232 lines
8.1 KiB
C#
232 lines
8.1 KiB
C#
// --------------------------------------------------------------------------------------------------------------------
|
|
// <copyright file="PlayerControl.cs" company="Exit Games GmbH">
|
|
// Part of: Photon Unity Networking Demos
|
|
// </copyright>
|
|
// <summary>
|
|
// Used in SlotRacer Demo
|
|
// </summary>
|
|
// <author>developer@exitgames.com</author>
|
|
// --------------------------------------------------------------------------------------------------------------------
|
|
|
|
using UnityEngine;
|
|
|
|
using System.Collections;
|
|
|
|
using Photon.Pun.Demo.SlotRacer.Utils;
|
|
using Photon.Pun.UtilityScripts;
|
|
|
|
namespace Photon.Pun.Demo.SlotRacer
|
|
{
|
|
/// <summary>
|
|
/// Player control.
|
|
/// Interface the User Inputs and PUN
|
|
/// Handle the Car instance
|
|
/// </summary>
|
|
[RequireComponent(typeof(SplineWalker))]
|
|
public class PlayerControl : MonoBehaviourPun, IPunObservable
|
|
{
|
|
/// <summary>
|
|
/// The car prefabs to pick depending on the grid position.
|
|
/// </summary>
|
|
public GameObject[] CarPrefabs;
|
|
|
|
/// <summary>
|
|
/// The maximum speed. Maximum speed is reached with a 1 unit per seconds acceleration
|
|
/// </summary>
|
|
public float MaximumSpeed = 20;
|
|
|
|
/// <summary>
|
|
/// The drag when user is not accelerating
|
|
/// </summary>
|
|
public float Drag = 5;
|
|
|
|
/// <summary>
|
|
/// The current speed.
|
|
/// Only used for locaPlayer
|
|
/// </summary>
|
|
private float CurrentSpeed;
|
|
|
|
/// <summary>
|
|
/// The current distance on the spline
|
|
/// Only used for locaPlayer
|
|
/// </summary>
|
|
private float CurrentDistance;
|
|
|
|
/// <summary>
|
|
/// The car instance.
|
|
/// </summary>
|
|
private GameObject CarInstance;
|
|
|
|
/// <summary>
|
|
/// The spline walker. Must be on this GameObject
|
|
/// </summary>
|
|
private SplineWalker SplineWalker;
|
|
|
|
|
|
/// <summary>
|
|
/// flag to force latest data to avoid initial drifts when player is instantiated.
|
|
/// </summary>
|
|
private bool m_firstTake = true;
|
|
|
|
|
|
private float m_input;
|
|
|
|
|
|
#region IPunObservable implementation
|
|
|
|
/// <summary>
|
|
/// this is where data is sent and received for this Component from the PUN Network.
|
|
/// </summary>
|
|
/// <param name="stream">Stream.</param>
|
|
/// <param name="info">Info.</param>
|
|
void IPunObservable.OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
|
|
{
|
|
// currently there is no strategy to improve on bandwidth, just passing the current distance and speed is enough,
|
|
// Input could be passed and then used to better control speed value
|
|
// Data could be wrapped as a vector2 or vector3 to save a couple of bytes
|
|
if (stream.IsWriting)
|
|
{
|
|
stream.SendNext(this.CurrentDistance);
|
|
stream.SendNext(this.CurrentSpeed);
|
|
stream.SendNext(this.m_input);
|
|
}
|
|
else
|
|
{
|
|
if (this.m_firstTake)
|
|
{
|
|
this.m_firstTake = false;
|
|
}
|
|
|
|
this.CurrentDistance = (float) stream.ReceiveNext();
|
|
this.CurrentSpeed = (float) stream.ReceiveNext();
|
|
this.m_input = (float) stream.ReceiveNext();
|
|
}
|
|
}
|
|
|
|
#endregion IPunObservable implementation
|
|
|
|
|
|
#region private
|
|
|
|
/// <summary>
|
|
/// Setups the car on track.
|
|
/// </summary>
|
|
/// <param name="gridStartIndex">Grid start index.</param>
|
|
private void SetupCarOnTrack(int gridStartIndex)
|
|
{
|
|
// Setup the SplineWalker to be on the right starting grid position.
|
|
this.SplineWalker.spline = SlotLanes.Instance.GridPositions[gridStartIndex].Spline;
|
|
this.SplineWalker.currentDistance = SlotLanes.Instance.GridPositions[gridStartIndex].currentDistance;
|
|
this.SplineWalker.ExecutePositioning();
|
|
|
|
// create a new car
|
|
this.CarInstance = (GameObject) Instantiate(this.CarPrefabs[gridStartIndex], this.transform.position, this.transform.rotation);
|
|
|
|
// We'll wait for the first serializatin to pass, else we'll have a glitch where the car is positioned at the wrong position.
|
|
if (!this.photonView.IsMine)
|
|
{
|
|
this.CarInstance.SetActive(false);
|
|
}
|
|
|
|
// depending on wether we control this instance locally, we force the car to become active ( because when you are alone in the room, serialization doesn't happen, but still we want to allow the user to race around)
|
|
if (PhotonNetwork.CurrentRoom.PlayerCount == 1)
|
|
{
|
|
this.m_firstTake = false;
|
|
}
|
|
|
|
this.CarInstance.transform.SetParent(this.transform);
|
|
}
|
|
|
|
#endregion private
|
|
|
|
|
|
#region Monobehaviour
|
|
|
|
/// <summary>
|
|
/// Cache the SplineWalker and flag context for clean serialization when joining late.
|
|
/// </summary>
|
|
private void Awake()
|
|
{
|
|
this.SplineWalker = this.GetComponent<SplineWalker>();
|
|
this.m_firstTake = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start this instance as a coroutine
|
|
/// Waits for a Playernumber to be assigned and only then setup the car and put it on the right starting position on the lane.
|
|
/// </summary>
|
|
private IEnumerator Start()
|
|
{
|
|
// Wait until a Player Number is assigned
|
|
// PlayerNumbering component must be in the scene.
|
|
yield return new WaitUntil(() => this.photonView.Owner.GetPlayerNumber() >= 0);
|
|
|
|
// now we can set it up.
|
|
this.SetupCarOnTrack(this.photonView.Owner.GetPlayerNumber());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make sure we delete instances linked to this component, else when user is leaving the room, its car instance would remain
|
|
/// </summary>
|
|
private void OnDestroy()
|
|
{
|
|
Destroy(this.CarInstance);
|
|
}
|
|
|
|
// Update is called once per frame
|
|
private void Update()
|
|
{
|
|
if (this.SplineWalker == null || this.CarInstance == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.photonView.IsMine)
|
|
{
|
|
this.m_input = Input.GetAxis("Vertical");
|
|
if (this.m_input == 0f)
|
|
{
|
|
this.CurrentSpeed -= Time.deltaTime * this.Drag;
|
|
}
|
|
else
|
|
{
|
|
this.CurrentSpeed += this.m_input;
|
|
}
|
|
this.CurrentSpeed = Mathf.Clamp(this.CurrentSpeed, 0f, this.MaximumSpeed);
|
|
this.SplineWalker.Speed = this.CurrentSpeed;
|
|
|
|
this.CurrentDistance = this.SplineWalker.currentDistance;
|
|
}
|
|
else
|
|
{
|
|
if (this.m_input == 0f)
|
|
{
|
|
this.CurrentSpeed -= Time.deltaTime * this.Drag;
|
|
}
|
|
|
|
this.CurrentSpeed = Mathf.Clamp (this.CurrentSpeed, 0f, this.MaximumSpeed);
|
|
this.SplineWalker.Speed = this.CurrentSpeed;
|
|
|
|
|
|
|
|
if (this.CurrentDistance != 0 && this.SplineWalker.currentDistance != this.CurrentDistance)
|
|
{
|
|
//Debug.Log ("SplineWalker.currentDistance=" + SplineWalker.currentDistance + " CurrentDistance=" + CurrentDistance);
|
|
this.SplineWalker.Speed += (this.CurrentDistance - this.SplineWalker.currentDistance) * Time.deltaTime * 50f;
|
|
}
|
|
|
|
}
|
|
|
|
// Only activate the car if we are sure we have the proper positioning, else it will glitch visually during the initialisation process.
|
|
if (!this.m_firstTake && !this.CarInstance.activeSelf)
|
|
{
|
|
this.CarInstance.SetActive(true);
|
|
this.SplineWalker.Speed = this.CurrentSpeed;
|
|
this.SplineWalker.SetPositionOnSpline (this.CurrentDistance);
|
|
|
|
}
|
|
}
|
|
|
|
#endregion Monobehaviour
|
|
}
|
|
} |