81 lines
2.0 KiB
C#
81 lines
2.0 KiB
C#
using UnityEngine;
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using Unity.Netcode;
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using TMPro;
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[RequireComponent(typeof(NetworkObject))]
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public class FoxMovement : NetworkBehaviour
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{
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private CharacterController controller;
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public float Speed = 10f;
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public float RotateSpeed = 1f;
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public float Gravity = -9.8f;
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private Vector3 Velocity = Vector3.zero;
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public Transform GroundCheck;
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public float checkRadius = 0.2f;
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public bool IsGround;
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public LayerMask layerMask;
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public NetworkVariable<Vector3> Position = new NetworkVariable<Vector3>();
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public NetworkVariable<Vector3> MoveVector = new NetworkVariable<Vector3>();
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public NetworkVariable<float> Angle = new NetworkVariable<float>();
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public TextMeshPro IsOwnerText;
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private CharacterController characterController;
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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}
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// Start is called before the first frame update
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void Start()
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{
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controller = transform.GetComponent<CharacterController>();
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}
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// Update is called once per frame
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void Update()
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{
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IsOwnerText.text = IsOwner ? "Owner" : "";
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IsOwnerText.text += IsClient ? " Client" : "";
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if (IsOwner && IsClient)
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{
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ClientInput();
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}
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ClientMoveAndRotate();
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}
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void ClientInput()
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{
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var horizontal = Input.GetAxis("Horizontal");
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var vertical = Input.GetAxis("Vertical");
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var move = transform.forward * Speed * vertical * Time.deltaTime;
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IsGround = Physics.CheckSphere(GroundCheck.position, checkRadius, layerMask);
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if (IsGround && Velocity.y < 0)
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{
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Velocity.y = 0;
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}
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else
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{
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Velocity.y += Gravity * Time.deltaTime;
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}
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updateClientPositionAndRotationServerRpc(move + Velocity * Time.deltaTime, horizontal * RotateSpeed);
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}
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void ClientMoveAndRotate()
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{
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characterController.Move(MoveVector.Value);
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transform.Rotate(Vector3.up, Angle.Value);
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}
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[ServerRpc]
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void updateClientPositionAndRotationServerRpc(Vector3 moveVector, float angle)
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{
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MoveVector.Value = moveVector;
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Angle.Value = angle;
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}
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}
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