using Photon.Pun; using Photon.Pun.Demo.PunBasics; using UnityEngine; namespace cc.ivanli.pun01 { public class PlayerManager : MonoBehaviourPunCallbacks, IPunObservable { [Tooltip("The Beams GameObject to control")] [SerializeField] private GameObject beams; //True, when the user is firing private bool IsFiring; [Tooltip("The current Health of our player")] public float Health = 1f; [Tooltip("The local player instance. Use this to know if the local player is represented in the Scene")] public static GameObject LocalPlayerInstance; [Tooltip("The Player's UI GameObject Prefab")] [SerializeField] public GameObject PlayerUiPrefab; void Awake() { if (beams == null) { Debug.LogError("Missing Beams Reference.", this); } else { beams.SetActive(false); } if (photonView.IsMine) { PlayerManager.LocalPlayerInstance = this.gameObject; } DontDestroyOnLoad(this.gameObject); } void Start() { CameraWork _cameraWork = this.gameObject.GetComponent(); UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded; if (_cameraWork != null) { if (photonView.IsMine) { _cameraWork.OnStartFollowing(); } } else { Debug.LogError("Missing CameraWork Component on playerPrefab.", this); } if (PlayerUiPrefab != null) { GameObject _uiGo = Instantiate(PlayerUiPrefab); _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver); } else { Debug.LogWarning("Missing PlayerUiPrefab reference on player Prefab.", this); } } void Update() { if (photonView.IsMine) { ProcessInputs(); if (Health <= 0f) { GameManager.Instance.LeaveRoom(); } } // trigger Beams active state if (beams != null && IsFiring != beams.activeInHierarchy) { beams.SetActive(IsFiring); } } void ProcessInputs() { if (Input.GetButtonDown("Fire1")) { if (!IsFiring) { IsFiring = true; } } if (Input.GetButtonUp("Fire1")) { if (IsFiring) { IsFiring = false; } } } void OnTriggerEnter(Collider other) { if (!photonView.IsMine) { return; } // We are only interested in Beamers // we should be using tags but for the sake of distribution, let's simply check by name. if (!other.name.Contains("Beam")) { return; } Health -= 0.1f; } void OnTriggerStay(Collider other) { // we dont' do anything if we are not the local player. if (!photonView.IsMine) { return; } // We are only interested in Beamers // we should be using tags but for the sake of distribution, let's simply check by name. if (!other.name.Contains("Beam")) { return; } // we slowly affect health when beam is constantly hitting us, so player has to move to prevent death. Health -= 0.1f * Time.deltaTime; } public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { // We own this player: send the others our data stream.SendNext(IsFiring); stream.SendNext(Health); } else { // Network player, receive data IsFiring = (bool)stream.ReceiveNext(); Health = (float)stream.ReceiveNext(); } } void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadingMode) { this.CalledOnLevelWasLoaded(scene.buildIndex); } void OnLevelWasLoaded(int level) { this.CalledOnLevelWasLoaded(level); } void CalledOnLevelWasLoaded(int level) { // check if we are outside the Arena and if it's the case, spawn around the center of the arena in a safe zone if (!Physics.Raycast(transform.position, -Vector3.up, 5f)) { transform.position = new Vector3(0f, 5f, 0f); } GameObject _uiGo = Instantiate(PlayerUiPrefab); _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver); } public override void OnDisable() { // Always call the base to remove callbacks base.OnDisable(); UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded; } } }