223 lines
5.4 KiB
C#
223 lines
5.4 KiB
C#
using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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public class RobotController : NetworkBehaviour
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{
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[Header("Objects")]
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[SerializeField] private CharacterController characterController;
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[SerializeField] protected Camera mainCam;
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[SerializeField] private Weapon weapon;
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[SerializeField] private float upDownRange = 90f;
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private float verticalRotation;
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[Header("Movement")]
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[SerializeField] private float walkSpeed = 5.0f;
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[SerializeField] private float sprintMultiplier = 5.0f;
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float speedMultiplier = 1f;
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[Header("Gravity / JumpForce")]
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[SerializeField] private float gravity = 9.81f;
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[SerializeField] private float jumpForce = 5f;
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[Header("Look Sensitivity")]
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[SerializeField] private float m_lookSensitivity = 3.0f;
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private bool m_cursorIsLocked = true;
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[Header("Input Actions")]
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[SerializeField] private PlayerInput playerInput;
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private Vector2 moveInput;
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private Vector2 lookInput;
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private bool isMoving;
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private Vector3 currentMovement = Vector3.zero;
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// Network Variables
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[Header("Network Variables")]
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private NetworkVariable<Vector3> networkPosition = new NetworkVariable<Vector3>();
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private NetworkVariable<Quaternion> networkRotation = new NetworkVariable<Quaternion>();
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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playerInput = GetComponent<PlayerInput>();
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}
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// PlayerInput Events
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public void OnMove(InputAction.CallbackContext context)
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{
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moveInput = context.ReadValue<Vector2>();
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}
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public void OnLook(InputAction.CallbackContext context)
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{
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lookInput = context.ReadValue<Vector2>();
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}
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public void OnSprint(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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Debug.Log("Running");
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speedMultiplier = sprintMultiplier;
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}
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else
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{
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speedMultiplier = 1f;
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}
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}
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public void OnJump(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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JumpServerRPC();
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}
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}
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public void OnAttack(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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ShootServerRPC();
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}
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}
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public override void OnNetworkSpawn()
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{
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playerInput.enabled = IsOwner;
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characterController.enabled = IsOwner;
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base.OnNetworkSpawn();
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Debug.Log($"NetworkObject ID: {NetworkObjectId} spawned with OwnerClientId: {OwnerClientId}");
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}
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public override void OnNetworkDespawn()
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{
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playerInput.enabled = false;
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characterController.enabled = false;
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base.OnNetworkDespawn();
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Debug.Log($"NetworkObject ID: {NetworkObjectId} despawned");
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}
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private void Update()
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{
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if (!IsOwner)
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{
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return;
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}
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Debug.Log("Update(currentMovement.y): " + currentMovement.y);
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HandleMovement();
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HandleRotation();
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InternalLockUpdate();
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}
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private void HandleMovement()
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{
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float verticalSpeed = moveInput.y * 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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horizontalMovement = transform.rotation * horizontalMovement;
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handleGravityAndJumping();
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currentMovement.x = horizontalMovement.x;
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currentMovement.z = horizontalMovement.z;
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characterController.Move(currentMovement * Time.deltaTime);
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isMoving = moveInput.y != 0 || moveInput.x != 0;
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}
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private void handleGravityAndJumping()
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{
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if (characterController.isGrounded)
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{
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currentMovement.y = -0.5f;
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}
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else
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{
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currentMovement.y -= gravity * Time.deltaTime;
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}
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}
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void HandleRotation()
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{
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float mouseXRotation = lookInput.x * m_lookSensitivity;
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transform.Rotate(0, mouseXRotation, 0);
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verticalRotation -= lookInput.y * m_lookSensitivity;
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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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}
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//controls the locking and unlocking of the mouse
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private void InternalLockUpdate()
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{
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if (Input.GetKeyUp(KeyCode.Escape))
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{
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m_cursorIsLocked = false;
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}
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else if (Input.GetMouseButtonUp(0))
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{
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m_cursorIsLocked = true;
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}
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if (m_cursorIsLocked)
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{
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UnlockCursor();
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}
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else if (!m_cursorIsLocked)
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{
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LockCursor();
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}
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}
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private void UnlockCursor()
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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private void LockCursor()
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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// Networking Staff
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[ServerRpc]
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private void JumpServerRPC()
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{
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if (characterController.isGrounded)
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{
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currentMovement.y = jumpForce;
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Debug.Log("Debug.Log(currentMovement.y): " + currentMovement.y);
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Debug.Log("Jumping triggered.");
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}
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}
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[ServerRpc]
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private void ShootServerRPC()
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{
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weapon.Shooting();
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Debug.Log("Shooting triggered.");
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}
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}
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