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Karrar
2024-03-27 22:26:13 +03:00
commit 0caf47a728
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using UnityEngine;
using Netick;
using Netick.Unity;
namespace Netick.Samples.Bomberman
{
public class Block : NetworkBehaviour
{
// Networked properties
[Networked]
public bool Visible { get; set; } = true;
[OnChanged(nameof(Visible))]
private void OnVisibleChanged(OnChangedData onChangedData)
{
// for visual components, don't use "enabled" property when you want to disable/enable it, instead use SetEnabled().
// -- GetComponent<Renderer>().enabled = Visible; #### Not like this.
GetComponent<Renderer>().SetEnabled(Sandbox, Visible); // #### Like this.
GetComponent<BoxCollider>().enabled = Visible;
}
}
}

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using UnityEngine;
using Netick;
using Netick.Unity;
namespace Netick.Samples.Bomberman
{
public class Bomb : NetworkBehaviour
{
public GameObject ExplosionPrefab;
public BombermanController Bomber;
public float ExplosionDelay = 3.0f;
private readonly Vector3[] _directionsAroundBomb = new Vector3[4] { Vector3.right, Vector3.left, Vector3.up, Vector3.down };
public override void NetworkStart()
{
Bomber?.SpawnedBombs.Add(this);
}
public override void NetworkDestroy()
{
Bomber?.SpawnedBombs.Remove(this);
// spawn explosion
if (ExplosionPrefab != null)
Instantiate(ExplosionPrefab, transform.position, Quaternion.identity);
}
public override void NetworkReset()
{
GetComponent<Renderer>().enabled = true;
}
public override void NetworkFixedUpdate()
{
if (Sandbox.TickToTime(Sandbox.Tick - Object.SpawnTick) >= ExplosionDelay)
Explode();
}
private void Explode()
{
// hide bomb after delay
GetComponent<Renderer>().enabled = false;
// dealing damage is done on the server only
if (IsServer)
DamageTargetsAroundBomb(transform.position);
// only the server can destroy the bomb or the client but only when the Id of the bomb is -1, meaning it was a spawn-predicted but never was confirmed by the server
if (IsServer || Id == -1)
Sandbox.Destroy(Object);
}
private void DamageTargetsAroundBomb(Vector3 pos)
{
// Find all objects around the bomb position
// Note: Causes GC
foreach (var dir in _directionsAroundBomb)
{
var hits = Physics.RaycastAll(pos, dir, 1f);
foreach (var hit in hits)
Damage(hit.collider.gameObject);
}
}
private void Damage(GameObject target)
{
var obj = target.GetComponent<NetworkObject>();
var block = target.GetComponent<Block>();
var bomber = target.GetComponent<BombermanController>();
// make sure the object is not null and in the same sandbox as the bomb
if (obj == null || obj.Sandbox != Sandbox)
return;
if (block != null)
block.Visible = false;
if (bomber != null)
bomber.Die();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Netick;
using Netick.Unity;
namespace Netick.Samples.Bomberman
{
public class BombermanController : NetworkBehaviour
{
public List<Bomb> SpawnedBombs = new List<Bomb>();
[HideInInspector]
public Vector3 SpawnPos;
[SerializeField]
private float _speed = 6.0f;
[SerializeField]
private float _speedBoostMultiplayer = 2f;
private GameObject _bombPrefab;
private CharacterController _CC;
// Networked properties
[Networked]
public int Score { get; set; } = 0;
[Networked]
public bool Alive { get; set; } = true;
[Networked(relevancy: Relevancy.InputSource)]
public int MaxBombs { get; set; } = 1;
[Networked(relevancy: Relevancy.InputSource)]
public float SpeedPowerUpTimer { get; set; } = 0;
[Networked(relevancy: Relevancy.InputSource)]
public float BombPowerUpTimer { get; set; } = 0;
void Awake()
{
// We store the spawn pos so that we use it later during respawn
SpawnPos = transform.position;
_CC = GetComponent<CharacterController>();
}
public override void NetworkStart()
{
_bombPrefab = Sandbox.GetPrefab("Bomb");
}
public override void OnInputSourceLeft()
{
Sandbox.GetComponent<BombermanEventsHandler>().KillPlayer(this);
// destroy the player object when its input source (controller player) leaves the game
Sandbox.Destroy(Object);
}
public override void NetworkFixedUpdate()
{
if (!Alive)
return;
if (FetchInput(out BombermanInput input))
{
if (BombPowerUpTimer > 0)
BombPowerUpTimer -= Sandbox.FixedDeltaTime;
else
MaxBombs = 1;
if (SpeedPowerUpTimer > 0)
SpeedPowerUpTimer -= Sandbox.FixedDeltaTime;
var hasSpeedBoost = SpeedPowerUpTimer > 0;
var speed = hasSpeedBoost ? _speed * _speedBoostMultiplayer : _speed;
_CC.Move(input.Movement * speed * Sandbox.FixedDeltaTime);
// we make sure the z coord of the pos of the player is always zero
transform.position = new Vector3(transform.position.x, transform.position.y, 0f);
if (IsServer && input.PlantBomb && SpawnedBombs.Count < MaxBombs)
{
// * round the bomb pos so that it snaps to the nearest square.
var bomb = Sandbox.NetworkInstantiate(_bombPrefab, Round(transform.position), Quaternion.identity).GetComponent<Bomb>();
bomb.Bomber = this;
}
}
}
public void ReceivePowerUp(PowerUpType type, float boostTime)
{
if (type == PowerUpType.IncreaseBombs)
{
SpeedPowerUpTimer += boostTime;
}
else if (type == PowerUpType.Speed)
{
BombPowerUpTimer += boostTime;
MaxBombs += 1;
}
}
public void Die()
{
Alive = false;
Sandbox.GetComponent<BombermanEventsHandler>().KillPlayer(this);
}
public void Respawn()
{
Alive = true;
Sandbox.GetComponent<BombermanEventsHandler>().RespawnPlayer(this);
transform.position = SpawnPos;
SpeedPowerUpTimer = 0;
BombPowerUpTimer = 0;
MaxBombs = 1;
}
[OnChanged(nameof(Alive))]
private void OnAliveChanged(OnChangedData onChangedData)
{
// Based on state of Alive:
// * Hide/show player object
GetComponentInChildren<Renderer>().SetEnabled(Sandbox,Alive);
// * Enable/disable the CharacterController
_CC.enabled = Alive;
}
public Vector3 Round(Vector3 vec)
{
return new Vector3(Mathf.Round(vec.x), Mathf.Round(vec.y), Mathf.Round(vec.z));
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using Netick;
using Netick.Unity;
namespace Netick.Samples.Bomberman
{
public class BombermanEventsHandler : NetworkEventsListener
{
public List<BombermanController> AlivePlayers = new List<BombermanController>();
public Vector3[] SpawnPositions = new Vector3[4]
{
new Vector3(11, 9, 0),
new Vector3(11, 1, 0),
new Vector3(1, 9, 0),
new Vector3(1, 1, 0)
};
private GameObject _playerPrefab;
private Queue<Vector3> _freePositions = new Queue<Vector3>(4);
// ******************* Netick Callbacks *******************
// This is called on the server and the clients when Netick has started.
public override void OnStartup(NetworkSandbox sandbox)
{
_playerPrefab = sandbox.GetPrefab("Bomberman Player");
sandbox.InitializePool(sandbox.GetPrefab("Bomb"), 5);
}
// This is called to read inputs.
public override void OnInput(NetworkSandbox sandbox)
{
var input = sandbox.GetInput<BombermanInput>();
input.Movement = GetMovementDir();
input.PlantBomb |= Input.GetKeyDown(KeyCode.Space);
sandbox.SetInput(input);
}
// This is called on the server when a player has connected.
public override void OnPlayerConnected(NetworkSandbox sandbox, NetworkPlayer networkPlayer)
{
var player = sandbox.NetworkInstantiate(_playerPrefab, SpawnPositions[Sandbox.ConnectedPlayers.Count], Quaternion.identity, networkPlayer).GetComponent<BombermanController>();
networkPlayer.PlayerObject = player.gameObject;
AlivePlayers.Add(player);
}
// This is called on the server when a client has disconnected.
public override void OnClientDisconnected(NetworkSandbox sandbox, NetworkConnection client, TransportDisconnectReason reason)
{
_freePositions.Enqueue(((GameObject)client.PlayerObject).GetComponent<BombermanController>().SpawnPos);
}
public override void OnConnectRequest(NetworkSandbox sandbox, NetworkConnectionRequest request)
{
if (_freePositions.Count < 1)
request.Refuse();
}
// This is called on the server and the clients when the scene has been loaded.
public override void OnSceneLoaded(NetworkSandbox sandbox)
{
if (sandbox.IsClient)
return;
_freePositions.Clear();
for (int i = 0; i < 4; i++)
_freePositions.Enqueue(SpawnPositions[i]);
RestartGame();
}
// ******************* ********************
public void RestartGame()
{
DestroyLevel();
CreateNewLevel();
foreach (var player in Sandbox.ConnectedPlayers)
((GameObject)player.PlayerObject).GetComponent<BombermanController>().Respawn();
}
private void DestroyLevel()
{
var blocks = Sandbox.FindObjectsOfType<Block>();
var bombs = Sandbox.FindObjectsOfType<Bomb>();
foreach (var block in blocks)
Sandbox.Destroy(block.Object);
foreach (var bomb in bombs)
Sandbox.Destroy(bomb.Object);
}
private void CreateNewLevel()
{
var blockPrefab = Sandbox.GetPrefab("DestroyableBlock");
var powerUpPrefab = Sandbox.GetPrefab("Power Up");
var numberOfBoosters = Random.Range(2, 4+1);
var takenPositions = new List<Vector3>();
var maxX = 11;
var maxY = 9;
for (int x = 1; x <= maxX; x++)
{
for (int y = 1; y <= maxY; y++)
{
var spawn = Random.value > 0.5f;
var pos = new Vector3(x, y);
if (spawn && IsValidPos(pos))
{
Sandbox.NetworkInstantiate(blockPrefab, pos, Quaternion.identity);
takenPositions.Add(pos);
}
}
}
while (numberOfBoosters > 0)
{
var randomPos = new Vector3(Random.Range(1, 11+1), Random.Range(1, 9+1), 0);
var type = (Random.value > 0.5f) ? PowerUpType.Speed : PowerUpType.IncreaseBombs;
if (!takenPositions.Contains(randomPos) && IsValidPos(randomPos))
{
var booster = Sandbox.NetworkInstantiate(powerUpPrefab, randomPos, Quaternion.identity).GetComponent<PowerUp>();
booster.Type = type;
numberOfBoosters--;
}
}
}
private bool IsValidPos(Vector3 pos)
{
// if the pos is the position of a static block, we ignore it
if ((pos.x >= 2 && pos.x <= 10) && (pos.y >= 2 && pos.y <= 8))
if (pos.x % 2 == 0 && pos.y % 2 == 0)
return false;
// if the pos is near the position of the spawn locations of the players, we ignore it
foreach (var loc in SpawnPositions)
{
if (pos == loc)
return false;
if (pos == loc + Vector3.up || pos == loc + Vector3.down)
return false;
if (pos == loc + Vector3.left || pos == loc + Vector3.right)
return false;
}
return true;
}
public void KillPlayer(BombermanController bomber)
{
AlivePlayers.Remove(bomber);
if (AlivePlayers.Count == 1)
{
AlivePlayers[0].Score++;
RestartGame();
}
else if (AlivePlayers.Count < 1)
RestartGame();
}
public void RespawnPlayer(BombermanController bomber)
{
if (!AlivePlayers.Contains(bomber))
AlivePlayers.Add(bomber);
}
private Vector2 GetMovementDir()
{
if (Input.GetKey(KeyCode.W))
return Vector2.up;
else if (Input.GetKey(KeyCode.D))
return Vector2.right;
else if (Input.GetKey(KeyCode.S))
return Vector2.down;
else if (Input.GetKey(KeyCode.A))
return Vector2.left;
else
return Vector2.zero;
}
}
}

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using UnityEngine;
using Netick;
using Netick.Unity;
namespace Netick.Samples.Bomberman
{
public struct BombermanInput : INetworkInput
{
public Vector2 Movement;
public NetworkBool PlantBomb;
}
}

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using UnityEngine;
using Netick;
using Netick.Unity;
namespace Netick.Samples.Bomberman
{
public enum PowerUpType
{
Speed,
IncreaseBombs
}
public class PowerUp : NetworkBehaviour
{
public float PowerUpTime = 35;
private Material _mat;
// Networked properties
[Networked]
public PowerUpType Type { get; set; }
private void Awake()
{
_mat = GetComponentInChildren<Renderer>().material;
}
private void Update()
{
if (Type == PowerUpType.IncreaseBombs)
_mat.color = GetColor(Color.green);
else
_mat.color = GetColor(Color.blue);
}
private Color GetColor(Color color)
{
return Color.Lerp(color, color * 0.5f, Mathf.InverseLerp(-1f, 1f, Mathf.Sin(15f * Time.time)));
}
public void OnTriggerEnter(Collider other)
{
if (Sandbox == null)
return;
var player = other.gameObject.GetComponent<BombermanController>();
if (Sandbox.IsServer)
{
player.ReceivePowerUp(Type, PowerUpTime);
Sandbox.Destroy(Object);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Netick;
using Netick.Unity;
public class UIServerBroweser : NetworkEventsListener
{
[SerializeField]
private GameObject _UIServerElementPrefab;
[SerializeField]
private Vector3 _startPosition;
[SerializeField]
private float _stepSize = 50;
[SerializeField]
private List<GameObject> _servers = new List<GameObject>();
public void Refresh()
{
Sandbox?.RefreshMatchList();
}
public override void OnStartup(NetworkSandbox sandbox)
{
if (sandbox.IsServer)
Destroy(gameObject);
}
public override void OnConnectedToServer(NetworkSandbox sandbox, NetworkConnection server)
{
Destroy(gameObject);
}
public override void OnMatchListUpdate(NetworkSandbox sandbox, List<Session> sessions)
{
foreach (var server in _servers)
Destroy(server);
_servers.Clear();
for (int i = 0; i < sessions.Count; i++)
{
var session = sessions[i];
var newElement = Instantiate(_UIServerElementPrefab, gameObject.transform).GetComponent<UIServerElement>();
newElement.Init(Sandbox,session.Name, session.IP, session.Port, _startPosition - (Vector3.up * i * _stepSize));
_servers.Add(newElement.gameObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Netick;
using Netick.Unity;
public class UIServerElement : MonoBehaviour
{
[SerializeField]
private Text _nameText;
[SerializeField]
private Text _ipText;
[SerializeField]
private string _ip;
[SerializeField]
private int _Port;
private NetworkSandbox _sandbox;
public void Init(NetworkSandbox sandbox, string name, string ip, int port, Vector3 position)
{
_sandbox = sandbox;
_ip = ip;
_Port = port;
_nameText.text = name;
_ipText.text = ip;
GetComponent<RectTransform>().anchoredPosition3D = position;
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public void Connect()
{
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using UnityEngine;
using Netick;
using Netick.Unity;
namespace Netick.Samples.FPS
{
public class FPSController : NetworkBehaviour
{
[SerializeField]
private float _movementSpeed = 10;
[SerializeField]
private float _sensitivityX = 1.6f;
[SerializeField]
private float _sensitivityY = -1f;
[SerializeField]
private Transform _cameraParent;
private CharacterController _CC;
private Vector2 _camAngles;
// Networked properties
[Networked][Smooth]
public Vector2 YawPitch { get; set; }
public override void NetworkStart()
{
_CC = GetComponent<CharacterController>();
if (IsInputSource)
{
var cam = Sandbox.FindObjectOfType<Camera>();
cam.transform.parent = _cameraParent;
cam.transform.localPosition = Vector3.zero;
cam.transform.localRotation = Quaternion.identity;
}
}
public override void OnInputSourceLeft()
{
// destroy the player object when its input source (controller player) leaves the game
Sandbox.Destroy(Object);
}
public override void NetworkUpdate()
{
if (!IsInputSource || !Sandbox.InputEnabled)
return;
Vector2 input = new Vector2(Input.GetAxisRaw("Mouse X") * _sensitivityX, Input.GetAxisRaw("Mouse Y") * _sensitivityY);
var networkInput = Sandbox.GetInput<FPSInput>();
networkInput.YawPitch += input;
Sandbox.SetInput<FPSInput>(networkInput);
// we apply the rotation in update too to have smooth camera control
_camAngles = ClampAngles(_camAngles.x + input.x, _camAngles.y + input.y);
ApplyRotations(_camAngles);
}
public override void NetworkFixedUpdate()
{
if (FetchInput(out FPSInput input))
MoveAndRotate(input);
}
private void MoveAndRotate(FPSInput input)
{
// rotation
YawPitch = ClampAngles(YawPitch.x + input.YawPitch.x, YawPitch.y + input.YawPitch.y);
ApplyRotations(YawPitch);
// movement direction
var movement = transform.TransformVector(new Vector3(input.Movement.x, 0, input.Movement.y)) * _movementSpeed;
movement.y = 0;
var gravity = 15f * Vector3.down;
// move
_CC.Move((movement + gravity) * Sandbox.FixedDeltaTime);
}
[OnChanged(nameof(YawPitch), invokeDuringResimulation: true)]
private void OnYawPitchChanged(OnChangedData onChanged)
{
ApplyRotations(YawPitch);
}
public override void NetworkRender()
{
if (IsProxy)
ApplyRotations(YawPitch);
}
private void ApplyRotations(Vector2 camAngles)
{
// on the player transform, we apply yaw
transform.rotation = Quaternion.Euler(new Vector3(0, camAngles.x, 0));
// on the weapon/camera holder, we apply the pitch angle
_cameraParent.localEulerAngles = new Vector3(camAngles.y, 0, 0);
_camAngles = camAngles;
}
private Vector2 ClampAngles(float yaw, float pitch)
{
return new Vector2(ClampAngle(yaw, -360, 360), ClampAngle(pitch, -80, 80));
}
private float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}
}

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using UnityEngine;
using Netick;
using Netick.Unity;
namespace Netick.Samples.FPS
{
public class FPSEventsHandler : NetworkEventsListener
{
public Transform SpawnPos;
public GameObject PlayerPrefab;
// This is called to read inputs.
public override void OnInput(NetworkSandbox sandbox)
{
var input = sandbox.GetInput<FPSInput>();
input.Movement = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
input.ShootInput |= Input.GetMouseButton(0);
sandbox.SetInput<FPSInput>(input);
}
// This is called on the server when a player has connected.
public override void OnPlayerConnected(NetworkSandbox sandbox, NetworkPlayer networkPlayer)
{
var spawnPos = SpawnPos.position + Vector3.left * (1 + sandbox.ConnectedPlayers.Count);
var player = sandbox.NetworkInstantiate(PlayerPrefab, spawnPos, Quaternion.identity, networkPlayer).GetComponent<FPSController>();
networkPlayer.PlayerObject = player.gameObject;
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using UnityEngine;
using Netick;
namespace Netick.Samples.FPS
{
public struct FPSInput : INetworkInput
{
public Vector2 YawPitch;
public Vector2 Movement;
public NetworkBool ShootInput;
}
}

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