style: change all name variables to code style convention
This commit is contained in:
parent
b0eccf53b5
commit
ebf5ef05e5
@ -2,15 +2,5 @@ using UnityEngine;
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public class Engineer : RobotController
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public class Engineer : RobotController
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{
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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// Engineer Class
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void Start()
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{
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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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}
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}
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}
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@ -1,12 +1,13 @@
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using UnityEngine;
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using UnityEngine;
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[RequireComponent( typeof(Camera) )]
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[RequireComponent( typeof(Camera) )]
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public class PlayerEssence : MonoBehaviour {
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public class PlayerEssence : MonoBehaviour
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public float acceleration = 50; // how fast you accelerate
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{
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public float accSprintMultiplier = 4; // how much faster you go when "sprinting"
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public float _acceleration = 50; // how fast you accelerate
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public float lookSensitivity = 1; // mouse look sensitivity
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public float _accSprintMultiplier = 4; // how much faster you go when "sprinting"
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public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input
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public float _lookSensitivity = 1; // mouse look sensitivity
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public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable
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public float _dampingCoefficient = 5; // how quickly you break to a halt after you stop your input
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public bool _focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable
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Vector3 velocity; // current velocity
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Vector3 velocity; // current velocity
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@ -19,7 +20,7 @@ public class PlayerEssence : MonoBehaviour {
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}
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}
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void OnEnable() {
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void OnEnable() {
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if( focusOnEnable ) Focused = true;
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if( _focusOnEnable ) Focused = true;
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}
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}
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void OnDisable() => Focused = false;
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void OnDisable() => Focused = false;
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@ -32,7 +33,7 @@ public class PlayerEssence : MonoBehaviour {
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Focused = true;
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Focused = true;
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// Physics
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// Physics
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velocity = Vector3.Lerp( velocity, Vector3.zero, dampingCoefficient * Time.deltaTime );
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velocity = Vector3.Lerp( velocity, Vector3.zero, _dampingCoefficient * Time.deltaTime );
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transform.position += velocity * Time.deltaTime;
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transform.position += velocity * Time.deltaTime;
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}
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}
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@ -41,7 +42,7 @@ public class PlayerEssence : MonoBehaviour {
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velocity += GetAccelerationVector() * Time.deltaTime;
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velocity += GetAccelerationVector() * Time.deltaTime;
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// Rotation
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// Rotation
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Vector2 mouseDelta = lookSensitivity * new Vector2( Input.GetAxis( "Mouse X" ), -Input.GetAxis( "Mouse Y" ) );
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Vector2 mouseDelta = _lookSensitivity * new Vector2( Input.GetAxis( "Mouse X" ), -Input.GetAxis( "Mouse Y" ) );
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Quaternion rotation = transform.rotation;
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Quaternion rotation = transform.rotation;
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Quaternion horiz = Quaternion.AngleAxis( mouseDelta.x, Vector3.up );
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Quaternion horiz = Quaternion.AngleAxis( mouseDelta.x, Vector3.up );
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Quaternion vert = Quaternion.AngleAxis( mouseDelta.y, Vector3.right );
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Quaternion vert = Quaternion.AngleAxis( mouseDelta.y, Vector3.right );
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@ -69,8 +70,8 @@ public class PlayerEssence : MonoBehaviour {
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Vector3 direction = transform.TransformVector( moveInput.normalized );
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Vector3 direction = transform.TransformVector( moveInput.normalized );
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if( Input.GetKey( KeyCode.LeftShift ) )
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if( Input.GetKey( KeyCode.LeftShift ) )
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return direction * ( acceleration * accSprintMultiplier ); // "sprinting"
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return direction * ( _acceleration * _accSprintMultiplier ); // "sprinting"
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return direction * acceleration; // "walking"
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return direction * _acceleration; // "walking"
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}
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}
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// Fog for Camera - Later
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// Fog for Camera - Later
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@ -4,5 +4,5 @@ using UnityEngine;
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public class PlayerSettings : NetworkBehaviour
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public class PlayerSettings : NetworkBehaviour
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{
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{
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public NetworkVariable<FixedString64Bytes> playerNickname;
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public NetworkVariable<FixedString64Bytes> PlayerNickname;
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}
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}
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@ -7,35 +7,35 @@ using UnityEngine.InputSystem;
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public class RobotController : NetworkBehaviour
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public class RobotController : NetworkBehaviour
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{
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{
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[Header("Objects")]
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[Header("Objects")]
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[SerializeField] protected CharacterController characterController;
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[SerializeField] protected CharacterController _characterController;
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[SerializeField] protected Camera mainCam;
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[SerializeField] protected Camera _mainCam;
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[SerializeField] protected AudioListener audioListener;
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[SerializeField] protected AudioListener _audioListener;
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[SerializeField] protected Weapon weapon;
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[SerializeField] protected Weapon _weapon;
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[SerializeField] protected float upDownRange = 90f;
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[SerializeField] protected float _upDownRange = 90f;
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protected float verticalRotation;
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protected float _verticalRotation;
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[Header("Movement")]
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[Header("Movement")]
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[SerializeField] protected float walkSpeed = 5.0f;
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[SerializeField] protected float _walkSpeed = 5.0f;
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[SerializeField] protected float sprintMultiplier = 5.0f;
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[SerializeField] protected float _sprintMultiplier = 5.0f;
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protected float speedMultiplier = 1f;
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protected float _speedMultiplier = 1f;
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[Header("Gravity / JumpForce")]
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[Header("Gravity / JumpForce")]
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[SerializeField] protected float gravity = 9.81f;
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[SerializeField] protected float _gravity = 9.81f;
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[SerializeField] protected float jumpForce = 5f;
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[SerializeField] protected float _jumpForce = 5f;
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[Header("Look Sensitivity")]
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[Header("Look Sensitivity")]
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[SerializeField] protected float lookSensitivity = 3.0f;
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[SerializeField] protected float _lookSensitivity = 3.0f;
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protected bool cursorIsLocked = true;
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protected bool _cursorIsLocked = true;
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[Header("Input Actions")]
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[Header("Input Actions")]
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[SerializeField] protected PlayerInput playerInput;
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[SerializeField] protected PlayerInput _playerInput;
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protected Vector2 moveInput;
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protected Vector2 _moveInput;
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protected Vector2 lookInput;
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protected Vector2 _lookInput;
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protected bool isMoving;
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protected bool _isMoving;
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protected Vector3 currentMovement = Vector3.zero;
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protected Vector3 _currentMovement = Vector3.zero;
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[Header("Developer Console")]
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[Header("Developer Console")]
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[SerializeField] protected DeveloperConsoleUI devConsole;
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[SerializeField] protected DeveloperConsoleUI devConsole;
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@ -43,9 +43,9 @@ public class RobotController : NetworkBehaviour
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private void Awake()
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private void Awake()
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{
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{
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characterController = GetComponent<CharacterController>();
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_characterController = GetComponent<CharacterController>();
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playerInput = GetComponent<PlayerInput>();
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_playerInput = GetComponent<PlayerInput>();
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audioListener = GetComponentInChildren<AudioListener>();
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_audioListener = GetComponentInChildren<AudioListener>();
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}
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}
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// PlayerInput Events
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// PlayerInput Events
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@ -65,26 +65,30 @@ public class RobotController : NetworkBehaviour
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}
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}
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}
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}
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}
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}
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public void OnMove(InputAction.CallbackContext context)
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public void OnMove(InputAction.CallbackContext context)
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{
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{
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moveInput = context.ReadValue<Vector2>();
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_moveInput = context.ReadValue<Vector2>();
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}
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}
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public void OnLook(InputAction.CallbackContext context)
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public void OnLook(InputAction.CallbackContext context)
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{
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{
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lookInput = context.ReadValue<Vector2>();
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_lookInput = context.ReadValue<Vector2>();
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}
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}
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public void OnSprint(InputAction.CallbackContext context)
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public void OnSprint(InputAction.CallbackContext context)
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{
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{
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if (context.performed)
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if (context.performed)
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{
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{
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Debug.Log("Running");
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Debug.Log("Running");
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speedMultiplier = sprintMultiplier;
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_speedMultiplier = _sprintMultiplier;
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}
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}
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else
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else
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{
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{
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speedMultiplier = 1f;
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_speedMultiplier = 1f;
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}
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}
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}
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}
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public void OnJump(InputAction.CallbackContext context)
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public void OnJump(InputAction.CallbackContext context)
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{
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{
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if (context.performed)
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if (context.performed)
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@ -92,6 +96,7 @@ public class RobotController : NetworkBehaviour
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JumpServerRPC();
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JumpServerRPC();
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}
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}
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}
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}
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public void OnAttack(InputAction.CallbackContext context)
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public void OnAttack(InputAction.CallbackContext context)
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{
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{
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if (context.performed)
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if (context.performed)
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@ -99,6 +104,7 @@ public class RobotController : NetworkBehaviour
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ShootServerRPC();
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ShootServerRPC();
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}
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}
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}
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}
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public void OnAim(InputAction.CallbackContext context)
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public void OnAim(InputAction.CallbackContext context)
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{
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{
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if (context.performed)
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if (context.performed)
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@ -106,6 +112,7 @@ public class RobotController : NetworkBehaviour
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AimServerRPC();
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AimServerRPC();
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}
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}
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}
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}
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public void OnCrouch(InputAction.CallbackContext context)
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public void OnCrouch(InputAction.CallbackContext context)
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{
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{
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if (context.performed)
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if (context.performed)
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@ -113,6 +120,7 @@ public class RobotController : NetworkBehaviour
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CrouchServerRPC();
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CrouchServerRPC();
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}
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}
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}
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}
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public void OnInteract(InputAction.CallbackContext context)
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public void OnInteract(InputAction.CallbackContext context)
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{
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{
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if (context.performed)
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if (context.performed)
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@ -126,10 +134,10 @@ public class RobotController : NetworkBehaviour
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{
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{
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base.OnNetworkSpawn();
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base.OnNetworkSpawn();
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playerInput.enabled = IsOwner;
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_playerInput.enabled = IsOwner;
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characterController.enabled = IsOwner;
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_characterController.enabled = IsOwner;
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mainCam.enabled = IsOwner;
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_mainCam.enabled = IsOwner;
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audioListener.enabled = IsOwner;
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_audioListener.enabled = IsOwner;
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Debug.Log($"NetworkObject ID: {NetworkObjectId} spawned with OwnerClientId: {OwnerClientId}");
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Debug.Log($"NetworkObject ID: {NetworkObjectId} spawned with OwnerClientId: {OwnerClientId}");
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}
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}
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@ -138,10 +146,10 @@ public class RobotController : NetworkBehaviour
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{
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{
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base.OnNetworkDespawn();
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base.OnNetworkDespawn();
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playerInput.enabled = false;
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_playerInput.enabled = false;
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characterController.enabled = false;
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_characterController.enabled = false;
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mainCam.enabled = false;
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_mainCam.enabled = false;
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audioListener.enabled = false;
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_audioListener.enabled = false;
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Debug.Log($"NetworkObject ID: {NetworkObjectId} despawned");
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Debug.Log($"NetworkObject ID: {NetworkObjectId} despawned");
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}
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}
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@ -160,42 +168,42 @@ public class RobotController : NetworkBehaviour
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protected void HandleMovement()
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protected void HandleMovement()
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{
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{
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float verticalSpeed = moveInput.y * walkSpeed * speedMultiplier;
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float verticalSpeed = _moveInput.y * _walkSpeed * _speedMultiplier;
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float horizontalSpeed = moveInput.x * walkSpeed * speedMultiplier;
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float horizontalSpeed = _moveInput.x * _walkSpeed * _speedMultiplier;
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Vector3 horizontalMovement = new Vector3 (horizontalSpeed, 0, verticalSpeed);
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Vector3 horizontalMovement = new(horizontalSpeed, 0, verticalSpeed);
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horizontalMovement = transform.rotation * horizontalMovement;
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horizontalMovement = transform.rotation * horizontalMovement;
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handleGravityAndJumping();
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handleGravityAndJumping();
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currentMovement.x = horizontalMovement.x;
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_currentMovement.x = horizontalMovement.x;
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currentMovement.z = horizontalMovement.z;
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_currentMovement.z = horizontalMovement.z;
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characterController.Move(currentMovement * Time.deltaTime);
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_characterController.Move(_currentMovement * Time.deltaTime);
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isMoving = moveInput.y != 0 || moveInput.x != 0;
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_isMoving = _moveInput.y != 0 || _moveInput.x != 0;
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}
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}
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protected void handleGravityAndJumping()
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protected void handleGravityAndJumping()
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{
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{
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if (characterController.isGrounded)
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if (_characterController.isGrounded)
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{
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{
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currentMovement.y = -0.5f;
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_currentMovement.y = -0.5f;
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}
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}
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else
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else
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{
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{
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currentMovement.y -= gravity * Time.deltaTime;
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_currentMovement.y -= _gravity * Time.deltaTime;
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}
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}
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}
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}
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protected void HandleRotation()
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protected void HandleRotation()
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{
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{
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float mouseXRotation = lookInput.x * lookSensitivity;
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float mouseXRotation = _lookInput.x * _lookSensitivity;
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transform.Rotate(0, mouseXRotation, 0);
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transform.Rotate(0, mouseXRotation, 0);
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verticalRotation -= lookInput.y * lookSensitivity;
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_verticalRotation -= _lookInput.y * _lookSensitivity;
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verticalRotation = Mathf.Clamp(verticalRotation, -upDownRange, upDownRange);
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_verticalRotation = Mathf.Clamp(_verticalRotation, -_upDownRange, _upDownRange);
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mainCam.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);
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_mainCam.transform.localRotation = Quaternion.Euler(_verticalRotation, 0, 0);
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}
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}
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//controls the locking and unlocking of the mouse
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//controls the locking and unlocking of the mouse
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@ -203,27 +211,29 @@ public class RobotController : NetworkBehaviour
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{
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{
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if (Input.GetKeyUp(KeyCode.Escape))
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if (Input.GetKeyUp(KeyCode.Escape))
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{
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{
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cursorIsLocked = false;
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_cursorIsLocked = false;
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}
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}
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else if (Input.GetMouseButtonUp(0))
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else if (Input.GetMouseButtonUp(0))
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{
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{
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cursorIsLocked = true;
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_cursorIsLocked = true;
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}
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}
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if (cursorIsLocked)
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if (_cursorIsLocked)
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{
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{
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UnlockCursor();
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UnlockCursor();
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}
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}
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else if (!cursorIsLocked)
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else if (!_cursorIsLocked)
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{
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{
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LockCursor();
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LockCursor();
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}
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}
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}
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}
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private void UnlockCursor()
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private void UnlockCursor()
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{
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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Cursor.visible = false;
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}
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}
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private void LockCursor()
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private void LockCursor()
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{
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.lockState = CursorLockMode.None;
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@ -231,11 +241,10 @@ public class RobotController : NetworkBehaviour
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}
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}
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// Networking Staff
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// Networking Staff
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[ServerRpc]
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[ServerRpc]
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protected void JumpServerRPC()
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protected void JumpServerRPC()
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{
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{
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if (characterController.isGrounded)
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if (_characterController.isGrounded)
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{
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{
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Debug.Log($"Jump triggered. Owner: {OwnerClientId}");
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Debug.Log($"Jump triggered. Owner: {OwnerClientId}");
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}
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}
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@ -245,7 +254,7 @@ public class RobotController : NetworkBehaviour
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protected void ShootServerRPC()
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protected void ShootServerRPC()
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{
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{
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Debug.Log($"Shooting triggered. Owner: {OwnerClientId}");
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Debug.Log($"Shooting triggered. Owner: {OwnerClientId}");
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weapon.Shooting();
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_weapon.Shooting();
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}
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}
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[ServerRpc]
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[ServerRpc]
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@ -6,29 +6,30 @@ using UnityEngine.InputSystem;
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public class Trooper : RobotController
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public class Trooper : RobotController
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{
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{
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// Dev Debug Staff
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// Dev Debug Staff
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[SerializeField] Canvas screenSpaceCanvas;
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[SerializeField] private Canvas _screenSpaceCanvas;
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[Header("Gameplay Variables")]
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[Header("Gameplay Variables")]
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private NetworkVariable<int> healthPoints = new NetworkVariable<int>();
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public NetworkVariable<int> HealthPoints { get => _healthPoints; set => _healthPoints = value; }
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public int HealthPoints { get { return healthPoints.Value; } set { healthPoints.Value = value; } }
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private NetworkVariable<int> _healthPoints = new NetworkVariable<int>();
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private NetworkVariable<int> armorPoints = new NetworkVariable<int>();
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public NetworkVariable<int> ArmorPoints { get => _armorPoints; set => _armorPoints = value; }
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public int ArmorPoints { get { return armorPoints.Value; } set { armorPoints.Value = value; } }
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private NetworkVariable<int> _armorPoints = new NetworkVariable<int>();
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private NetworkVariable<int> ammoPoints = new NetworkVariable<int>();
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public NetworkVariable<int> AmmoPoints { get => _ammoPoints; set => _ammoPoints = value; }
|
||||||
public int AmmoPoints { get { return ammoPoints.Value; } set { ammoPoints.Value = value; } }
|
private NetworkVariable<int> _ammoPoints = new NetworkVariable<int>();
|
||||||
|
|
||||||
[SerializeField] private int initialHP = 100;
|
public int InitialHP { get => _initialHP; set => _initialHP = value; }
|
||||||
public int InitialHP { get => initialHP; set => initialHP = value; }
|
[SerializeField] private int _initialHP = 100;
|
||||||
|
|
||||||
|
public int InitialArmor { get => _initialArmor; set => _initialArmor = value; }
|
||||||
|
[SerializeField] private int _initialArmor = 100;
|
||||||
|
|
||||||
[SerializeField] private int initialArmor = 100;
|
|
||||||
public int InitialArmor { get => initialArmor; set => initialArmor = value; }
|
|
||||||
// Gameplay - Scene Awake & Start
|
// Gameplay - Scene Awake & Start
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
characterController = GetComponent<CharacterController>();
|
_characterController = GetComponent<CharacterController>();
|
||||||
playerInput = GetComponent<PlayerInput>();
|
_playerInput = GetComponent<PlayerInput>();
|
||||||
audioListener = GetComponentInChildren<AudioListener>();
|
_audioListener = GetComponentInChildren<AudioListener>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// PlayerInput Events
|
// PlayerInput Events
|
||||||
@ -48,7 +49,7 @@ public class Trooper : RobotController
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Networking Staff - Spawn & Despawn
|
// Networking Staff - Spawn & Despawn
|
||||||
void OnServerSpawnPlayer()
|
private void OnServerSpawnPlayer()
|
||||||
{
|
{
|
||||||
// this is done server side, so we have a single source of truth for our spawn point list
|
// this is done server side, so we have a single source of truth for our spawn point list
|
||||||
var spawnPoint = ServerPlayerSpawnPoints.Instance.ConsumeNextSpawnPoint();
|
var spawnPoint = ServerPlayerSpawnPoints.Instance.ConsumeNextSpawnPoint();
|
||||||
@ -61,28 +62,28 @@ public class Trooper : RobotController
|
|||||||
OnServerSpawnPlayer();
|
OnServerSpawnPlayer();
|
||||||
base.OnNetworkSpawn();
|
base.OnNetworkSpawn();
|
||||||
|
|
||||||
playerInput.enabled = IsOwner;
|
_playerInput.enabled = IsOwner;
|
||||||
characterController.enabled = IsOwner;
|
_characterController.enabled = IsOwner;
|
||||||
mainCam.enabled = IsOwner;
|
_mainCam.enabled = IsOwner;
|
||||||
audioListener.enabled = IsOwner;
|
_audioListener.enabled = IsOwner;
|
||||||
screenSpaceCanvas.enabled = IsOwner;
|
_screenSpaceCanvas.enabled = IsOwner;
|
||||||
|
|
||||||
// Game Variables
|
// Game Variables
|
||||||
healthPoints.Value = InitialHP;
|
HealthPoints.Value = InitialHP;
|
||||||
|
|
||||||
Debug.Log($"NetworkObject ID: {NetworkObjectId} spawned with OwnerClientId: {OwnerClientId}");
|
Debug.Log($"NetworkObject ID: {NetworkObjectId} spawned with OwnerClientId: {OwnerClientId}");
|
||||||
Debug.Log($"HP of OwnerClientID: {OwnerClientId} is {healthPoints.Value} when spawned.");
|
Debug.Log($"HP of OwnerClientID: {OwnerClientId} is {HealthPoints.Value} when spawned.");
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void OnNetworkDespawn()
|
public override void OnNetworkDespawn()
|
||||||
{
|
{
|
||||||
base.OnNetworkDespawn();
|
base.OnNetworkDespawn();
|
||||||
|
|
||||||
playerInput.enabled = false;
|
_playerInput.enabled = false;
|
||||||
characterController.enabled = false;
|
_characterController.enabled = false;
|
||||||
mainCam.enabled = false;
|
_mainCam.enabled = false;
|
||||||
audioListener.enabled = false;
|
_audioListener.enabled = false;
|
||||||
screenSpaceCanvas.enabled = false;
|
_screenSpaceCanvas.enabled = false;
|
||||||
|
|
||||||
Debug.Log($"NetworkObject ID: {NetworkObjectId} despawned");
|
Debug.Log($"NetworkObject ID: {NetworkObjectId} despawned");
|
||||||
}
|
}
|
||||||
@ -93,33 +94,33 @@ public class Trooper : RobotController
|
|||||||
[ServerRpc]
|
[ServerRpc]
|
||||||
private new void JumpServerRPC()
|
private new void JumpServerRPC()
|
||||||
{
|
{
|
||||||
if (characterController.isGrounded)
|
if (_characterController.isGrounded)
|
||||||
{
|
{
|
||||||
Debug.Log("Jumping as Trooper triggered.");
|
Debug.Log($"Jumping as Trooper triggered. Owner: {OwnerClientId}");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[ServerRpc]
|
[ServerRpc]
|
||||||
private new void ShootServerRPC()
|
private new void ShootServerRPC()
|
||||||
{
|
{
|
||||||
weapon.Shooting();
|
_weapon.Shooting();
|
||||||
}
|
}
|
||||||
|
|
||||||
[ServerRpc]
|
[ServerRpc]
|
||||||
private new void AimServerRPC()
|
private new void AimServerRPC()
|
||||||
{
|
{
|
||||||
Debug.Log("Aim as Trooper triggered.");
|
Debug.Log($"Aim as Trooper triggered. Owner: {OwnerClientId}");
|
||||||
}
|
}
|
||||||
|
|
||||||
[ServerRpc]
|
[ServerRpc]
|
||||||
private new void CrouchServerRPC()
|
private new void CrouchServerRPC()
|
||||||
{
|
{
|
||||||
Debug.Log("Crouch as Trooper triggered.");
|
Debug.Log($"Crouch as Trooper triggered. Owner: {OwnerClientId}");
|
||||||
}
|
}
|
||||||
|
|
||||||
[ServerRpc]
|
[ServerRpc]
|
||||||
private new void InteractServerRPC()
|
private new void InteractServerRPC()
|
||||||
{
|
{
|
||||||
Debug.Log("Interact as Trooper triggered.");
|
Debug.Log($"Interact as Trooper triggered. Owner: {OwnerClientId}");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3,27 +3,24 @@ using Unity.Netcode;
|
|||||||
|
|
||||||
public class Weapon : MonoBehaviour
|
public class Weapon : MonoBehaviour
|
||||||
{
|
{
|
||||||
// [SerializeField] private float damage = 10f;
|
[SerializeField] protected Camera _mainCam;
|
||||||
[SerializeField] private float range = 100f;
|
[SerializeField] protected float _debugRayDistance = 5f;
|
||||||
[SerializeField] protected Camera mainCam;
|
[SerializeField] protected float _debugRayDuration = 2f;
|
||||||
[SerializeField] protected float debugRayDistance = 5f;
|
[SerializeField] private float _range = 100f;
|
||||||
[SerializeField] protected float debugRayDuration = 2f;
|
|
||||||
|
|
||||||
[Header("Gameplay Variables")]
|
[Header("Gameplay Variables")]
|
||||||
private NetworkVariable<int> m_Damage = new NetworkVariable<int>();
|
public NetworkVariable<float> Damage { get => _damage; set => _damage = value; }
|
||||||
[SerializeField] protected int damage = 10;
|
private NetworkVariable<float> _damage = new NetworkVariable<float>();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public void Shooting()
|
public void Shooting()
|
||||||
{
|
{
|
||||||
RaycastHit hit;
|
RaycastHit hit;
|
||||||
if (Physics.Raycast(mainCam.transform.position, mainCam.transform.forward, out hit, range))
|
if (Physics.Raycast(_mainCam.transform.position, _mainCam.transform.forward, out hit, _range))
|
||||||
{
|
{
|
||||||
Debug.Log(hit.transform.name);
|
Debug.Log(hit.transform.name);
|
||||||
|
|
||||||
Vector3 rayDir = mainCam.transform.forward * debugRayDistance;
|
Vector3 rayDir = _mainCam.transform.forward * _debugRayDistance;
|
||||||
Debug.DrawRay(mainCam.transform.position, rayDir, Color.yellow, debugRayDuration, false);
|
Debug.DrawRay(_mainCam.transform.position, rayDir, Color.yellow, _debugRayDuration, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3,26 +3,26 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class Armorbar : MonoBehaviour
|
public class Armorbar : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private TextMeshProUGUI staticInfo;
|
[SerializeField] private TextMeshProUGUI _staticInfo;
|
||||||
[SerializeField] private TextMeshProUGUI dynamicInfo;
|
[SerializeField] private TextMeshProUGUI _dynamicInfo;
|
||||||
[SerializeField] private Trooper trooper;
|
[SerializeField] private Trooper _trooper;
|
||||||
|
|
||||||
private int bufferHP;
|
private int _bufferHP;
|
||||||
private int initialInfo;
|
private int _initialInfo;
|
||||||
|
|
||||||
public TextMeshProUGUI DynamicInfo { get => dynamicInfo; set => dynamicInfo = value; }
|
public TextMeshProUGUI DynamicInfo { get => _dynamicInfo; set => _dynamicInfo = value; }
|
||||||
public TextMeshProUGUI StaticInfo { get => staticInfo; set => staticInfo = value; }
|
public TextMeshProUGUI StaticInfo { get => _staticInfo; set => _staticInfo = value; }
|
||||||
public int BufferHP { get => bufferHP; set => bufferHP = value; }
|
public int BufferHP { get => _bufferHP; set => _bufferHP = value; }
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
initialInfo = trooper.InitialArmor;
|
_initialInfo = _trooper.InitialArmor;
|
||||||
StaticInfo.text = initialInfo.ToString();
|
StaticInfo.text = _initialInfo.ToString();
|
||||||
DynamicInfo.text = initialInfo.ToString();
|
DynamicInfo.text = _initialInfo.ToString();
|
||||||
}
|
}
|
||||||
|
|
||||||
void DynamicInfoChange(int newValue)
|
void DynamicInfoChange(int newValue)
|
||||||
{
|
{
|
||||||
DynamicInfo.text = bufferHP.ToString();
|
DynamicInfo.text = _bufferHP.ToString();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3,26 +3,26 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class Healthbar : MonoBehaviour
|
public class Healthbar : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private TextMeshProUGUI staticInfo;
|
[SerializeField] private TextMeshProUGUI _staticInfo;
|
||||||
[SerializeField] private TextMeshProUGUI dynamicInfo;
|
[SerializeField] private TextMeshProUGUI _dynamicInfo;
|
||||||
[SerializeField] private Trooper trooper;
|
[SerializeField] private Trooper _trooper;
|
||||||
|
|
||||||
private int bufferHP;
|
private int _bufferHP;
|
||||||
private int initialInfo;
|
private int _initialInfo;
|
||||||
|
|
||||||
public TextMeshProUGUI DynamicInfo { get => dynamicInfo; set => dynamicInfo = value; }
|
public TextMeshProUGUI DynamicInfo { get => _dynamicInfo; set => _dynamicInfo = value; }
|
||||||
public TextMeshProUGUI StaticInfo { get => staticInfo; set => staticInfo = value; }
|
public TextMeshProUGUI StaticInfo { get => _staticInfo; set => _staticInfo = value; }
|
||||||
public int BufferHP { get => bufferHP; set => bufferHP = value; }
|
public int BufferHP { get => _bufferHP; set => _bufferHP = value; }
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
initialInfo = trooper.InitialHP;
|
_initialInfo = _trooper.InitialHP;
|
||||||
StaticInfo.text = initialInfo.ToString();
|
StaticInfo.text = _initialInfo.ToString();
|
||||||
DynamicInfo.text = initialInfo.ToString();
|
DynamicInfo.text = _initialInfo.ToString();
|
||||||
}
|
}
|
||||||
|
|
||||||
void DynamicInfoChange(int newValue)
|
void DynamicInfoChange(int newValue)
|
||||||
{
|
{
|
||||||
DynamicInfo.text = bufferHP.ToString();
|
DynamicInfo.text = _bufferHP.ToString();
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
x
Reference in New Issue
Block a user