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2025-06-16 15:14:23 +02:00
committed by devbeni
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using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using static Mirror.Examples.CharacterSelection.NetworkManagerCharacterSelection;
namespace Mirror.Examples.CharacterSelection
{
public class CanvasReferencer : MonoBehaviour
{
// Make sure to attach these Buttons in the Inspector
public Button buttonExit, buttonNextCharacter, buttonGo, buttonColour, buttonColourReset;
public Text textTitle, textHealth, textSpeed, textAttack, textAbilities;
public InputField inputFieldPlayerName;
public Transform podiumPosition;
private int currentlySelectedCharacter = 1;
private CharacterData characterData;
private GameObject currentInstantiatedCharacter;
private CharacterSelection characterSelection;
public SceneReferencer sceneReferencer;
public Camera cameraObj;
private void Start()
{
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");
if (sceneReferencer)
{
sceneReferencer.CloseCharacterSelection();
}
}
public void ButtonGo()
{
//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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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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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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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);
}
}
}

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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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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);
}
}
}

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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;
}
}
}

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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
}

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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;
}
}

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# Character Selection Example
Three scenes, each provide a slightly different approach towards selecting characters and customisations.
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.
Once selected, the map loads "MirrorCharacterSelection", press Start Host, or Client to play. (remember to add scenes to build settings)
2: MirrorCharacterSelection
This scene spawns with a character (randomised), and players have an option using the UI to change this.
3: MirrorCharacterSelectionNoCharacter
Spawns an empty player prefab, then players chose which character using the UI.

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