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committed by devbeni
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namespace Mirror.Examples.PickupsDropsChilds
{
public enum EquippedItem : byte
{
nothing,
ball,
bat,
box
}
}

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using UnityEngine;
namespace Mirror.Examples.PickupsDropsChilds
{
public class EquippedBall : MonoBehaviour, IEquipped
{
// Note: This example doesn't include animations or sounds for simplicity.
// These are just here for illustration purposes...the implementation
// methods could do something interesting like play a sound or animation.
[Header("Components")]
public Animator animator;
public AudioSource audioSource;
[Header("Equipped Item")]
[SerializeField]
EquippedItemConfig _equippedItemConfig;
public EquippedItemConfig equippedItemConfig
{
get => _equippedItemConfig;
set
{
Debug.Log($"{transform.root.name} EquippedItemConfig set from {_equippedItemConfig} to {value}", gameObject);
_equippedItemConfig = value;
}
}
void Reset()
{
equippedItemConfig = new EquippedItemConfig { usages = 3, maxUsages = 3 };
}
// Play appropriate animation or sound
public void Use()
{
// Effectively unlimited uses
if (equippedItemConfig.maxUsages == 0)
{
Debug.Log("Ball used");
return;
}
if (equippedItemConfig.usages > 0)
Debug.Log("Ball used");
else
Debug.Log("Ball is out of uses");
}
// Play appropriate animation or sound
public void AddUsages(byte usages)
{
Debug.Log($"Ball added {usages} usages");
}
// Play appropriate animation or sound
public void ResetUsages()
{
Debug.Log("Ball reset");
}
// Play appropriate animation or sound
public void ResetUsages(byte usages)
{
Debug.Log($"Ball reset usages to {usages}");
}
}
}

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using UnityEngine;
namespace Mirror.Examples.PickupsDropsChilds
{
public class EquippedBat : MonoBehaviour, IEquipped
{
// Note: This example doesn't include animations or sounds for simplicity.
// These are just here for illustration purposes...the implementation
// methods could do something interesting like play a sound or animation.
[Header("Components")]
public Animator animator;
public AudioSource audioSource;
[Header("Equipped Item")]
[SerializeField]
EquippedItemConfig _equippedItemConfig;
public EquippedItemConfig equippedItemConfig
{
get => _equippedItemConfig;
set
{
Debug.Log($"{transform.root.name} EquippedItemConfig set from {_equippedItemConfig} to {value}", gameObject);
_equippedItemConfig = value;
}
}
void Reset()
{
equippedItemConfig = new EquippedItemConfig { usages = 5, maxUsages = 5 };
}
// Play appropriate animation or sound
public void Use()
{
// Effectively unlimited uses
if (equippedItemConfig.maxUsages == 0)
{
Debug.Log("Bat used");
return;
}
if (equippedItemConfig.usages > 0)
Debug.Log("Bat used");
else
Debug.Log("Bat is out of uses");
}
// Play appropriate animation or sound
public void AddUsages(byte usages)
{
Debug.Log($"Bat added {usages} usages");
}
// Play appropriate animation or sound
public void ResetUsages()
{
Debug.Log("Bat reset");
}
// Play appropriate animation or sound
public void ResetUsages(byte usages)
{
Debug.Log($"Bat reset usages to {usages}");
}
}
}

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using UnityEngine;
namespace Mirror.Examples.PickupsDropsChilds
{
public class EquippedBox : MonoBehaviour, IEquipped
{
// Note: This example doesn't include animations or sounds for simplicity.
// These are just here for illustration purposes...the implementation
// methods could do something interesting like play a sound or animation.
[Header("Components")]
public Animator animator;
public AudioSource audioSource;
[Header("Equipped Item")]
[SerializeField]
EquippedItemConfig _equippedItemConfig;
public EquippedItemConfig equippedItemConfig
{
get => _equippedItemConfig;
set
{
Debug.Log($"{transform.root.name} EquippedItemConfig set from {_equippedItemConfig} to {value}", gameObject);
_equippedItemConfig = value;
}
}
void Reset()
{
equippedItemConfig = new EquippedItemConfig { usages = 0, maxUsages = 0 };
}
// Play appropriate animation or sound
public void Use()
{
// Effectively unlimited uses
if (equippedItemConfig.maxUsages == 0)
{
Debug.Log("Box used");
return;
}
if (equippedItemConfig.usages > 0)
Debug.Log("Box used");
else
Debug.Log("Box is out of uses");
}
// Play appropriate animation or sound
public void AddUsages(byte usages)
{
Debug.Log($"Box added {usages} usages");
}
// Play appropriate animation or sound
public void ResetUsages()
{
Debug.Log("Box reset");
}
// Play appropriate animation or sound
public void ResetUsages(byte usages)
{
Debug.Log($"Box reset usages to {usages}");
}
}
}

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namespace Mirror.Examples.PickupsDropsChilds
{
interface IEquipped
{
EquippedItemConfig equippedItemConfig { get; set; }
void Use();
void AddUsages(byte usages);
void ResetUsages();
void ResetUsages(byte usages);
}
[System.Serializable]
public struct EquippedItemConfig : System.IEquatable<EquippedItemConfig>
{
// Usages remaining...this could be ammo, potion doses, magic item charges, etc.
public byte usages;
// Maximum usages...set to 0 for effectively unlimited uses
public byte maxUsages;
public EquippedItemConfig(byte maxUsages)
{
usages = maxUsages;
this.maxUsages = maxUsages;
}
public EquippedItemConfig(byte usages, byte maxUsages)
{
this.usages = usages;
this.maxUsages = maxUsages;
}
public void Use()
{
// Reset usages to within allowed range in case higher than maxUsages
ResetUsages(usages);
// if we have usages left, decrement
if (usages > 0)
usages--;
}
// Add a specific number of usages
public void AddUsages(byte usages)
{
// Limit usages to maxUsages
this.usages = (byte)Mathd.Clamp(this.usages + usages, 0, maxUsages);
}
// Fully reload to max usages
public void ResetUsages()
{
this.usages = maxUsages;
}
// Reload to a specific number of usages
public void ResetUsages(byte usages)
{
// Limit usages to maxUsages
this.usages = (byte)Mathd.Clamp(usages, 0, maxUsages);
}
public bool Equals(EquippedItemConfig other)
{
return usages == other.usages && maxUsages == other.maxUsages;
}
public override string ToString()
{
return $"EquippedItemConfig[{usages}/{maxUsages}]";
}
}
}

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using System.Collections;
using UnityEngine;
namespace Mirror.Examples.PickupsDropsChilds
{
public class PickupsDropsChilds : NetworkBehaviour
{
[Header("Player Components")]
public GameObject rightHand;
[Header("Prefabs")]
public GameObject ballPrefab;
public GameObject batPrefab;
public GameObject boxPrefab;
public GameObject sceneObjectPrefab;
// IMPORTANT: Order of SyncVar declarations is intentional!
// ChangeEquipment coroutine depends on equippedItemConfig being set first
// but equippedItemConfig can also be changed independent of equippedItem
// changing, e.g. reloading usages.
[Header("SyncVars in Specific Order")]
[SyncVar(hook = nameof(OnChangeEquippedItemConfig))]
public EquippedItemConfig equippedItemConfig = default;
[SyncVar(hook = nameof(OnChangeEquipment))]
public EquippedItem equippedItem;
[Header("Diagnostics")]
[ReadOnly] public GameObject equippedObject;
// Cached reference to IEquipped component on the child object
IEquipped iEquipped;
void Update()
{
if (!isLocalPlayer) return;
if (Input.GetKeyDown(KeyCode.Alpha0) && equippedItem != EquippedItem.nothing)
CmdChangeEquippedItem(EquippedItem.nothing);
if (Input.GetKeyDown(KeyCode.Alpha1) && equippedItem != EquippedItem.ball)
CmdChangeEquippedItem(EquippedItem.ball);
if (Input.GetKeyDown(KeyCode.Alpha2) && equippedItem != EquippedItem.bat)
CmdChangeEquippedItem(EquippedItem.bat);
if (Input.GetKeyDown(KeyCode.Alpha3) && equippedItem != EquippedItem.box)
CmdChangeEquippedItem(EquippedItem.box);
if (Input.GetKeyDown(KeyCode.U) && iEquipped != null)
CmdUseItem();
if (Input.GetKeyDown(KeyCode.I) && iEquipped != null)
CmdAddUsages(1);
if (Input.GetKeyDown(KeyCode.O) && iEquipped != null)
CmdResetUsages();
if (Input.GetKeyDown(KeyCode.P) && iEquipped != null)
CmdResetUsages(3);
if (Input.GetKeyDown(KeyCode.X) && equippedItem != EquippedItem.nothing)
CmdDropItem();
}
void OnChangeEquippedItemConfig(EquippedItemConfig _, EquippedItemConfig newEquippedItemConfig)
{
// equippedItem may be EquippedItem.nothing so check for not null
// before getting reference to the IEquipped interface component
// and only set the equippedItemConfig if it's different.
if (equippedObject != null && equippedObject.TryGetComponent(out iEquipped))
if (!iEquipped.equippedItemConfig.Equals(equippedItemConfig))
iEquipped.equippedItemConfig = equippedItemConfig;
}
void OnChangeEquipment(EquippedItem _, EquippedItem newEquippedItem)
{
StartCoroutine(ChangeEquipment());
}
// Since Destroy is delayed to the end of the current frame, we use a coroutine
// to clear out any child objects before instantiating the new one
IEnumerator ChangeEquipment()
{
while (rightHand.transform.childCount > 0)
{
Destroy(rightHand.transform.GetChild(0).gameObject);
yield return null;
}
equippedObject = null;
switch (equippedItem)
{
case EquippedItem.ball:
equippedObject = Instantiate(ballPrefab, rightHand.transform);
break;
case EquippedItem.bat:
equippedObject = Instantiate(batPrefab, rightHand.transform);
break;
case EquippedItem.box:
equippedObject = Instantiate(boxPrefab, rightHand.transform);
break;
}
// equippedItem may be EquippedItem.nothing so check for not null
// before getting reference to the IEquipped interface component
// and only set the equippedItemConfig if it's different.
if (equippedObject != null && equippedObject.TryGetComponent(out iEquipped))
if (!iEquipped.equippedItemConfig.Equals(equippedItemConfig))
iEquipped.equippedItemConfig = equippedItemConfig;
}
[Command]
void CmdChangeEquippedItem(EquippedItem selectedItem)
{
switch (selectedItem)
{
case EquippedItem.ball:
if (ballPrefab.TryGetComponent(out IEquipped ball))
equippedItemConfig = ball.equippedItemConfig;
break;
case EquippedItem.bat:
if (batPrefab.TryGetComponent(out IEquipped bat))
equippedItemConfig = bat.equippedItemConfig;
break;
case EquippedItem.box:
if (boxPrefab.TryGetComponent(out IEquipped box))
equippedItemConfig = box.equippedItemConfig;
break;
case EquippedItem.nothing:
equippedItemConfig = default;
break;
}
equippedItem = selectedItem;
}
[Command]
public void CmdUseItem()
{
// equippedItemConfig is a struct SyncVar so this
// is how to update it correctly on the server.
EquippedItemConfig config = equippedItemConfig;
config.Use();
equippedItemConfig = config;
// tell clients to invoke the Use method on the IEquipped object
RpcUseItem();
}
[Command]
public void CmdAddUsages(byte usages)
{
// equippedItemConfig is a struct SyncVar so this
// is how to update it correctly on the server.
EquippedItemConfig config = equippedItemConfig;
config.AddUsages(usages);
equippedItemConfig = config;
// tell clients to invoke the AddUsages method on the IEquipped object
RpcAddUsages(usages);
}
[Command]
public void CmdResetUsages()
{
// equippedItemConfig is a struct SyncVar so this
// is how to update it correctly on the server.
EquippedItemConfig config = equippedItemConfig;
config.ResetUsages();
equippedItemConfig = config;
// tell clients to invoke the ResetUsages method on the IEquipped object
RpcResetUsages();
}
[Command]
public void CmdResetUsages(byte usages)
{
// equippedItemConfig is a struct SyncVar so this
// is how to update it correctly on the server.
EquippedItemConfig config = equippedItemConfig;
config.ResetUsages(usages);
equippedItemConfig = config;
// tell clients to invoke the ResetUsages method on the IEquipped object
RpcResetUsages(usages);
}
[Command]
void CmdDropItem()
{
// Instantiate the scene object on the server
Vector3 pos = rightHand.transform.position;
Quaternion rot = rightHand.transform.rotation;
equippedObject = Instantiate(sceneObjectPrefab, pos, rot);
// set the RigidBody as non-kinematic on the server only (isKinematic = true in prefab)
equippedObject.GetComponent<Rigidbody>().isKinematic = false;
SceneObject sceneObject = equippedObject.GetComponent<SceneObject>();
// set the SyncVar on the scene object for clients to instantiate
sceneObject.equippedItem = equippedItem;
// set the equippedItemConfig for the iEquipped interface
sceneObject.equippedItemConfig = equippedItemConfig;
// set the direction to launch the scene object
sceneObject.direction = rightHand.transform.forward;
// Spawn the scene object on the network for all to see
NetworkServer.Spawn(equippedObject);
// set the player's SyncVar to nothing so clients will destroy the iEquipped child item
equippedItem = EquippedItem.nothing;
equippedItemConfig = default;
}
// public because it's called from a script on the SceneObject
[Command]
public void CmdPickupItem(GameObject obj)
{
if (obj.TryGetComponent(out SceneObject sceneObject))
{
// set the player's SyncVar so clients can show the iEquipped item
equippedItem = sceneObject.equippedItem;
// set the equippedItemConfig on the iEquipped object
equippedItemConfig = sceneObject.equippedItemConfig;
}
// Destroy the scene object
NetworkServer.Destroy(obj);
}
[ClientRpc]
public void RpcUseItem()
{
// iEquipped could be null so use the null conditional operator
iEquipped?.Use();
}
[ClientRpc]
public void RpcAddUsages(byte usages)
{
// iEquipped could be null so use the null conditional operator
iEquipped?.AddUsages(usages);
}
[ClientRpc]
public void RpcResetUsages()
{
// iEquipped could be null so use the null conditional operator
iEquipped?.ResetUsages();
}
[ClientRpc]
public void RpcResetUsages(byte usages)
{
// iEquipped could be null so use the null conditional operator
iEquipped?.ResetUsages(usages);
}
}
}

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using System.Collections;
using UnityEngine;
namespace Mirror.Examples.PickupsDropsChilds
{
[RequireComponent(typeof(Rigidbody))]
public class SceneObject : NetworkBehaviour
{
[Header("Prefabs")]
public GameObject ballPrefab;
public GameObject batPrefab;
public GameObject boxPrefab;
[Header("Settings")]
[Range(0, 5)] public float force = 1;
// IMPORTANT: Order of SyncVar declarations is intentional!
// ChangeEquipment coroutine depends on equippedItemConfig being set first
// but equippedItemConfig can also be changed independent of equippedItem
// changing, e.g. reloading usages.
[Header("SyncVars in Specific Order")]
[SyncVar(hook = nameof(OnChangeEquippedItemConfig))]
public EquippedItemConfig equippedItemConfig = default;
[SyncVar(hook = nameof(OnChangeEquipment))]
public EquippedItem equippedItem;
[Header("Diagnostics")]
[ReadOnly] public GameObject equippedObject;
[ReadOnly] public Vector3 direction;
// Cached reference to IEquipped component on the child object
[ReadOnly, SerializeField] IEquipped iEquipped;
protected override void OnValidate()
{
if (Application.isPlaying) return;
base.OnValidate();
if (TryGetComponent(out Rigidbody rb))
rb.isKinematic = true;
if (TryGetComponent(out NetworkTransformBase nt))
nt.syncDirection = SyncDirection.ServerToClient;
}
public override void OnStartServer()
{
if (TryGetComponent(out Rigidbody rb))
{
rb.isKinematic = false;
rb.AddForce(direction * force, ForceMode.Impulse);
}
}
void OnMouseDown()
{
NetworkClient.localPlayer.GetComponent<PickupsDropsChilds>().CmdPickupItem(gameObject);
}
void OnChangeEquippedItemConfig(EquippedItemConfig _, EquippedItemConfig newEquippedItemConfig)
{
// equippedItem may be EquippedItem.nothing so check for not null
// before getting reference to the IEquipped interface component
if (equippedObject != null && equippedObject.TryGetComponent(out iEquipped))
if (!iEquipped.equippedItemConfig.Equals(equippedItemConfig))
iEquipped.equippedItemConfig = equippedItemConfig;
}
void OnChangeEquipment(EquippedItem _, EquippedItem newEquippedItem)
{
StartCoroutine(ChangeEquipment());
}
// Since Destroy is delayed to the end of the current frame, we use a coroutine
// to clear out any child objects before instantiating the new one
IEnumerator ChangeEquipment()
{
while (transform.childCount > 0)
{
Destroy(transform.GetChild(0).gameObject);
yield return null;
}
equippedObject = null;
switch (equippedItem)
{
case EquippedItem.ball:
equippedObject = Instantiate(ballPrefab, transform);
break;
case EquippedItem.bat:
equippedObject = Instantiate(batPrefab, transform);
break;
case EquippedItem.box:
equippedObject = Instantiate(boxPrefab, transform);
break;
}
// equippedItem may be EquippedItem.nothing so check for not null
// before getting reference to the IEquipped interface component
// and only set the equippedItemConfig if it's different.
if (equippedObject != null && equippedObject.TryGetComponent(out iEquipped))
if (!iEquipped.equippedItemConfig.Equals(equippedItemConfig))
iEquipped.equippedItemConfig = equippedItemConfig;
}
}
}

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