Pun-01/Assets/Scripts/PlayerManager.cs
2022-07-08 09:14:55 +08:00

181 lines
5.5 KiB
C#

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("<Color=Red><a>Missing</a></Color> Beams Reference.", this);
}
else
{
beams.SetActive(false);
}
if (photonView.IsMine)
{
PlayerManager.LocalPlayerInstance = this.gameObject;
}
DontDestroyOnLoad(this.gameObject);
}
void Start()
{
CameraWork _cameraWork = this.gameObject.GetComponent<CameraWork>();
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
if (_cameraWork != null)
{
if (photonView.IsMine)
{
_cameraWork.OnStartFollowing();
}
}
else
{
Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this);
}
if (PlayerUiPrefab != null)
{
GameObject _uiGo = Instantiate(PlayerUiPrefab);
_uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver);
}
else
{
Debug.LogWarning("<Color=Red><a>Missing</a></Color> 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;
}
}
}