Pun-01/Assets/Photon/PhotonUnityNetworking/Demos/DemoAsteroids/Scripts/Game/Spaceship.cs

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2022-07-08 09:14:55 +08:00
// --------------------------------------------------------------------------------------------------------------------
// <copyright file="Spaceship.cs" company="Exit Games GmbH">
// Part of: Asteroid Demo,
// </copyright>
// <summary>
// Spaceship
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using System.Collections;
using UnityEngine;
using Photon.Pun.UtilityScripts;
using Hashtable = ExitGames.Client.Photon.Hashtable;
namespace Photon.Pun.Demo.Asteroids
{
public class Spaceship : MonoBehaviour
{
public float RotationSpeed = 90.0f;
public float MovementSpeed = 2.0f;
public float MaxSpeed = 0.2f;
public ParticleSystem Destruction;
public GameObject EngineTrail;
public GameObject BulletPrefab;
private PhotonView photonView;
#pragma warning disable 0109
private new Rigidbody rigidbody;
private new Collider collider;
private new Renderer renderer;
#pragma warning restore 0109
private float rotation = 0.0f;
private float acceleration = 0.0f;
private float shootingTimer = 0.0f;
private bool controllable = true;
#region UNITY
public void Awake()
{
photonView = GetComponent<PhotonView>();
rigidbody = GetComponent<Rigidbody>();
collider = GetComponent<Collider>();
renderer = GetComponent<Renderer>();
}
public void Start()
{
foreach (Renderer r in GetComponentsInChildren<Renderer>())
{
r.material.color = AsteroidsGame.GetColor(photonView.Owner.GetPlayerNumber());
}
}
public void Update()
{
if (!photonView.AmOwner || !controllable)
{
return;
}
// we don't want the master client to apply input to remote ships while the remote player is inactive
if (this.photonView.CreatorActorNr != PhotonNetwork.LocalPlayer.ActorNumber)
{
return;
}
rotation = Input.GetAxis("Horizontal");
acceleration = Input.GetAxis("Vertical");
if (Input.GetButton("Jump") && shootingTimer <= 0.0)
{
shootingTimer = 0.2f;
photonView.RPC("Fire", RpcTarget.AllViaServer, rigidbody.position, rigidbody.rotation);
}
if (shootingTimer > 0.0f)
{
shootingTimer -= Time.deltaTime;
}
}
public void FixedUpdate()
{
if (!photonView.IsMine)
{
return;
}
if (!controllable)
{
return;
}
Quaternion rot = rigidbody.rotation * Quaternion.Euler(0, rotation * RotationSpeed * Time.fixedDeltaTime, 0);
rigidbody.MoveRotation(rot);
Vector3 force = (rot * Vector3.forward) * acceleration * 1000.0f * MovementSpeed * Time.fixedDeltaTime;
rigidbody.AddForce(force);
if (rigidbody.velocity.magnitude > (MaxSpeed * 1000.0f))
{
rigidbody.velocity = rigidbody.velocity.normalized * MaxSpeed * 1000.0f;
}
CheckExitScreen();
}
#endregion
#region COROUTINES
private IEnumerator WaitForRespawn()
{
yield return new WaitForSeconds(AsteroidsGame.PLAYER_RESPAWN_TIME);
photonView.RPC("RespawnSpaceship", RpcTarget.AllViaServer);
}
#endregion
#region PUN CALLBACKS
[PunRPC]
public void DestroySpaceship()
{
rigidbody.velocity = Vector3.zero;
rigidbody.angularVelocity = Vector3.zero;
collider.enabled = false;
renderer.enabled = false;
controllable = false;
EngineTrail.SetActive(false);
Destruction.Play();
if (photonView.IsMine)
{
object lives;
if (PhotonNetwork.LocalPlayer.CustomProperties.TryGetValue(AsteroidsGame.PLAYER_LIVES, out lives))
{
PhotonNetwork.LocalPlayer.SetCustomProperties(new Hashtable {{AsteroidsGame.PLAYER_LIVES, ((int) lives <= 1) ? 0 : ((int) lives - 1)}});
if (((int) lives) > 1)
{
StartCoroutine("WaitForRespawn");
}
}
}
}
[PunRPC]
public void Fire(Vector3 position, Quaternion rotation, PhotonMessageInfo info)
{
float lag = (float) (PhotonNetwork.Time - info.SentServerTime);
GameObject bullet;
/** Use this if you want to fire one bullet at a time **/
bullet = Instantiate(BulletPrefab, position, Quaternion.identity) as GameObject;
bullet.GetComponent<Bullet>().InitializeBullet(photonView.Owner, (rotation * Vector3.forward), Mathf.Abs(lag));
/** Use this if you want to fire two bullets at once **/
//Vector3 baseX = rotation * Vector3.right;
//Vector3 baseZ = rotation * Vector3.forward;
//Vector3 offsetLeft = -1.5f * baseX - 0.5f * baseZ;
//Vector3 offsetRight = 1.5f * baseX - 0.5f * baseZ;
//bullet = Instantiate(BulletPrefab, rigidbody.position + offsetLeft, Quaternion.identity) as GameObject;
//bullet.GetComponent<Bullet>().InitializeBullet(photonView.Owner, baseZ, Mathf.Abs(lag));
//bullet = Instantiate(BulletPrefab, rigidbody.position + offsetRight, Quaternion.identity) as GameObject;
//bullet.GetComponent<Bullet>().InitializeBullet(photonView.Owner, baseZ, Mathf.Abs(lag));
}
[PunRPC]
public void RespawnSpaceship()
{
collider.enabled = true;
renderer.enabled = true;
controllable = true;
EngineTrail.SetActive(true);
Destruction.Stop();
}
#endregion
private void CheckExitScreen()
{
if (Camera.main == null)
{
return;
}
if (Mathf.Abs(rigidbody.position.x) > (Camera.main.orthographicSize * Camera.main.aspect))
{
rigidbody.position = new Vector3(-Mathf.Sign(rigidbody.position.x) * Camera.main.orthographicSize * Camera.main.aspect, 0, rigidbody.position.z);
rigidbody.position -= rigidbody.position.normalized * 0.1f; // offset a little bit to avoid looping back & forth between the 2 edges
}
if (Mathf.Abs(rigidbody.position.z) > Camera.main.orthographicSize)
{
rigidbody.position = new Vector3(rigidbody.position.x, rigidbody.position.y, -Mathf.Sign(rigidbody.position.z) * Camera.main.orthographicSize);
rigidbody.position -= rigidbody.position.normalized * 0.1f; // offset a little bit to avoid looping back & forth between the 2 edges
}
}
}
}