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using UnityEngine;
using Mirror;
namespace Ignorance.Examples.PongChamp
{
public class AtariPongBall : NetworkBehaviour
{
public float speed = 100;
private Rigidbody2D rigidbody2d;
private void Awake()
{
rigidbody2d = GetComponent<Rigidbody2D>();
}
public override void OnStartServer()
{
base.OnStartServer();
// only simulate ball physics on server
rigidbody2d.simulated = true;
// Serve the ball from left player
rigidbody2d.velocity = Vector2.right * speed;
}
float HitFactor(Vector2 ballPos, Vector2 racketPos, float racketHeight)
{
// ascii art:
// || 1 <- at the top of the racket
// ||
// || 0 <- at the middle of the racket
// ||
// || -1 <- at the bottom of the racket
return (ballPos.y - racketPos.y) / racketHeight;
}
// only call this on server
[ServerCallback]
void OnCollisionEnter2D(Collision2D col)
{
// Note: 'col' holds the collision information. If the
// Ball collided with a racket, then:
// col.gameObject is the racket
// col.transform.position is the racket's position
// col.collider is the racket's collider
// did we hit a racket? then we need to calculate the hit factor
if (col.transform.GetComponent<AtariPongBall>())
{
// Calculate y direction via hit Factor
float y = HitFactor(transform.position,
col.transform.position,
col.collider.bounds.size.y);
// Calculate x direction via opposite collision
float x = col.relativeVelocity.x > 0 ? 1 : -1;
// Calculate direction, make length=1 via .normalized
Vector2 dir = new Vector2(x, y).normalized;
// Set Velocity with dir * speed
rigidbody2d.velocity = dir * speed;
}
}
}
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using UnityEngine;
using Mirror;
namespace Ignorance.Examples.PongChamp
{
public class AtariPongRacket : NetworkBehaviour
{
public float speed = 1500;
private Rigidbody2D rigidbody2d;
private void Awake()
{
rigidbody2d = GetComponent<Rigidbody2D>();
}
// need to use FixedUpdate for rigidbody
void FixedUpdate()
{
// only let the local player control the racket.
// don't control other player's rackets
if (isLocalPlayer)
rigidbody2d.velocity = new Vector2(0, Input.GetAxisRaw("Vertical")) * speed * Time.fixedDeltaTime;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
using System.Diagnostics;
using Debug = UnityEngine.Debug;
public class OnlineTimer : NetworkBehaviour
{
private Stopwatch stopwatch;
// Start is called before the first frame update
private void Awake()
{
stopwatch = new Stopwatch();
}
public override void OnStartClient()
{
stopwatch.Reset();
stopwatch.Start();
Debug.Log("Stopwatch started!");
base.OnStartClient();
}
public void OnDisable()
{
if(stopwatch.IsRunning)
{
System.TimeSpan ts = stopwatch.Elapsed;
stopwatch.Stop();
Debug.Log("Stopwatch stopped: duration " + string.Format("{0:00}:{1:00}:{2:00}.{3:00}",
ts.Hours, ts.Minutes, ts.Seconds,
ts.Milliseconds / 10));
}
}
private void OnGUI()
{
if (!stopwatch.IsRunning) return;
GUI.Box(new Rect(new Vector2(2, Screen.height - 36), new Vector2(320, 32)), "ONLINE TIME: " + string.Format("{0:00}:{1:00}:{2:00}.{3:00}",
stopwatch.Elapsed.Hours, stopwatch.Elapsed.Minutes, stopwatch.Elapsed.Seconds,
stopwatch.Elapsed.Milliseconds / 10));
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