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69
Assets/Mirror/Examples/Pong/Scripts/Ball.cs
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69
Assets/Mirror/Examples/Pong/Scripts/Ball.cs
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using UnityEngine;
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namespace Mirror.Examples.Pong
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{
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public class Ball : NetworkBehaviour
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{
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public float speed = 30;
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public Rigidbody2D rigidbody2d;
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public override void OnStartServer()
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{
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base.OnStartServer();
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// only simulate ball physics on server
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rigidbody2d.simulated = true;
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// Serve the ball from left player
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#if UNITY_6000_0_OR_NEWER
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rigidbody2d.linearVelocity = Vector2.right * speed;
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#else
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rigidbody2d.velocity = Vector2.right * speed;
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#endif
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}
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float HitFactor(Vector2 ballPos, Vector2 racketPos, float racketHeight)
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{
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// ascii art:
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// || 1 <- at the top of the racket
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// ||
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// || 0 <- at the middle of the racket
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// ||
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// || -1 <- at the bottom of the racket
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return (ballPos.y - racketPos.y) / racketHeight;
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}
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// only call this on server
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[ServerCallback]
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void OnCollisionEnter2D(Collision2D col)
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{
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// Note: 'col' holds the collision information. If the
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// Ball collided with a racket, then:
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// col.gameObject is the racket
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// col.transform.position is the racket's position
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// col.collider is the racket's collider
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// did we hit a racket? then we need to calculate the hit factor
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if (col.transform.GetComponent<Player>())
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{
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// Calculate y direction via hit Factor
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float y = HitFactor(transform.position,
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col.transform.position,
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col.collider.bounds.size.y);
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// Calculate x direction via opposite collision
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float x = col.relativeVelocity.x > 0 ? 1 : -1;
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// Calculate direction, make length=1 via .normalized
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Vector2 dir = new Vector2(x, y).normalized;
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// Set Velocity with dir * speed
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#if UNITY_6000_0_OR_NEWER
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rigidbody2d.linearVelocity = dir * speed;
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#else
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rigidbody2d.velocity = dir * speed;
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#endif
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}
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}
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}
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}
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