first commit
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72
.gitignore
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Normal file
72
.gitignore
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Normal file
@ -0,0 +1,72 @@
|
||||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
#
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||||
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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||||
#
|
||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
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||||
/[Oo]bj/
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||||
/[Bb]uild/
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||||
/[Bb]uilds/
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||||
/[Ll]ogs/
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||||
/[Uu]ser[Ss]ettings/
|
||||
|
||||
# MemoryCaptures can get excessive in size.
|
||||
# They also could contain extremely sensitive data
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||||
/[Mm]emoryCaptures/
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||||
|
||||
# Recordings can get excessive in size
|
||||
/[Rr]ecordings/
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||||
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# Gradle cache directory
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*.suo
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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||||
# Unity3D generated meta files
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||||
*.pidb.meta
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*.pdb.meta
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*.mdb.meta
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# Unity3D generated file on crash reports
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sysinfo.txt
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# Builds
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*.aab
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*.unitypackage
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55
.vscode/settings.json
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Normal file
55
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Normal file
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6
.vsconfig
Normal file
6
.vsconfig
Normal file
@ -0,0 +1,6 @@
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Assets/.DS_Store
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Normal file
BIN
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8
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Normal file
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7
Assets/Fox/Scenes/Fox_Scene.unity.meta
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7
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133
Assets/Fox/Scripts/FoxMovement.cs
Normal file
133
Assets/Fox/Scripts/FoxMovement.cs
Normal file
@ -0,0 +1,133 @@
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using Unity.Netcode;
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using UnityEngine;
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[RequireComponent(typeof(NetworkObject))]
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public class PlayerControl : NetworkBehaviour
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{
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[SerializeField]
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private float walkSpeed = 3.5f;
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[SerializeField]
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private float runSpeedOffset = 2.0f;
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[SerializeField]
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private float rotationSpeed = 3.5f;
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[SerializeField]
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private Vector2 defaultInitialPositionOnPlane = new Vector2(-4, 4);
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[SerializeField]
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private NetworkVariable<Vector3> networkPositionDirection = new NetworkVariable<Vector3>();
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[SerializeField]
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private NetworkVariable<Vector3> networkRotationDirection = new NetworkVariable<Vector3>();
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[SerializeField]
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private NetworkVariable<PlayerState> networkPlayerState = new NetworkVariable<PlayerState>();
|
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|
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private CharacterController characterController;
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|
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// client caches positions
|
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private Vector3 oldInputPosition = Vector3.zero;
|
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private Vector3 oldInputRotation = Vector3.zero;
|
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private PlayerState oldPlayerState = PlayerState.Idle;
|
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|
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private Animator animator;
|
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|
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private void Awake()
|
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{
|
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characterController = GetComponent<CharacterController>();
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animator = GetComponent<Animator>();
|
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}
|
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|
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void Start()
|
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{
|
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if (IsClient && IsOwner)
|
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{
|
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transform.position = new Vector3(Random.Range(defaultInitialPositionOnPlane.x, defaultInitialPositionOnPlane.y), 0,
|
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Random.Range(defaultInitialPositionOnPlane.x, defaultInitialPositionOnPlane.y));
|
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}
|
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}
|
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|
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void Update()
|
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{
|
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if (IsClient && IsOwner)
|
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{
|
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ClientInput();
|
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}
|
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|
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ClientMoveAndRotate();
|
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ClientVisuals();
|
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}
|
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|
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private void ClientMoveAndRotate()
|
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{
|
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if (networkPositionDirection.Value != Vector3.zero)
|
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{
|
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characterController.SimpleMove(networkPositionDirection.Value);
|
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}
|
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if (networkRotationDirection.Value != Vector3.zero)
|
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{
|
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transform.Rotate(networkRotationDirection.Value, Space.World);
|
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}
|
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}
|
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|
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private void ClientVisuals()
|
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{
|
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if (oldPlayerState != networkPlayerState.Value)
|
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{
|
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oldPlayerState = networkPlayerState.Value;
|
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animator.SetTrigger($"{networkPlayerState.Value}");
|
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}
|
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}
|
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|
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private void ClientInput()
|
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{
|
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// left & right rotation
|
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Vector3 inputRotation = new Vector3(0, Input.GetAxis("Horizontal"), 0);
|
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|
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// forward & backward direction
|
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Vector3 direction = transform.TransformDirection(Vector3.forward);
|
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float forwardInput = Input.GetAxis("Vertical");
|
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Vector3 inputPosition = direction * forwardInput;
|
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|
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// change animation states
|
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if (forwardInput == 0)
|
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UpdatePlayerStateServerRpc(PlayerState.Idle);
|
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else if (!ActiveRunningActionKey() && forwardInput > 0 && forwardInput <= 1)
|
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UpdatePlayerStateServerRpc(PlayerState.Walk);
|
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else if (ActiveRunningActionKey() && forwardInput > 0 && forwardInput <= 1)
|
||||
{
|
||||
inputPosition = direction * runSpeedOffset;
|
||||
UpdatePlayerStateServerRpc(PlayerState.Run);
|
||||
}
|
||||
else if (forwardInput < 0)
|
||||
UpdatePlayerStateServerRpc(PlayerState.ReverseWalk);
|
||||
|
||||
// let server know about position and rotation client changes
|
||||
if (oldInputPosition != inputPosition ||
|
||||
oldInputRotation != inputRotation)
|
||||
{
|
||||
oldInputPosition = inputPosition;
|
||||
UpdateClientPositionAndRotationServerRpc(inputPosition * walkSpeed, inputRotation * rotationSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
private static bool ActiveRunningActionKey()
|
||||
{
|
||||
return Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
|
||||
}
|
||||
|
||||
[ServerRpc]
|
||||
public void UpdateClientPositionAndRotationServerRpc(Vector3 newPosition, Vector3 newRotation)
|
||||
{
|
||||
networkPositionDirection.Value = newPosition;
|
||||
networkRotationDirection.Value = newRotation;
|
||||
}
|
||||
|
||||
[ServerRpc]
|
||||
public void UpdatePlayerStateServerRpc(PlayerState state)
|
||||
{
|
||||
networkPlayerState.Value = state;
|
||||
}
|
||||
}
|
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Assets/Fox/Scripts/PlayerState.cs
Normal file
8
Assets/Fox/Scripts/PlayerState.cs
Normal file
@ -0,0 +1,8 @@
|
||||
public enum PlayerState
|
||||
{
|
||||
Idle,
|
||||
Walk,
|
||||
Run,
|
||||
Punch,
|
||||
ReverseWalk,
|
||||
}
|
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1862
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Normal file
1862
Assets/Prefabs/Fox.prefab
Normal file
File diff suppressed because it is too large
Load Diff
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user