Files
Netick.Unity/Samples~/Bomberman/Scripts/PowerUp.cs
Karrar 1b0d33d8f0 Read the description for detailed changes.
- Added `Sandbox.Players`: a synchronized list of `NetworkPlayerId` structs representing connected players.
- Added `Sandbox.Events.OnPlayerJoined` and `Sandbox.Events.OnPlayerLeft` callbacks, synchronized across all clients.
- Changed internal interpolation of quaternions to use `Slerp` instead of `Lerp`.
- Fixed a potential crash caused by undefined behavior when reaching `NetickConfig.MaxPlayers` and destroying network objects.
- Fixed an issue where sandbox-loaded scenes were not being unloaded during shutdown.
- Fixed a bug preventing Prediction Error Correction from functioning correctly.
2025-06-27 05:47:00 +03:00

48 lines
1023 B
C#

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;
}
public override void NetworkRender()
{
var color = Type == PowerUpType.IncreaseBombs ? Color.green : Color.blue;
_mat.color = 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 != null)
{
player.ReceivePowerUp(Type, PowerUpTime);
Sandbox.Destroy(Object);
}
}
}
}