName.text;
|
||||
SetupPlayerName();
|
||||
}
|
||||
|
||||
public void SetupPlayerName()
|
||||
{
|
||||
//Debug.Log("SetupPlayerName");
|
||||
if (characterSelection)
|
||||
{
|
||||
characterSelection.playerName = StaticVariables.playerName;
|
||||
characterSelection.AssignName();
|
||||
}
|
||||
}
|
||||
|
||||
public void LoadData()
|
||||
{
|
||||
// check if the static save data has been pre-set
|
||||
if (StaticVariables.playerName != "")
|
||||
{
|
||||
if (inputFieldPlayerName)
|
||||
{
|
||||
inputFieldPlayerName.text = StaticVariables.playerName;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
StaticVariables.playerName = "Player Name";
|
||||
}
|
||||
|
||||
// check that prefab is set, or exists for saved character number data
|
||||
if (StaticVariables.characterNumber > 0 && StaticVariables.characterNumber < characterData.characterPrefabs.Length)
|
||||
{
|
||||
currentlySelectedCharacter = StaticVariables.characterNumber;
|
||||
}
|
||||
else
|
||||
{
|
||||
StaticVariables.characterNumber = currentlySelectedCharacter;
|
||||
}
|
||||
}
|
||||
}
|
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}
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|
||||
assetPath: Assets/Mirror/Examples/CharacterSelection/Scripts/CanvasReferencer.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.CharacterSelection
|
||||
{
|
||||
public class CharacterData : MonoBehaviour
|
||||
{
|
||||
// A reference data script for most things character and customisation related.
|
||||
|
||||
public static CharacterData characterDataSingleton { get; private set; }
|
||||
|
||||
public GameObject[] characterPrefabs;
|
||||
public string[] characterTitles;
|
||||
public int[] characterHealths;
|
||||
public float[] characterSpeeds;
|
||||
public int[] characterAttack;
|
||||
public string[] characterAbilities;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
characterDataSingleton = this;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
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|
||||
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||||
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||||
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||||
externalObjects: {}
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||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
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|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/CharacterSelection/Scripts/CharacterData.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,62 @@
|
||||
using UnityEngine;
|
||||
using Mirror;
|
||||
|
||||
namespace Mirror.Examples.CharacterSelection
|
||||
{
|
||||
public class CharacterSelection : NetworkBehaviour
|
||||
{
|
||||
public Transform floatingInfo;
|
||||
|
||||
[SyncVar]
|
||||
public int characterNumber = 0;
|
||||
|
||||
public TextMesh textMeshName;
|
||||
[SyncVar(hook = nameof(HookSetName))]
|
||||
public string playerName = "";
|
||||
|
||||
void HookSetName(string _old, string _new)
|
||||
{
|
||||
//Debug.Log("HookSetName");
|
||||
AssignName();
|
||||
}
|
||||
|
||||
[SyncVar(hook = nameof(HookSetColor))]
|
||||
public Color characterColour;
|
||||
private Material cachedMaterial;
|
||||
public MeshRenderer[] characterRenderers;
|
||||
|
||||
void HookSetColor(Color _old, Color _new)
|
||||
{
|
||||
//Debug.Log("HookSetColor");
|
||||
AssignColours();
|
||||
}
|
||||
|
||||
public void AssignColours()
|
||||
{
|
||||
foreach (MeshRenderer meshRenderer in characterRenderers)
|
||||
{
|
||||
cachedMaterial = meshRenderer.material;
|
||||
cachedMaterial.color = characterColour;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (cachedMaterial) { Destroy(cachedMaterial); }
|
||||
}
|
||||
|
||||
public void AssignName()
|
||||
{
|
||||
textMeshName.text = playerName;
|
||||
}
|
||||
|
||||
// To change server controlled sync vars, clients end Commands, and the hooks will fire
|
||||
// Although not used in this example, we could change some character aspects without replacing current prefab.
|
||||
//[Command]
|
||||
//public void CmdSetupCharacter(string _playerName, Color _characterColour)
|
||||
//{
|
||||
// playerName = _playerName;
|
||||
// characterColour = _characterColour;
|
||||
//}
|
||||
}
|
||||
}
|
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|
||||
fileFormatVersion: 2
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||||
guid: e04a8cb02afdc4e778925020d233d718
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externalObjects: {}
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serializedVersion: 2
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||||
defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
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||||
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||||
serializedVersion: 1
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||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/CharacterSelection/Scripts/CharacterSelection.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,135 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.CharacterSelection
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
public class NetworkManagerCharacterSelection : NetworkManager
|
||||
{
|
||||
// See the scene 'SceneMapSpawnWithNoCharacter', to spawn as empty player.
|
||||
// 'SceneMap' will auto spawn as random player character.
|
||||
// Compare Network Manager inspector setups to see the difference between the two.
|
||||
// Either of these allow selecting character after spawning in too.
|
||||
public bool SpawnAsCharacter = true;
|
||||
|
||||
public static new NetworkManagerCharacterSelection singleton => (NetworkManagerCharacterSelection)NetworkManager.singleton;
|
||||
private CharacterData characterData;
|
||||
|
||||
public override void Awake()
|
||||
{
|
||||
characterData = CharacterData.characterDataSingleton;
|
||||
if (characterData == null)
|
||||
{
|
||||
Debug.Log("Add CharacterData prefab singleton into the scene.");
|
||||
return;
|
||||
}
|
||||
base.Awake();
|
||||
}
|
||||
|
||||
public struct CreateCharacterMessage : NetworkMessage
|
||||
{
|
||||
public string playerName;
|
||||
public int characterNumber;
|
||||
public Color characterColour;
|
||||
}
|
||||
|
||||
public struct ReplaceCharacterMessage : NetworkMessage
|
||||
{
|
||||
public CreateCharacterMessage createCharacterMessage;
|
||||
}
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
base.OnStartServer();
|
||||
|
||||
NetworkServer.RegisterHandler<CreateCharacterMessage>(OnCreateCharacter);
|
||||
NetworkServer.RegisterHandler<ReplaceCharacterMessage>(OnReplaceCharacterMessage);
|
||||
}
|
||||
|
||||
public override void OnClientConnect()
|
||||
{
|
||||
base.OnClientConnect();
|
||||
|
||||
if (SpawnAsCharacter)
|
||||
{
|
||||
// you can send the message here, or wherever else you want
|
||||
CreateCharacterMessage characterMessage = new CreateCharacterMessage
|
||||
{
|
||||
playerName = StaticVariables.playerName,
|
||||
characterNumber = StaticVariables.characterNumber,
|
||||
characterColour = StaticVariables.characterColour
|
||||
};
|
||||
|
||||
NetworkClient.Send(characterMessage);
|
||||
}
|
||||
}
|
||||
|
||||
void OnCreateCharacter(NetworkConnectionToClient conn, CreateCharacterMessage message)
|
||||
{
|
||||
Transform startPos = GetStartPosition();
|
||||
|
||||
// check if the save data has been pre-set
|
||||
if (message.playerName == "")
|
||||
{
|
||||
Debug.Log("OnCreateCharacter name invalid or not set, use random.");
|
||||
message.playerName = "Player: " + UnityEngine.Random.Range(100, 1000);
|
||||
}
|
||||
|
||||
// check that prefab is set, or exists for saved character number data
|
||||
// could be a cheater, or coding error, or different version conflict
|
||||
if (message.characterNumber <= 0 || message.characterNumber >= characterData.characterPrefabs.Length)
|
||||
{
|
||||
Debug.Log("OnCreateCharacter prefab Invalid or not set, use random.");
|
||||
message.characterNumber = UnityEngine.Random.Range(1, characterData.characterPrefabs.Length);
|
||||
}
|
||||
|
||||
// check if the save data has been pre-set
|
||||
if (message.characterColour == new Color(0, 0, 0, 0))
|
||||
{
|
||||
Debug.Log("OnCreateCharacter colour invalid or not set, use random.");
|
||||
message.characterColour = Random.ColorHSV(0f, 1f, 1f, 1f, 0f, 1f);
|
||||
}
|
||||
|
||||
GameObject playerObject = startPos != null
|
||||
? Instantiate(characterData.characterPrefabs[message.characterNumber], startPos.position, startPos.rotation)
|
||||
: Instantiate(characterData.characterPrefabs[message.characterNumber]);
|
||||
|
||||
|
||||
// Apply data from the message however appropriate for your game
|
||||
// Typically Player would be a component you write with syncvars or properties
|
||||
CharacterSelection characterSelection = playerObject.GetComponent<CharacterSelection>();
|
||||
characterSelection.playerName = message.playerName;
|
||||
characterSelection.characterNumber = message.characterNumber;
|
||||
characterSelection.characterColour = message.characterColour;
|
||||
|
||||
// call this to use this gameobject as the primary controller
|
||||
NetworkServer.AddPlayerForConnection(conn, playerObject);
|
||||
}
|
||||
|
||||
void OnReplaceCharacterMessage(NetworkConnectionToClient conn, ReplaceCharacterMessage message)
|
||||
{
|
||||
// Cache a reference to the current player object
|
||||
GameObject oldPlayer = conn.identity.gameObject;
|
||||
|
||||
GameObject playerObject = Instantiate(characterData.characterPrefabs[message.createCharacterMessage.characterNumber], oldPlayer.transform.position, oldPlayer.transform.rotation);
|
||||
|
||||
// Instantiate the new player object and broadcast to clients
|
||||
NetworkServer.ReplacePlayerForConnection(conn, playerObject, ReplacePlayerOptions.KeepActive);
|
||||
|
||||
// Apply data from the message however appropriate for your game
|
||||
// Typically Player would be a component you write with syncvars or properties
|
||||
CharacterSelection characterSelection = playerObject.GetComponent<CharacterSelection>();
|
||||
characterSelection.playerName = message.createCharacterMessage.playerName;
|
||||
characterSelection.characterNumber = message.createCharacterMessage.characterNumber;
|
||||
characterSelection.characterColour = message.createCharacterMessage.characterColour;
|
||||
|
||||
// Remove the previous player object that's now been replaced
|
||||
// Delay is required to allow replacement to complete.
|
||||
Destroy(oldPlayer, 0.1f);
|
||||
}
|
||||
|
||||
public void ReplaceCharacter(ReplaceCharacterMessage message)
|
||||
{
|
||||
NetworkClient.Send(message);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
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||||
guid: 98c582433a349434990d734c5586d722
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||||
MonoImporter:
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serializedVersion: 2
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||||
defaultReferences: []
|
||||
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|
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userData:
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||||
assetBundleName:
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productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/CharacterSelection/Scripts/NetworkManagerCharacterSelection.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,22 @@
|
||||
using UnityEngine;
|
||||
using Mirror;
|
||||
|
||||
namespace Mirror.Examples.CharacterSelection
|
||||
{
|
||||
public class PlayerEmpty : NetworkBehaviour
|
||||
{
|
||||
private SceneReferencer sceneReferencer;
|
||||
|
||||
public override void OnStartAuthority()
|
||||
{
|
||||
// enable UI located in the scene, after empty player spawns in.
|
||||
#if UNITY_2022_2_OR_NEWER
|
||||
sceneReferencer = GameObject.FindAnyObjectByType<SceneReferencer>();
|
||||
#else
|
||||
// Deprecated in Unity 2023.1
|
||||
sceneReferencer = GameObject.FindObjectOfType<SceneReferencer>();
|
||||
#endif
|
||||
sceneReferencer.GetComponent<Canvas>().enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
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|
||||
fileFormatVersion: 2
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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/CharacterSelection/Scripts/PlayerEmpty.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,59 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.CharacterSelection
|
||||
{
|
||||
public class SceneCamera : NetworkBehaviour
|
||||
{
|
||||
[Header("Components")]
|
||||
[SerializeField] CharacterSelection characterSelection;
|
||||
[SerializeField] Transform cameraTarget;
|
||||
|
||||
[Header("Diagnostics")]
|
||||
[ReadOnly, SerializeField] SceneReferencer sceneReferencer;
|
||||
[ReadOnly, SerializeField] Transform cameraObj;
|
||||
|
||||
protected override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
Reset();
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
characterSelection = GetComponent<CharacterSelection>();
|
||||
cameraTarget = transform.Find("CameraTarget");
|
||||
this.enabled = false;
|
||||
}
|
||||
|
||||
public override void OnStartAuthority()
|
||||
{
|
||||
#if UNITY_2022_2_OR_NEWER
|
||||
sceneReferencer = GameObject.FindAnyObjectByType<SceneReferencer>();
|
||||
#else
|
||||
// Deprecated in Unity 2023.1
|
||||
sceneReferencer = GameObject.FindObjectOfType<SceneReferencer>();
|
||||
#endif
|
||||
|
||||
cameraObj = sceneReferencer.cameraObject.transform;
|
||||
|
||||
this.enabled = true;
|
||||
}
|
||||
|
||||
public override void OnStopAuthority()
|
||||
{
|
||||
this.enabled = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!Application.isFocused)
|
||||
return;
|
||||
|
||||
if (cameraObj && characterSelection)
|
||||
characterSelection.floatingInfo.forward = cameraObj.transform.forward;
|
||||
|
||||
if (cameraObj && cameraTarget)
|
||||
cameraObj.SetPositionAndRotation(cameraTarget.position, cameraTarget.rotation);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
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||||
guid: db9418a9e709a7844acac42de096cba6
|
||||
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||||
defaultReferences: []
|
||||
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|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
AssetOrigin:
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||||
serializedVersion: 1
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||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/CharacterSelection/Scripts/SceneCamera.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,47 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Mirror.Examples.CharacterSelection
|
||||
{
|
||||
public class SceneReferencer : MonoBehaviour
|
||||
{
|
||||
// Make sure to attach these Buttons in the Inspector
|
||||
public Button buttonCharacterSelection;
|
||||
|
||||
private CharacterData characterData;
|
||||
public GameObject characterSelectionObject;
|
||||
public GameObject sceneObjects;
|
||||
public GameObject cameraObject;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
characterData = CharacterData.characterDataSingleton;
|
||||
if (characterData == null)
|
||||
{
|
||||
Debug.Log("Add CharacterData prefab singleton into the scene.");
|
||||
return;
|
||||
}
|
||||
|
||||
buttonCharacterSelection.onClick.AddListener(ButtonCharacterSelection);
|
||||
}
|
||||
|
||||
public void ButtonCharacterSelection()
|
||||
{
|
||||
// server-only mode should not press this button
|
||||
//Debug.Log("ButtonCharacterSelection");
|
||||
cameraObject.SetActive(false);
|
||||
sceneObjects.SetActive(false);
|
||||
characterSelectionObject.SetActive(true);
|
||||
this.GetComponent<Canvas>().enabled = false;
|
||||
}
|
||||
|
||||
public void CloseCharacterSelection()
|
||||
{
|
||||
//Debug.Log("CloseCharacterSelection");
|
||||
cameraObject.SetActive(true);
|
||||
characterSelectionObject.SetActive(false);
|
||||
sceneObjects.SetActive(true);
|
||||
this.GetComponent<Canvas>().enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
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||||
guid: f45e025c29e20480cb3d9ab86918814a
|
||||
MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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AssetOrigin:
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||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/CharacterSelection/Scripts/SceneReferencer.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.CharacterSelection
|
||||
{
|
||||
// A fun little bob script for characters.
|
||||
// You could reference this and change values depending on characters state, idle, walk, run.
|
||||
|
||||
public class ScriptAnimations : MonoBehaviour
|
||||
{
|
||||
public float minimum = 0.1f;
|
||||
public float maximum = 0.5f;
|
||||
|
||||
private float yPos;
|
||||
public float bounceSpeed = 3;
|
||||
private float yStartPosition;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
yStartPosition = this.transform.localPosition.y;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
float sinValue = Mathf.Sin(Time.time * bounceSpeed);
|
||||
|
||||
yPos = Mathf.Lerp(maximum, minimum, Mathf.Abs((1.0f + sinValue) / 2.0f));
|
||||
transform.localPosition = new Vector3(transform.localPosition.x, yStartPosition + yPos, transform.localPosition.z);
|
||||
}
|
||||
}
|
||||
|
||||
//credits https://stackoverflow.com/questions/67322860/how-do-i-make-a-simple-idle-bobbing-motion-animation
|
||||
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
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||||
guid: 0f36e96df6ff2459992432717c975c84
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defaultReferences: []
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|
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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
|
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packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Examples/CharacterSelection/Scripts/ScriptAnimations.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,13 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.CharacterSelection
|
||||
{
|
||||
// we will use static variables to pass data between scenes
|
||||
// this could also be done using other methods
|
||||
public class StaticVariables : MonoBehaviour
|
||||
{
|
||||
public static string playerName = "";
|
||||
public static int characterNumber = 0;
|
||||
public static Color characterColour;
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
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fileFormatVersion: 2
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13
Assets/Mirror/Examples/CharacterSelection/_ReadMe.txt
Normal file
13
Assets/Mirror/Examples/CharacterSelection/_ReadMe.txt
Normal file
@ -0,0 +1,13 @@
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||||
# Character Selection Example
|
||||
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||||
Three scenes, each provide a slightly different approach towards selecting characters and customisations.
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||||
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||||
1: MirrorCharacterSelectionPreScene
|
||||
This is an offline scene, allows players to select data, which is then saved and passed across to other scenes using static variables.
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Once selected, the map loads "MirrorCharacterSelection", press Start Host, or Client to play. (remember to add scenes to build settings)
|
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||||
2: MirrorCharacterSelection
|
||||
This scene spawns with a character (randomised), and players have an option using the UI to change this.
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||||
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||||
3: MirrorCharacterSelectionNoCharacter
|
||||
Spawns an empty player prefab, then players chose which character using the UI.
|
14
Assets/Mirror/Examples/CharacterSelection/_ReadMe.txt.meta
Normal file
14
Assets/Mirror/Examples/CharacterSelection/_ReadMe.txt.meta
Normal file
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Reference in New Issue
Block a user