Cyber/Assets/Scripts/Entities/SyncBases/Character.cs

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using System;
using UnityEngine;
using UnityEngine.Networking;
using Cyber.Networking.Clientside;
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using Cyber.Items;
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namespace Cyber.Entities.SyncBases {
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/// <summary>
/// A syncable component that all characters have. Controls the character's subsystems.
/// </summary>
public class Character : SyncBase {
/// <summary>
/// How fast the player should move in Unity's spatial units per second.
/// </summary>
public float MovementSpeed = 5.0f;
/// <summary>
/// The interaction distance of this player.
/// </summary>
public float InteractionDistance = 2.0f;
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/// <summary>
/// The character controller, used to move the character. Handles collisions.
/// </summary>
public CharacterController CharacterController;
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/// <summary>
/// The inventory of this player.
/// </summary>
public Inventory Inventory;
/// <summary>
/// The head transform for looking around.
/// </summary>
public Transform Head;
/// <summary>
/// The head bone for rotation.
/// </summary>
public Transform HeadBone;
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private Vector3 MovementDirection = new Vector3();
private Vector3 ServerPosition = new Vector3();
private bool ServerPositionShouldLerpSync = false;
private Vector3 ServerRotation = new Vector3();
private bool ServerRotationShouldLerpSync = false;
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/// <summary>
/// Moves the character in the given direction.
/// </summary>
/// <param name="Direction">Movement direction.</param>
public void Move(Vector3 Direction) {
if (!Direction.Equals(MovementDirection)) {
MovementDirection = Direction.normalized;
}
}
/// <summary>
/// Stops the player from moving.
/// </summary>
public void Stop() {
if (Moving()) {
MovementDirection = new Vector3();
}
}
/// <summary>
/// Sets the character's rotation.
/// </summary>
/// <param name="EulerAngles">Rotation in euler angles.</param>
public void SetRotation(Vector3 EulerAngles) {
Vector3 HeadRot = Head.localEulerAngles;
HeadRot.x = EulerAngles.x;
HeadRot.z = EulerAngles.z;
Head.localEulerAngles = HeadRot;
Vector3 HeadBoneRot = HeadBone.localEulerAngles;
HeadBoneRot.z = EulerAngles.x;
HeadBone.localEulerAngles = HeadBoneRot;
Vector3 BodyRot = transform.localEulerAngles;
BodyRot.y = EulerAngles.y;
transform.localEulerAngles = BodyRot;
}
/// <summary>
/// Sets the position of this character.
/// </summary>
/// <param name="Position">Position.</param>
public void SetPosition(Vector3 Position) {
transform.position = Position;
}
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/// <summary>
/// Whether the player is moving or not.
/// </summary>
public bool Moving() {
return MovementDirection.sqrMagnitude != 0;
}
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/// <summary>
/// Returns the current movement direction;
/// </summary>
/// <returns>The Movement Direction Vector3</returns>
public Vector3 GetMovementDirection() {
return MovementDirection;
}
/// <summary>
/// The character's rotation. Intended to be given as an input to
/// <see cref="SetRotation"/>.
/// </summary>
/// <returns>The rotation.</returns>
public Vector3 GetRotation() {
return new Vector3(Head.localEulerAngles.x,
transform.localEulerAngles.y, Head.localEulerAngles.z);
}
/// <summary>
/// Returns the position of this character.
/// </summary>
/// <returns>The position.</returns>
public Vector3 GetPosition() {
return transform.position;
}
/// <summary>
/// Gets the Sync Handletype for Character, which doesn't require hash differences and syncs every tick.
/// </summary>
/// <returns></returns>
public override SyncHandletype GetSyncHandletype() {
return new SyncHandletype(false, 1);
}
/// <summary>
/// Deserializes the character.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {
ServerPosition = reader.ReadVector3();
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Vector3 ServerMovementDirection = reader.ReadVector3();
ServerRotation = reader.ReadVector3();
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float Drift = (ServerPosition - GetPosition()).magnitude;
// Update position if this is the local player
Character LocalCharacter = Client.GetConnectedPlayer().Character;
if (Drift > MovementSpeed * 0.5f && LocalCharacter.Equals(this)) {
SetPosition(ServerPosition);
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MovementDirection = ServerMovementDirection;
}
// Update position and rotation more often (with lerping)
// if this is not the local player
ServerRotationShouldLerpSync = !LocalCharacter.Equals(this);
ServerPositionShouldLerpSync = !LocalCharacter.Equals(this) && Drift > 0.1;
}
/// <summary>
/// Serializes the character.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
writer.Write(GetPosition());
writer.Write(MovementDirection);
writer.Write(GetRotation());
}
private void Update() {
if (ServerPositionShouldLerpSync) {
SetPosition(Vector3.Lerp(GetPosition(), ServerPosition, 10f * Time.deltaTime));
}
if (ServerRotationShouldLerpSync) {
Quaternion ServerRot = Quaternion.Euler(ServerRotation);
Quaternion LocalRot = Quaternion.Euler(GetRotation());
Vector3 NewRot = Quaternion.Lerp(LocalRot, ServerRot,
10f * Time.deltaTime).eulerAngles;
SetRotation(NewRot);
}
}
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private void FixedUpdate() {
CharacterController.Move(MovementDirection * MovementSpeed * Time.fixedDeltaTime);
}
}
}