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Samples~/First Person Shooter/Scripts.meta
Normal file
8
Samples~/First Person Shooter/Scripts.meta
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120
Samples~/First Person Shooter/Scripts/FPSController.cs
Normal file
120
Samples~/First Person Shooter/Scripts/FPSController.cs
Normal file
@@ -0,0 +1,120 @@
|
||||
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;
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[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)
|
||||
{
|
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var cam = Sandbox.FindObjectOfType<Camera>();
|
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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;
|
||||
|
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
11
Samples~/First Person Shooter/Scripts/FPSController.cs.meta
Normal file
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Samples~/First Person Shooter/Scripts/FPSEventsHandler.cs
Normal file
30
Samples~/First Person Shooter/Scripts/FPSEventsHandler.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
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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Samples~/First Person Shooter/Scripts/FPSInput.cs
Normal file
12
Samples~/First Person Shooter/Scripts/FPSInput.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using UnityEngine;
|
||||
using Netick;
|
||||
|
||||
namespace Netick.Samples.FPS
|
||||
{
|
||||
public struct FPSInput : INetworkInput
|
||||
{
|
||||
public Vector2 YawPitch;
|
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public Vector2 Movement;
|
||||
public NetworkBool ShootInput;
|
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}
|
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}
|
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Reference in New Issue
Block a user