mirror of
https://github.com/Kaveinator/NetickProForUnity.git
synced 2025-10-26 01:49:05 -07:00
- 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.
48 lines
1023 B
C#
48 lines
1023 B
C#
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 enum PowerUpType
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{
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Speed,
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IncreaseBombs
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}
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public class PowerUp : NetworkBehaviour
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{
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public float PowerUpTime = 35;
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private Material _mat;
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// Networked Properties
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[Networked]
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public PowerUpType Type { get; set; }
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private void Awake()
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{
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_mat = GetComponentInChildren<Renderer>().material;
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}
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public override void NetworkRender()
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{
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var color = Type == PowerUpType.IncreaseBombs ? Color.green : Color.blue;
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_mat.color = Color.Lerp(color, color * 0.5f, Mathf.InverseLerp(-1f, 1f, Mathf.Sin(15f * Time.time)));
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}
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public void OnTriggerEnter(Collider other)
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{
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if (Sandbox == null)
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return;
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var player = other.gameObject.GetComponent<BombermanController>();
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if (Sandbox.IsServer && player != null)
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{
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player.ReceivePowerUp(Type, PowerUpTime);
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Sandbox.Destroy(Object);
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}
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}
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}
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}
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