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87
Samples~/Bomberman/Scripts/Bomb.cs
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87
Samples~/Bomberman/Scripts/Bomb.cs
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using UnityEngine;
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using Netick;
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using Netick.Unity;
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namespace Netick.Samples.Bomberman
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{
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public class Bomb : NetworkBehaviour
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{
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public GameObject ExplosionPrefab;
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public BombermanController Bomber;
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public float ExplosionDelay = 3.0f;
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private readonly Vector3[] _directionsAroundBomb = new Vector3[4] { Vector3.right, Vector3.left, Vector3.up, Vector3.down };
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public override void NetworkStart()
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{
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Bomber?.SpawnedBombs.Add(this);
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}
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public override void NetworkDestroy()
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{
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Bomber?.SpawnedBombs.Remove(this);
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// spawn explosion
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if (ExplosionPrefab != null)
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Instantiate(ExplosionPrefab, transform.position, Quaternion.identity);
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}
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public override void NetworkReset()
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{
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GetComponent<Renderer>().enabled = true;
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}
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public override void NetworkFixedUpdate()
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{
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if (Sandbox.TickToTime(Sandbox.Tick - Object.SpawnTick) >= ExplosionDelay)
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Explode();
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}
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private void Explode()
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{
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// hide bomb after delay
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GetComponent<Renderer>().enabled = false;
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// dealing damage is done on the server only
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if (IsServer)
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DamageTargetsAroundBomb(transform.position);
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// 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
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if (IsServer || Id == -1)
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Sandbox.Destroy(Object);
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}
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private void DamageTargetsAroundBomb(Vector3 pos)
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{
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// Find all objects around the bomb position
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// Note: Causes GC
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foreach (var dir in _directionsAroundBomb)
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{
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var hits = Physics.RaycastAll(pos, dir, 1f);
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foreach (var hit in hits)
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Damage(hit.collider.gameObject);
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}
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}
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private void Damage(GameObject target)
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{
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var obj = target.GetComponent<NetworkObject>();
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var block = target.GetComponent<Block>();
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var bomber = target.GetComponent<BombermanController>();
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// make sure the object is not null and in the same sandbox as the bomb
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if (obj == null || obj.Sandbox != Sandbox)
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return;
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if (block != null)
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block.Visible = false;
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if (bomber != null)
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bomber.Die();
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}
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}
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}
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