Huge Updates

Non-code updates:
- add new package Multiplayer Play Mode
- add new (test) Build Profile
- update (test) Level Design for MultiplayerScene
Code updates:
- RobotController.cs:
  - changed variable scopes to protected
  - changed function scopes to protected
  - add audioListener to NetworkObject
  - add new Input Methods: OnAim, OnCrouch, OnInteract
  - Trooper.cs - (test) descendant class for RobotController
This commit is contained in:
Константин Адер 2024-11-27 03:29:12 +03:00
parent d87e99d3a3
commit 3cb9351bdf
26 changed files with 18294 additions and 1253 deletions

View File

@ -27,7 +27,16 @@
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@ -36,7 +45,7 @@
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@ -45,7 +54,7 @@
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@ -59,11 +68,20 @@
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@ -72,16 +90,7 @@
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@ -207,28 +216,6 @@
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@ -372,17 +304,6 @@
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@ -455,7 +365,7 @@
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@ -466,7 +376,7 @@
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@ -492,520 +402,26 @@
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@ -524,8 +499,82 @@ MonoBehaviour:
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@ -1,3 +1,4 @@
using System;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.EventSystems;
@ -6,49 +7,51 @@ using UnityEngine.InputSystem;
public class RobotController : NetworkBehaviour
{
[Header("Objects")]
[SerializeField] private CharacterController characterController;
[SerializeField] protected CharacterController characterController;
[SerializeField] protected Camera mainCam;
[SerializeField] private Weapon weapon;
[SerializeField] protected AudioListener audioListener;
[SerializeField] protected Weapon weapon;
[SerializeField] private float upDownRange = 90f;
private float verticalRotation;
[SerializeField] protected float upDownRange = 90f;
protected float verticalRotation;
[Header("Movement")]
[SerializeField] private float walkSpeed = 5.0f;
[SerializeField] private float sprintMultiplier = 5.0f;
float speedMultiplier = 1f;
[SerializeField] protected float walkSpeed = 5.0f;
[SerializeField] protected float sprintMultiplier = 5.0f;
protected float speedMultiplier = 1f;
[Header("Gravity / JumpForce")]
[SerializeField] private float gravity = 9.81f;
[SerializeField] private float jumpForce = 5f;
[SerializeField] protected float gravity = 9.81f;
[SerializeField] protected float jumpForce = 5f;
[Header("Look Sensitivity")]
[SerializeField] private float m_lookSensitivity = 3.0f;
private bool m_cursorIsLocked = true;
[SerializeField] protected float m_lookSensitivity = 3.0f;
protected bool m_cursorIsLocked = true;
[Header("Input Actions")]
[SerializeField] private PlayerInput playerInput;
[SerializeField] protected PlayerInput playerInput;
private Vector2 moveInput;
private Vector2 lookInput;
protected Vector2 moveInput;
protected Vector2 lookInput;
private bool isMoving;
private Vector3 currentMovement = Vector3.zero;
protected bool isMoving;
protected Vector3 currentMovement = Vector3.zero;
[Header("Developer Console")]
[SerializeField] private DeveloperConsoleUI devConsole;
private bool LocalDeveloperConsoleOpened = false;
[SerializeField] protected DeveloperConsoleUI devConsole;
protected bool LocalDeveloperConsoleOpened = false;
// Network Variables
[Header("Network Variables")]
private NetworkVariable<Vector3> networkPosition = new NetworkVariable<Vector3>();
private NetworkVariable<Quaternion> networkRotation = new NetworkVariable<Quaternion>();
protected NetworkVariable<Vector3> networkPosition = new NetworkVariable<Vector3>();
protected NetworkVariable<Quaternion> networkRotation = new NetworkVariable<Quaternion>();
private void Awake()
{
characterController = GetComponent<CharacterController>();
playerInput = GetComponent<PlayerInput>();
audioListener = GetComponentInChildren<AudioListener>();
}
// PlayerInput Events
@ -68,17 +71,14 @@ public class RobotController : NetworkBehaviour
}
}
}
public void OnMove(InputAction.CallbackContext context)
{
moveInput = context.ReadValue<Vector2>();
}
public void OnLook(InputAction.CallbackContext context)
{
lookInput = context.ReadValue<Vector2>();
}
public void OnSprint(InputAction.CallbackContext context)
{
if (context.performed)
@ -91,7 +91,6 @@ public class RobotController : NetworkBehaviour
speedMultiplier = 1f;
}
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed)
@ -99,7 +98,6 @@ public class RobotController : NetworkBehaviour
JumpServerRPC();
}
}
public void OnAttack(InputAction.CallbackContext context)
{
if (context.performed)
@ -107,7 +105,29 @@ public class RobotController : NetworkBehaviour
ShootServerRPC();
}
}
public void OnAim(InputAction.CallbackContext context)
{
if (context.performed)
{
AimServerRPC();
}
}
public void OnCrouch(InputAction.CallbackContext context)
{
if (context.performed)
{
CrouchServerRPC();
}
}
public void OnInteract(InputAction.CallbackContext context)
{
if (context.performed)
{
InteractServerRPC();
}
}
// Network Spawn & Despawn
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
@ -115,6 +135,7 @@ public class RobotController : NetworkBehaviour
playerInput.enabled = IsOwner;
characterController.enabled = IsOwner;
mainCam.enabled = IsOwner;
audioListener.enabled = IsOwner;
Debug.Log($"NetworkObject ID: {NetworkObjectId} spawned with OwnerClientId: {OwnerClientId}");
}
@ -126,6 +147,7 @@ public class RobotController : NetworkBehaviour
playerInput.enabled = false;
characterController.enabled = false;
mainCam.enabled = false;
audioListener.enabled = false;
Debug.Log($"NetworkObject ID: {NetworkObjectId} despawned");
}
@ -136,12 +158,13 @@ public class RobotController : NetworkBehaviour
{
return;
}
HandleMovement();
HandleRotation();
InternalLockUpdate();
}
private void HandleMovement()
protected void HandleMovement()
{
float verticalSpeed = moveInput.y * walkSpeed * speedMultiplier;
float horizontalSpeed = moveInput.x * walkSpeed * speedMultiplier;
@ -159,7 +182,7 @@ public class RobotController : NetworkBehaviour
isMoving = moveInput.y != 0 || moveInput.x != 0;
}
private void handleGravityAndJumping()
protected void handleGravityAndJumping()
{
if (characterController.isGrounded)
{
@ -171,7 +194,7 @@ public class RobotController : NetworkBehaviour
}
}
void HandleRotation()
protected void HandleRotation()
{
float mouseXRotation = lookInput.x * m_lookSensitivity;
transform.Rotate(0, mouseXRotation, 0);
@ -182,7 +205,7 @@ public class RobotController : NetworkBehaviour
}
//controls the locking and unlocking of the mouse
private void InternalLockUpdate()
protected void InternalLockUpdate()
{
if (Input.GetKeyUp(KeyCode.Escape))
{
@ -202,43 +225,49 @@ public class RobotController : NetworkBehaviour
LockCursor();
}
}
private void UnlockCursor()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void LockCursor()
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
// Networking Staff
[ServerRpc]
private void JumpServerRPC()
protected void JumpServerRPC()
{
if (characterController.isGrounded)
{
currentMovement.y = jumpForce;
Debug.Log("Debug.Log(currentMovement.y): " + currentMovement.y);
Debug.Log("Jumping triggered.");
Debug.Log($"Jump triggered. Owner: {OwnerClientId}");
}
}
[ServerRpc]
private void ShootServerRPC()
protected void ShootServerRPC()
{
weapon.Shooting();
Debug.Log("Shooting triggered.");
Debug.Log($"Shooting triggered. Owner: {OwnerClientId}");
}
[ServerRpc]
protected void AimServerRPC()
{
Debug.Log($"Aim triggered. Owner: {OwnerClientId}");
}
[ServerRpc]
protected void CrouchServerRPC()
{
Debug.Log($"Crouch triggered. Owner: {OwnerClientId}");
}
[ServerRpc]
protected void InteractServerRPC()
{
Debug.Log($"Interact triggered. Owner: {OwnerClientId}");
}
}

View File

@ -1,16 +1,90 @@
using Unity.Netcode;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
public class Trooper : RobotController
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
// Gameplay - Scene Awake & Start
private void Awake()
{
characterController = GetComponent<CharacterController>();
playerInput = GetComponent<PlayerInput>();
}
// Update is called once per frame
void Update()
// PlayerInput Events
// overrided Inputs Here
// Gameplay - Game Loop
private void Update()
{
if (!IsOwner)
{
return;
}
HandleMovement();
HandleRotation();
InternalLockUpdate();
}
// Networking Staff - Spawn & Despawn
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
playerInput.enabled = IsOwner;
characterController.enabled = IsOwner;
mainCam.enabled = IsOwner;
Debug.Log($"NetworkObject ID: {NetworkObjectId} spawned with OwnerClientId: {OwnerClientId}");
}
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
playerInput.enabled = false;
characterController.enabled = false;
mainCam.enabled = false;
Debug.Log($"NetworkObject ID: {NetworkObjectId} despawned");
}
// Networking Staff - Gameplay
[ServerRpc]
private new void JumpServerRPC()
{
if (characterController.isGrounded)
{
Debug.Log("Jumping as Trooper triggered.");
}
}
[ServerRpc]
private new void ShootServerRPC()
{
Debug.Log("Shooting as Trooper triggered.");
}
[ServerRpc]
private new void AimServerRPC()
{
Debug.Log("Aim as Trooper triggered.");
}
[ServerRpc]
private new void CrouchServerRPC()
{
Debug.Log("Crouch as Trooper triggered.");
}
[ServerRpc]
private new void InteractServerRPC()
{
Debug.Log("Interact as Trooper triggered.");
}
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