2017-05-09 16:15:21 +02:00
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using System;
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using UnityEngine;
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using UnityEngine.Networking;
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2017-05-08 23:03:02 +02:00
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namespace Cyber.Entities {
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/// <summary>
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/// A syncable component that all characters have. Controls the character's subsystems.
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/// </summary>
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public class Character : SyncBase {
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/// <summary>
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/// How fast the player should move in Unity's spatial units per second.
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/// </summary>
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public float MovementSpeed = 5.0f;
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/// <summary>
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/// The character controller, used to move the character. Handles collisions.
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/// </summary>
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public CharacterController CharacterController;
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2017-05-09 12:11:36 +02:00
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/// <summary>
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/// The head transform for looking around.
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/// </summary>
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public Transform Head;
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2017-05-08 23:03:02 +02:00
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private Vector3 MovementDirection = new Vector3();
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2017-05-09 17:20:10 +02:00
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private Vector3 ServerPosition = new Vector3();
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private bool SyncToServerPosition = false;
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2017-05-08 23:03:02 +02:00
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/// <summary>
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/// Moves the character in the given direction.
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/// </summary>
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/// <param name="Direction">Movement direction.</param>
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public void Move(Vector3 Direction) {
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if (!Direction.Equals(MovementDirection)) {
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MovementDirection = Direction.normalized;
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}
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}
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/// <summary>
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/// Stops the player from moving.
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/// </summary>
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public void Stop() {
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if (Moving()) {
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MovementDirection = new Vector3();
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}
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}
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2017-05-09 12:11:36 +02:00
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/// <summary>
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/// Sets the character's rotation.
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/// </summary>
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/// <param name="EulerAngles">Rotation in euler angles.</param>
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public void SetRotation(Vector3 EulerAngles) {
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2017-05-09 12:30:56 +02:00
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Vector3 HeadRot = Head.localEulerAngles;
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HeadRot.x = EulerAngles.x;
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HeadRot.z = EulerAngles.z;
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Head.localEulerAngles = HeadRot;
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Vector3 BodyRot = transform.localEulerAngles;
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BodyRot.y = EulerAngles.y;
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transform.localEulerAngles = BodyRot;
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2017-05-09 12:11:36 +02:00
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}
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2017-05-08 23:03:02 +02:00
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/// <summary>
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/// Whether the player is moving or not.
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/// </summary>
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public bool Moving() {
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return MovementDirection.sqrMagnitude != 0;
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}
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2017-05-09 12:30:56 +02:00
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/// <summary>
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/// The character's rotation. Intended to be given as an input to
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/// <see cref="SetRotation"/>.
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/// </summary>
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/// <returns>The rotation.</returns>
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public Vector3 GetRotation() {
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2017-05-09 12:32:39 +02:00
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return new Vector3(Head.localEulerAngles.x,
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2017-05-09 12:30:56 +02:00
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transform.localEulerAngles.y, Head.localEulerAngles.z);
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}
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2017-05-09 16:15:21 +02:00
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/// <summary>
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/// Gets the Sync Handletype for Character, which doesn't require hash differences and syncs every tick.
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/// </summary>
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/// <returns></returns>
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public override SyncHandletype GetSyncHandletype() {
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return new SyncHandletype(false, 1);
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}
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/// <summary>
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/// Deserializes the character.
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/// </summary>
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/// <param name="reader"></param>
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public override void Deserialize(NetworkReader reader) {
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2017-05-09 17:20:10 +02:00
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ServerPosition = reader.ReadVector3();
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float Drift = (ServerPosition - transform.position).magnitude;
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if (Drift > 1) {
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SyncToServerPosition = true;
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} else if (Drift < 0.01) {
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SyncToServerPosition = false;
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}
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2017-05-09 16:15:21 +02:00
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Vector3 rot = reader.ReadVector3();
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}
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/// <summary>
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/// Serializes the character.
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/// </summary>
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/// <param name="writer"></param>
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public override void Serialize(NetworkWriter writer) {
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writer.Write(transform.position);
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writer.Write(GetRotation());
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}
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2017-05-09 17:20:10 +02:00
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private void Update() {
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if (SyncToServerPosition) {
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// LERP version
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//transform.position = Vector3.Lerp(transform.position, ServerPosition, 50f * Time.deltaTime);
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// Non-LERP version
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transform.position = ServerPosition;
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SyncToServerPosition = false;
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}
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}
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2017-05-08 23:03:02 +02:00
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private void FixedUpdate() {
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CharacterController.Move(MovementDirection * MovementSpeed * Time.fixedDeltaTime);
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}
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}
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}
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