Gonna move to server authority
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# Room Example
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In Build Settings, remove all scenes and add all of the scenes from the Examples\Room\Scenes folder in the following order:
|
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- OfflineScene
|
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- RoomScene
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- OnlineScene
|
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|
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If you opened the Offline scene before doing the above steps, you may have to reassign the scenes to the NetworkRoomManagerExt component of the RoomManager scene object.
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File -> Build and Run
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|
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You should now be in the Online scene with your players of random color.
|
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|
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WASDQE keys to move & turn your player capsule.
|
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Collide with the spheres to score points.
|
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Lighter colors score higher.
|
||||
# Room Example
|
||||
|
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In Build Settings, remove all scenes and add all of the scenes from the Examples\Room\Scenes folder in the following order:
|
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- OfflineScene
|
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|
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|
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|
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If you opened the Offline scene before doing the above steps, you may have to reassign the scenes to the NetworkRoomManagerExt component of the RoomManager scene object.
|
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File -> Build and Run
|
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|
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|
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|
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|
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|
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WASDQE keys to move & turn your player capsule.
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@@ -1,84 +1,82 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
public class NetworkRoomManagerExt : NetworkRoomManager
|
||||
{
|
||||
[Header("Spawner Setup")]
|
||||
[Tooltip("Reward Prefab for the Spawner")]
|
||||
public GameObject rewardPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// This is called on the server when a networked scene finishes loading.
|
||||
/// </summary>
|
||||
/// <param name="sceneName">Name of the new scene.</param>
|
||||
public override void OnRoomServerSceneChanged(string sceneName)
|
||||
{
|
||||
// spawn the initial batch of Rewards
|
||||
if (sceneName == GameplayScene)
|
||||
{
|
||||
Spawner.InitialSpawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called just after GamePlayer object is instantiated and just before it replaces RoomPlayer object.
|
||||
/// This is the ideal point to pass any data like player name, credentials, tokens, colors, etc.
|
||||
/// into the GamePlayer object as it is about to enter the Online scene.
|
||||
/// </summary>
|
||||
/// <param name="roomPlayer"></param>
|
||||
/// <param name="gamePlayer"></param>
|
||||
/// <returns>true unless some code in here decides it needs to abort the replacement</returns>
|
||||
public override bool OnRoomServerSceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer, GameObject gamePlayer)
|
||||
{
|
||||
PlayerScore playerScore = gamePlayer.GetComponent<PlayerScore>();
|
||||
playerScore.index = roomPlayer.GetComponent<NetworkRoomPlayer>().index;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void OnRoomStopClient()
|
||||
{
|
||||
base.OnRoomStopClient();
|
||||
}
|
||||
|
||||
public override void OnRoomStopServer()
|
||||
{
|
||||
base.OnRoomStopServer();
|
||||
}
|
||||
|
||||
/*
|
||||
This code below is to demonstrate how to do a Start button that only appears for the Host player
|
||||
showStartButton is a local bool that's needed because OnRoomServerPlayersReady is only fired when
|
||||
all players are ready, but if a player cancels their ready state there's no callback to set it back to false
|
||||
Therefore, allPlayersReady is used in combination with showStartButton to show/hide the Start button correctly.
|
||||
Setting showStartButton false when the button is pressed hides it in the game scene since NetworkRoomManager
|
||||
is set as DontDestroyOnLoad = true.
|
||||
*/
|
||||
|
||||
bool showStartButton;
|
||||
|
||||
public override void OnRoomServerPlayersReady()
|
||||
{
|
||||
// calling the base method calls ServerChangeScene as soon as all players are in Ready state.
|
||||
#if UNITY_SERVER
|
||||
base.OnRoomServerPlayersReady();
|
||||
#else
|
||||
showStartButton = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
public override void OnGUI()
|
||||
{
|
||||
base.OnGUI();
|
||||
|
||||
if (allPlayersReady && showStartButton && GUI.Button(new Rect(150, 300, 120, 20), "START GAME"))
|
||||
{
|
||||
// set to false to hide it in the game scene
|
||||
showStartButton = false;
|
||||
|
||||
ServerChangeScene(GameplayScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
public class NetworkRoomManagerExt : NetworkRoomManager
|
||||
{
|
||||
[Header("Spawner Setup")]
|
||||
[Tooltip("Reward Prefab for the Spawner")]
|
||||
public GameObject rewardPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// This is called on the server when a networked scene finishes loading.
|
||||
/// </summary>
|
||||
/// <param name="sceneName">Name of the new scene.</param>
|
||||
public override void OnRoomServerSceneChanged(string sceneName)
|
||||
{
|
||||
// spawn the initial batch of Rewards
|
||||
if (sceneName == GameplayScene)
|
||||
Spawner.InitialSpawn();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called just after GamePlayer object is instantiated and just before it replaces RoomPlayer object.
|
||||
/// This is the ideal point to pass any data like player name, credentials, tokens, colors, etc.
|
||||
/// into the GamePlayer object as it is about to enter the Online scene.
|
||||
/// </summary>
|
||||
/// <param name="roomPlayer"></param>
|
||||
/// <param name="gamePlayer"></param>
|
||||
/// <returns>true unless some code in here decides it needs to abort the replacement</returns>
|
||||
public override bool OnRoomServerSceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer, GameObject gamePlayer)
|
||||
{
|
||||
PlayerScore playerScore = gamePlayer.GetComponent<PlayerScore>();
|
||||
playerScore.index = roomPlayer.GetComponent<NetworkRoomPlayer>().index;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void OnRoomStopClient()
|
||||
{
|
||||
base.OnRoomStopClient();
|
||||
}
|
||||
|
||||
public override void OnRoomStopServer()
|
||||
{
|
||||
base.OnRoomStopServer();
|
||||
}
|
||||
|
||||
/*
|
||||
This code below is to demonstrate how to do a Start button that only appears for the Host player
|
||||
showStartButton is a local bool that's needed because OnRoomServerPlayersReady is only fired when
|
||||
all players are ready, but if a player cancels their ready state there's no callback to set it back to false
|
||||
Therefore, allPlayersReady is used in combination with showStartButton to show/hide the Start button correctly.
|
||||
Setting showStartButton false when the button is pressed hides it in the game scene since NetworkRoomManager
|
||||
is set as DontDestroyOnLoad = true.
|
||||
*/
|
||||
|
||||
bool showStartButton;
|
||||
|
||||
public override void OnRoomServerPlayersReady()
|
||||
{
|
||||
// calling the base method calls ServerChangeScene as soon as all players are in Ready state.
|
||||
#if UNITY_SERVER
|
||||
base.OnRoomServerPlayersReady();
|
||||
#else
|
||||
showStartButton = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
public override void OnGUI()
|
||||
{
|
||||
base.OnGUI();
|
||||
|
||||
if (allPlayersReady && showStartButton && GUI.Button(new Rect(150, 300, 120, 20), "START GAME"))
|
||||
{
|
||||
// set to false to hide it in the game scene
|
||||
showStartButton = false;
|
||||
|
||||
ServerChangeScene(GameplayScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
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fileFormatVersion: 2
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guid: e7d8650c751710349bb9546d1697b9cb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName: ''
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||||
assetBundleVariant: ''
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||||
|
||||
@@ -1,30 +1,39 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
public class NetworkRoomPlayerExt : NetworkRoomPlayer
|
||||
{
|
||||
public override void OnStartClient()
|
||||
{
|
||||
// Debug.LogFormat(LogType.Log, "OnStartClient {0}", SceneManager.GetActiveScene().path);
|
||||
|
||||
base.OnStartClient();
|
||||
}
|
||||
|
||||
public override void OnClientEnterRoom()
|
||||
{
|
||||
// Debug.LogFormat(LogType.Log, "OnClientEnterRoom {0}", SceneManager.GetActiveScene().path);
|
||||
}
|
||||
|
||||
public override void OnClientExitRoom()
|
||||
{
|
||||
// Debug.LogFormat(LogType.Log, "OnClientExitRoom {0}", SceneManager.GetActiveScene().path);
|
||||
}
|
||||
|
||||
public override void ReadyStateChanged(bool oldReadyState, bool newReadyState)
|
||||
{
|
||||
// Debug.LogFormat(LogType.Log, "ReadyStateChanged {0}", newReadyState);
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
[AddComponentMenu("")]
|
||||
public class NetworkRoomPlayerExt : NetworkRoomPlayer
|
||||
{
|
||||
public override void OnStartClient()
|
||||
{
|
||||
//Debug.Log($"OnStartClient {gameObject}");
|
||||
}
|
||||
|
||||
public override void OnClientEnterRoom()
|
||||
{
|
||||
//Debug.Log($"OnClientEnterRoom {SceneManager.GetActiveScene().path}");
|
||||
}
|
||||
|
||||
public override void OnClientExitRoom()
|
||||
{
|
||||
//Debug.Log($"OnClientExitRoom {SceneManager.GetActiveScene().path}");
|
||||
}
|
||||
|
||||
public override void IndexChanged(int oldIndex, int newIndex)
|
||||
{
|
||||
//Debug.Log($"IndexChanged {newIndex}");
|
||||
}
|
||||
|
||||
public override void ReadyStateChanged(bool oldReadyState, bool newReadyState)
|
||||
{
|
||||
//Debug.Log($"ReadyStateChanged {newReadyState}");
|
||||
}
|
||||
|
||||
public override void OnGUI()
|
||||
{
|
||||
base.OnGUI();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
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||||
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|
||||
assetBundleName: ''
|
||||
assetBundleVariant: ''
|
||||
|
||||
@@ -1,110 +1,110 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
[RequireComponent(typeof(CapsuleCollider))]
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class PlayerController : NetworkBehaviour
|
||||
{
|
||||
public CharacterController characterController;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (characterController == null)
|
||||
characterController = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
characterController.enabled = isLocalPlayer;
|
||||
}
|
||||
|
||||
public override void OnStartLocalPlayer()
|
||||
{
|
||||
Camera.main.orthographic = false;
|
||||
Camera.main.transform.SetParent(transform);
|
||||
Camera.main.transform.localPosition = new Vector3(0f, 3f, -8f);
|
||||
Camera.main.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (isLocalPlayer && Camera.main != null)
|
||||
{
|
||||
Camera.main.orthographic = true;
|
||||
Camera.main.transform.SetParent(null);
|
||||
Camera.main.transform.localPosition = new Vector3(0f, 70f, 0f);
|
||||
Camera.main.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
[Header("Movement Settings")]
|
||||
public float moveSpeed = 8f;
|
||||
public float turnSensitivity = 5f;
|
||||
public float maxTurnSpeed = 150f;
|
||||
|
||||
[Header("Diagnostics")]
|
||||
public float horizontal;
|
||||
public float vertical;
|
||||
public float turn;
|
||||
public float jumpSpeed;
|
||||
public bool isGrounded = true;
|
||||
public bool isFalling;
|
||||
public Vector3 velocity;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!isLocalPlayer)
|
||||
return;
|
||||
|
||||
horizontal = Input.GetAxis("Horizontal");
|
||||
vertical = Input.GetAxis("Vertical");
|
||||
|
||||
// Q and E cancel each other out, reducing the turn to zero
|
||||
if (Input.GetKey(KeyCode.Q))
|
||||
turn = Mathf.MoveTowards(turn, -maxTurnSpeed, turnSensitivity);
|
||||
if (Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, maxTurnSpeed, turnSensitivity);
|
||||
if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
|
||||
if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
|
||||
|
||||
if (isGrounded)
|
||||
isFalling = false;
|
||||
|
||||
if ((isGrounded || !isFalling) && jumpSpeed < 1f && Input.GetKey(KeyCode.Space))
|
||||
{
|
||||
jumpSpeed = Mathf.Lerp(jumpSpeed, 1f, 0.5f);
|
||||
}
|
||||
else if (!isGrounded)
|
||||
{
|
||||
isFalling = true;
|
||||
jumpSpeed = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (!isLocalPlayer || characterController == null)
|
||||
return;
|
||||
|
||||
transform.Rotate(0f, turn * Time.fixedDeltaTime, 0f);
|
||||
|
||||
Vector3 direction = new Vector3(horizontal, jumpSpeed, vertical);
|
||||
direction = Vector3.ClampMagnitude(direction, 1f);
|
||||
direction = transform.TransformDirection(direction);
|
||||
direction *= moveSpeed;
|
||||
|
||||
if (jumpSpeed > 0)
|
||||
characterController.Move(direction * Time.fixedDeltaTime);
|
||||
else
|
||||
characterController.SimpleMove(direction);
|
||||
|
||||
isGrounded = characterController.isGrounded;
|
||||
velocity = characterController.velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
[RequireComponent(typeof(CapsuleCollider))]
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class PlayerController : NetworkBehaviour
|
||||
{
|
||||
public CharacterController characterController;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (characterController == null)
|
||||
characterController = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
characterController.enabled = isLocalPlayer;
|
||||
}
|
||||
|
||||
public override void OnStartLocalPlayer()
|
||||
{
|
||||
Camera.main.orthographic = false;
|
||||
Camera.main.transform.SetParent(transform);
|
||||
Camera.main.transform.localPosition = new Vector3(0f, 3f, -8f);
|
||||
Camera.main.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (isLocalPlayer && Camera.main != null)
|
||||
{
|
||||
Camera.main.orthographic = true;
|
||||
Camera.main.transform.SetParent(null);
|
||||
Camera.main.transform.localPosition = new Vector3(0f, 70f, 0f);
|
||||
Camera.main.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
[Header("Movement Settings")]
|
||||
public float moveSpeed = 8f;
|
||||
public float turnSensitivity = 5f;
|
||||
public float maxTurnSpeed = 150f;
|
||||
|
||||
[Header("Diagnostics")]
|
||||
public float horizontal;
|
||||
public float vertical;
|
||||
public float turn;
|
||||
public float jumpSpeed;
|
||||
public bool isGrounded = true;
|
||||
public bool isFalling;
|
||||
public Vector3 velocity;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!isLocalPlayer)
|
||||
return;
|
||||
|
||||
horizontal = Input.GetAxis("Horizontal");
|
||||
vertical = Input.GetAxis("Vertical");
|
||||
|
||||
// Q and E cancel each other out, reducing the turn to zero
|
||||
if (Input.GetKey(KeyCode.Q))
|
||||
turn = Mathf.MoveTowards(turn, -maxTurnSpeed, turnSensitivity);
|
||||
if (Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, maxTurnSpeed, turnSensitivity);
|
||||
if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
|
||||
if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
|
||||
turn = Mathf.MoveTowards(turn, 0, turnSensitivity);
|
||||
|
||||
if (isGrounded)
|
||||
isFalling = false;
|
||||
|
||||
if ((isGrounded || !isFalling) && jumpSpeed < 1f && Input.GetKey(KeyCode.Space))
|
||||
{
|
||||
jumpSpeed = Mathf.Lerp(jumpSpeed, 1f, 0.5f);
|
||||
}
|
||||
else if (!isGrounded)
|
||||
{
|
||||
isFalling = true;
|
||||
jumpSpeed = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (!isLocalPlayer || characterController == null)
|
||||
return;
|
||||
|
||||
transform.Rotate(0f, turn * Time.fixedDeltaTime, 0f);
|
||||
|
||||
Vector3 direction = new Vector3(horizontal, jumpSpeed, vertical);
|
||||
direction = Vector3.ClampMagnitude(direction, 1f);
|
||||
direction = transform.TransformDirection(direction);
|
||||
direction *= moveSpeed;
|
||||
|
||||
if (jumpSpeed > 0)
|
||||
characterController.Move(direction * Time.fixedDeltaTime);
|
||||
else
|
||||
characterController.SimpleMove(direction);
|
||||
|
||||
isGrounded = characterController.isGrounded;
|
||||
velocity = characterController.velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24fd13686a451ad498101a604d134e39
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
fileFormatVersion: 2
|
||||
guid: 24fd13686a451ad498101a604d134e39
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData: ''
|
||||
assetBundleName: ''
|
||||
assetBundleVariant: ''
|
||||
|
||||
@@ -1,18 +1,18 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
public class PlayerScore : NetworkBehaviour
|
||||
{
|
||||
[SyncVar]
|
||||
public int index;
|
||||
|
||||
[SyncVar]
|
||||
public uint score;
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
GUI.Box(new Rect(10f + (index * 110), 10f, 100f, 25f), $"P{index}: {score.ToString("0000000")}");
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
public class PlayerScore : NetworkBehaviour
|
||||
{
|
||||
[SyncVar]
|
||||
public int index;
|
||||
|
||||
[SyncVar]
|
||||
public uint score;
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
GUI.Box(new Rect(10f + (index * 110), 10f, 100f, 25f), $"P{index}: {score:0000000}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1ba998ee2eff92a419f4377519caf095
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
fileFormatVersion: 2
|
||||
guid: 1ba998ee2eff92a419f4377519caf095
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData: ''
|
||||
assetBundleName: ''
|
||||
assetBundleVariant: ''
|
||||
|
||||
@@ -1,32 +1,32 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
public class RandomColor : NetworkBehaviour
|
||||
{
|
||||
public override void OnStartServer()
|
||||
{
|
||||
base.OnStartServer();
|
||||
color = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
|
||||
}
|
||||
|
||||
// Color32 packs to 4 bytes
|
||||
[SyncVar(hook = nameof(SetColor))]
|
||||
public Color32 color = Color.black;
|
||||
|
||||
// Unity clones the material when GetComponent<Renderer>().material is called
|
||||
// Cache it here and destroy it in OnDestroy to prevent a memory leak
|
||||
Material cachedMaterial;
|
||||
|
||||
void SetColor(Color32 _, Color32 newColor)
|
||||
{
|
||||
if (cachedMaterial == null) cachedMaterial = GetComponentInChildren<Renderer>().material;
|
||||
cachedMaterial.color = newColor;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
Destroy(cachedMaterial);
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
public class RandomColor : NetworkBehaviour
|
||||
{
|
||||
public override void OnStartServer()
|
||||
{
|
||||
base.OnStartServer();
|
||||
color = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
|
||||
}
|
||||
|
||||
// Color32 packs to 4 bytes
|
||||
[SyncVar(hook = nameof(SetColor))]
|
||||
public Color32 color = Color.black;
|
||||
|
||||
// Unity clones the material when GetComponent<Renderer>().material is called
|
||||
// Cache it here and destroy it in OnDestroy to prevent a memory leak
|
||||
Material cachedMaterial;
|
||||
|
||||
void SetColor(Color32 _, Color32 newColor)
|
||||
{
|
||||
if (cachedMaterial == null) cachedMaterial = GetComponentInChildren<Renderer>().material;
|
||||
cachedMaterial.color = newColor;
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
Destroy(cachedMaterial);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e6a8bf08f02e254aa9a52ef0aaa1553
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
fileFormatVersion: 2
|
||||
guid: 1e6a8bf08f02e254aa9a52ef0aaa1553
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData: ''
|
||||
assetBundleName: ''
|
||||
assetBundleVariant: ''
|
||||
|
||||
@@ -1,54 +1,54 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
[RequireComponent(typeof(RandomColor))]
|
||||
public class Reward : NetworkBehaviour
|
||||
{
|
||||
public bool available = true;
|
||||
public RandomColor randomColor;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (randomColor == null)
|
||||
randomColor = GetComponent<RandomColor>();
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.CompareTag("Player"))
|
||||
{
|
||||
ClaimPrize(other.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
// This is called from PlayerController.CmdClaimPrize which is invoked by PlayerController.OnControllerColliderHit
|
||||
// This only runs on the server
|
||||
public void ClaimPrize(GameObject player)
|
||||
{
|
||||
if (available)
|
||||
{
|
||||
// This is a fast switch to prevent two players claiming the prize in a bang-bang close contest for it.
|
||||
// First hit turns it off, pending the object being destroyed a few frames later.
|
||||
available = false;
|
||||
|
||||
Color32 color = randomColor.color;
|
||||
|
||||
// calculate the points from the color ... lighter scores higher as the average approaches 255
|
||||
// UnityEngine.Color RGB values are float fractions of 255
|
||||
uint points = (uint)(((color.r) + (color.g) + (color.b)) / 3);
|
||||
// Debug.LogFormat(LogType.Log, "Scored {0} points R:{1} G:{2} B:{3}", points, color.r, color.g, color.b);
|
||||
|
||||
// award the points via SyncVar on the PlayerController
|
||||
player.GetComponent<PlayerScore>().score += points;
|
||||
|
||||
// spawn a replacement
|
||||
Spawner.SpawnReward();
|
||||
|
||||
// destroy this one
|
||||
NetworkServer.Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
[RequireComponent(typeof(RandomColor))]
|
||||
public class Reward : NetworkBehaviour
|
||||
{
|
||||
public bool available = true;
|
||||
public RandomColor randomColor;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (randomColor == null)
|
||||
randomColor = GetComponent<RandomColor>();
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.CompareTag("Player"))
|
||||
{
|
||||
ClaimPrize(other.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
// This is called from PlayerController.CmdClaimPrize which is invoked by PlayerController.OnControllerColliderHit
|
||||
// This only runs on the server
|
||||
public void ClaimPrize(GameObject player)
|
||||
{
|
||||
if (available)
|
||||
{
|
||||
// This is a fast switch to prevent two players claiming the prize in a bang-bang close contest for it.
|
||||
// First hit turns it off, pending the object being destroyed a few frames later.
|
||||
available = false;
|
||||
|
||||
Color32 color = randomColor.color;
|
||||
|
||||
// calculate the points from the color ... lighter scores higher as the average approaches 255
|
||||
// UnityEngine.Color RGB values are float fractions of 255
|
||||
uint points = (uint)(((color.r) + (color.g) + (color.b)) / 3);
|
||||
// Debug.LogFormat(LogType.Log, "Scored {0} points R:{1} G:{2} B:{3}", points, color.r, color.g, color.b);
|
||||
|
||||
// award the points via SyncVar on the PlayerController
|
||||
player.GetComponent<PlayerScore>().score += points;
|
||||
|
||||
// spawn a replacement
|
||||
Spawner.SpawnReward();
|
||||
|
||||
// destroy this one
|
||||
NetworkServer.Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a22f9eb8ebad79e47babf4c051a714ee
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
fileFormatVersion: 2
|
||||
guid: a22f9eb8ebad79e47babf4c051a714ee
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData: ''
|
||||
assetBundleName: ''
|
||||
assetBundleVariant: ''
|
||||
|
||||
@@ -1,23 +1,23 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
internal class Spawner
|
||||
{
|
||||
internal static void InitialSpawn()
|
||||
{
|
||||
if (!NetworkServer.active) return;
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
SpawnReward();
|
||||
}
|
||||
|
||||
internal static void SpawnReward()
|
||||
{
|
||||
if (!NetworkServer.active) return;
|
||||
|
||||
Vector3 spawnPosition = new Vector3(Random.Range(-19, 20), 1, Random.Range(-19, 20));
|
||||
NetworkServer.Spawn(Object.Instantiate(((NetworkRoomManagerExt)NetworkManager.singleton).rewardPrefab, spawnPosition, Quaternion.identity));
|
||||
}
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.NetworkRoom
|
||||
{
|
||||
internal class Spawner
|
||||
{
|
||||
internal static void InitialSpawn()
|
||||
{
|
||||
if (!NetworkServer.active) return;
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
SpawnReward();
|
||||
}
|
||||
|
||||
internal static void SpawnReward()
|
||||
{
|
||||
if (!NetworkServer.active) return;
|
||||
|
||||
Vector3 spawnPosition = new Vector3(Random.Range(-19, 20), 1, Random.Range(-19, 20));
|
||||
NetworkServer.Spawn(Object.Instantiate(((NetworkRoomManagerExt)NetworkManager.singleton).rewardPrefab, spawnPosition, Quaternion.identity));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0bf5c082d04f7ea459fcd30e60b5bd70
|
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MonoImporter:
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externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 0bf5c082d04f7ea459fcd30e60b5bd70
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MonoImporter:
|
||||
externalObjects: {}
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData: ''
|
||||
assetBundleName: ''
|
||||
assetBundleVariant: ''
|
||||
|
||||
Reference in New Issue
Block a user