223 lines
5.4 KiB
C#

using Unity.Netcode;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
public class RobotController : NetworkBehaviour
{
[Header("Objects")]
[SerializeField] private CharacterController characterController;
[SerializeField] protected Camera mainCam;
[SerializeField] private Weapon weapon;
[SerializeField] private float upDownRange = 90f;
private float verticalRotation;
[Header("Movement")]
[SerializeField] private float walkSpeed = 5.0f;
[SerializeField] private float sprintMultiplier = 5.0f;
float speedMultiplier = 1f;
[Header("Gravity / JumpForce")]
[SerializeField] private float gravity = 9.81f;
[SerializeField] private float jumpForce = 5f;
[Header("Look Sensitivity")]
[SerializeField] private float m_lookSensitivity = 3.0f;
private bool m_cursorIsLocked = true;
[Header("Input Actions")]
[SerializeField] private PlayerInput playerInput;
private Vector2 moveInput;
private Vector2 lookInput;
private bool isMoving;
private Vector3 currentMovement = Vector3.zero;
// Network Variables
[Header("Network Variables")]
private NetworkVariable<Vector3> networkPosition = new NetworkVariable<Vector3>();
private NetworkVariable<Quaternion> networkRotation = new NetworkVariable<Quaternion>();
private void Awake()
{
characterController = GetComponent<CharacterController>();
playerInput = GetComponent<PlayerInput>();
}
// PlayerInput Events
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)
{
Debug.Log("Running");
speedMultiplier = sprintMultiplier;
}
else
{
speedMultiplier = 1f;
}
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed)
{
JumpServerRPC();
}
}
public void OnAttack(InputAction.CallbackContext context)
{
if (context.performed)
{
ShootServerRPC();
}
}
public override void OnNetworkSpawn()
{
playerInput.enabled = IsOwner;
characterController.enabled = IsOwner;
base.OnNetworkSpawn();
Debug.Log($"NetworkObject ID: {NetworkObjectId} spawned with OwnerClientId: {OwnerClientId}");
}
public override void OnNetworkDespawn()
{
playerInput.enabled = false;
characterController.enabled = false;
base.OnNetworkDespawn();
Debug.Log($"NetworkObject ID: {NetworkObjectId} despawned");
}
private void Update()
{
if (!IsOwner)
{
return;
}
Debug.Log("Update(currentMovement.y): " + currentMovement.y);
HandleMovement();
HandleRotation();
InternalLockUpdate();
}
private void HandleMovement()
{
float verticalSpeed = moveInput.y * walkSpeed * speedMultiplier;
float horizontalSpeed = moveInput.x * walkSpeed * speedMultiplier;
Vector3 horizontalMovement = new Vector3 (horizontalSpeed, 0, verticalSpeed);
horizontalMovement = transform.rotation * horizontalMovement;
handleGravityAndJumping();
currentMovement.x = horizontalMovement.x;
currentMovement.z = horizontalMovement.z;
characterController.Move(currentMovement * Time.deltaTime);
isMoving = moveInput.y != 0 || moveInput.x != 0;
}
private void handleGravityAndJumping()
{
if (characterController.isGrounded)
{
currentMovement.y = -0.5f;
}
else
{
currentMovement.y -= gravity * Time.deltaTime;
}
}
void HandleRotation()
{
float mouseXRotation = lookInput.x * m_lookSensitivity;
transform.Rotate(0, mouseXRotation, 0);
verticalRotation -= lookInput.y * m_lookSensitivity;
verticalRotation = Mathf.Clamp(verticalRotation, -upDownRange, upDownRange);
mainCam.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);
}
//controls the locking and unlocking of the mouse
private void InternalLockUpdate()
{
if (Input.GetKeyUp(KeyCode.Escape))
{
m_cursorIsLocked = false;
}
else if (Input.GetMouseButtonUp(0))
{
m_cursorIsLocked = true;
}
if (m_cursorIsLocked)
{
UnlockCursor();
}
else if (!m_cursorIsLocked)
{
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()
{
if (characterController.isGrounded)
{
currentMovement.y = jumpForce;
Debug.Log("Debug.Log(currentMovement.y): " + currentMovement.y);
Debug.Log("Jumping triggered.");
}
}
[ServerRpc]
private void ShootServerRPC()
{
weapon.Shooting();
Debug.Log("Shooting triggered.");
}
}