Create namespaces.
This commit is contained in:
parent
ac6e5dfe2a
commit
36dad5e642
@ -1,49 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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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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private Vector3 MovementDirection = new Vector3();
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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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/// <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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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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@ -4,151 +4,158 @@ using System.Text.RegularExpressions;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Controls an input and an output to implement a console interface to call
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/// arbitrary commands which can be set from anywhere in the program through
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/// <see cref="Term"/>.
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/// </summary>
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public class DebugConsole : MonoBehaviour {
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private static readonly Regex CommandPartRegex = new Regex("([^ \"]+ )|(\"[^\"]+\")");
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namespace Cyber.Console {
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/// <summary>
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/// Controls an input and an output to implement a console interface to call
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/// arbitrary commands which can be set from anywhere in the program through
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/// <see cref="Term"/>.
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/// </summary>
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public class DebugConsole : MonoBehaviour {
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private static readonly Regex CommandPartRegex = new Regex("([^ \"]+ )|(\"[^\"]+\")");
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/// <summary>
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/// The parent of the <see cref="InputField"/> and <see cref="TextField"/>.
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/// </summary>
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public GameObject Panel;
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/// <summary>
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/// The input for the console.
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/// </summary>
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public InputField InputField;
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/// <summary>
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/// The output for the console.
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/// </summary>
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public Text TextField;
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/// <summary>
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/// Controls the visibility of the console. For how this is controlled in-game, see <see cref="Update"/>.
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/// </summary>
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public bool Visible = false;
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/// <summary>
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/// The parent of the <see cref="InputField"/> and <see cref="TextField"/>.
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/// </summary>
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public GameObject Panel;
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private Dictionary<string, DebugConsoleAction> Actions = new Dictionary<string, DebugConsoleAction>();
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/// <summary>
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/// The input for the console.
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/// </summary>
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public InputField InputField;
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/// <summary>
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/// Creates a new <see cref="DebugConsole"/>, and sets the <see cref="Term"/>'s singleton.
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/// <seealso cref="Term.SetDebugConsole"/>
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/// </summary>
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public DebugConsole() {
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Term.SetDebugConsole(this);
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}
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/// <summary>
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/// The output for the console.
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/// </summary>
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public Text TextField;
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/// <summary>
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/// Tries to call the command in the <see cref="InputField"/>.
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/// </summary>
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public void CallCommand() {
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if (InputField.text.Length == 0) {
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return;
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/// <summary>
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/// Controls the visibility of the console. For how this is controlled in-game, see <see cref="Update"/>.
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/// </summary>
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public bool Visible = false;
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private Dictionary<string, DebugConsoleAction> Actions = new Dictionary<string, DebugConsoleAction>();
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/// <summary>
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/// Creates a new <see cref="DebugConsole"/>, and sets the <see cref="Term"/>'s singleton.
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/// <seealso cref="Term.SetDebugConsole"/>
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/// </summary>
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public DebugConsole() {
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Term.SetDebugConsole(this);
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}
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Println(InputField.text);
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List<string> Arguments = new List<string>();
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MatchCollection Matches = CommandPartRegex.Matches(InputField.text + " ");
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for (int i = 0; i < Matches.Count; i++) {
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Arguments.Add(Matches[i].Value.Replace('"', ' ').Trim());
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}
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foreach (string Action in Actions.Keys) {
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string[] Parts = Action.Split(' ');
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if (Arguments.Count == Parts.Length && Arguments[0].Equals(Parts[0])) {
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Arguments.RemoveAt(0);
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Actions[Action].Call(Arguments);
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break;
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/// <summary>
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/// Tries to call the command in the <see cref="InputField"/>.
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/// </summary>
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public void CallCommand() {
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if (InputField.text.Length == 0) {
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return;
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}
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}
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InputField.text = "";
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InputField.ActivateInputField();
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}
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/// <summary>
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/// Adds a command to be used in the console.
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/// </summary>
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/// <param name="command">The command template that should be used.
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/// eg. "print (text)" or "add (number) (number)".</param>
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/// <param name="description">Description.</param>
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/// <param name="action">Action.</param>
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public void AddCommand(string command, string description, DebugConsoleAction.Action action) {
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string PrettyDescription = command;
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foreach (string Line in description.Split('\n')) {
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PrettyDescription += "\n " + Line;
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}
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Actions[command] = new DebugConsoleAction(PrettyDescription, action);
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}
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/// <summary>
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/// Prints text into the DebugConsole and adds a newline.
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/// </summary>
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/// <param name="text">Text.</param>
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public void Println(string text) {
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Print(text + "\n");
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}
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// TODO: Handle removing history when it gets very long. Very long console logs might cause problems when displaying new prints.
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/// <summary>
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/// Prints text into the Console.
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/// </summary>
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/// <param name="text">Text.</param>
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public void Print(string text) {
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TextField.text += text;
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}
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private void Start() {
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AddCommand("help", "Lists all commands.", (args) => {
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Println("Commands:");
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foreach (string Action in Actions.Keys) {
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Println("- " + Action);
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Println(InputField.text);
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List<string> Arguments = new List<string>();
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MatchCollection Matches = CommandPartRegex.Matches(InputField.text + " ");
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for (int i = 0; i < Matches.Count; i++) {
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Arguments.Add(Matches[i].Value.Replace('"', ' ').Trim());
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}
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});
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AddCommand("help (command)", "Describes the given command.", (args) => {
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// Check complete versions of the names (so you can do eg. help "help (command)")
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foreach (string Action in Actions.Keys) {
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if (Action.Equals(args[0])) {
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Println(Actions[Action].Description);
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return;
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}
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}
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// Check just names
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foreach (string Action in Actions.Keys) {
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string[] Parts = Action.Split(' ');
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if (Parts[0].Equals(args[0])) {
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Println(Actions[Action].Description);
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return;
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if (Arguments.Count == Parts.Length && Arguments[0].Equals(Parts[0])) {
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Arguments.RemoveAt(0);
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Actions[Action].Call(Arguments);
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break;
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}
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}
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Println("That command doesn't exist.");
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});
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AddCommand("print (text)", "Prints the given text.", (args) => {
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Println(args[0]);
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});
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}
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private void Update() {
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if (Input.GetButtonDown("Console Toggle")) {
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Visible = !Visible;
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InputField.text = "";
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InputField.ActivateInputField();
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}
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RectTransform Rect = Panel.GetComponent<RectTransform>();
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Vector2 OffsetMin = Rect.offsetMin;
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if (Visible) {
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if (OffsetMin.y > 1) {
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OffsetMin.y = Mathf.Lerp(OffsetMin.y, 0, 5f * Time.deltaTime);
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}
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if (!InputField.isFocused) {
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InputField.ActivateInputField();
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}
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} else {
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if (1000 - OffsetMin.y > 1) {
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OffsetMin.y = Mathf.Lerp(OffsetMin.y, 1000, 1f * Time.deltaTime);
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}
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if (InputField.isFocused) {
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InputField.DeactivateInputField();
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/// <summary>
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/// Adds a command to be used in the console.
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/// </summary>
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/// <param name="command">The command template that should be used.
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/// eg. "print (text)" or "add (number) (number)".</param>
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/// <param name="description">Description.</param>
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/// <param name="action">Action.</param>
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public void AddCommand(string command, string description, DebugConsoleAction.Action action) {
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string PrettyDescription = command;
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foreach (string Line in description.Split('\n')) {
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PrettyDescription += "\n " + Line;
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}
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Actions[command] = new DebugConsoleAction(PrettyDescription, action);
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}
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/// <summary>
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/// Prints text into the DebugConsole and adds a newline.
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/// </summary>
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/// <param name="text">Text.</param>
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public void Println(string text) {
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Print(text + "\n");
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}
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// TODO: Handle removing history when it gets very long. Very long console logs might cause problems when displaying new prints.
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/// <summary>
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/// Prints text into the Console.
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/// </summary>
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/// <param name="text">Text.</param>
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public void Print(string text) {
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TextField.text += text;
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}
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private void Start() {
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AddCommand("help", "Lists all commands.", (args) => {
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Println("Commands:");
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foreach (string Action in Actions.Keys) {
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Println("- " + Action);
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}
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});
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AddCommand("help (command)", "Describes the given command.", (args) => {
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// Check complete versions of the names (so you can do eg. help "help (command)")
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foreach (string Action in Actions.Keys) {
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if (Action.Equals(args[0])) {
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Println(Actions[Action].Description);
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return;
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}
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}
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// Check just names
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foreach (string Action in Actions.Keys) {
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string[] Parts = Action.Split(' ');
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if (Parts[0].Equals(args[0])) {
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Println(Actions[Action].Description);
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return;
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}
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}
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Println("That command doesn't exist.");
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});
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AddCommand("print (text)", "Prints the given text.", (args) => {
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Println(args[0]);
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});
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}
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private void Update() {
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if (Input.GetButtonDown("Console Toggle")) {
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Visible = !Visible;
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}
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RectTransform Rect = Panel.GetComponent<RectTransform>();
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Vector2 OffsetMin = Rect.offsetMin;
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if (Visible) {
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if (OffsetMin.y > 1) {
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OffsetMin.y = Mathf.Lerp(OffsetMin.y, 0, 5f * Time.deltaTime);
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}
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if (!InputField.isFocused) {
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InputField.ActivateInputField();
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}
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} else {
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if (1000 - OffsetMin.y > 1) {
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OffsetMin.y = Mathf.Lerp(OffsetMin.y, 1000, 1f * Time.deltaTime);
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}
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if (InputField.isFocused) {
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InputField.DeactivateInputField();
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}
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}
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Rect.offsetMin = OffsetMin;
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}
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Rect.offsetMin = OffsetMin;
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}
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}
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@ -1,36 +1,41 @@
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using System.Collections.Generic;
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/// <summary>
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/// Class that defines an action that commands in the
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/// <see cref="DebugConsole"/> might use.
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/// </summary>
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public class DebugConsoleAction {
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namespace Cyber.Console {
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/// <summary>
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/// A delegate for all of the actions that commands do.
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/// Class that defines an action that commands in the
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/// <see cref="DebugConsole"/> might use.
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/// </summary>
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public delegate void Action(List<string> command);
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/// <summary>
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/// A description that will be shown when using the "help (command)" command in the console.
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/// </summary>
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public readonly string Description;
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public class DebugConsoleAction {
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/// <summary>
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/// A delegate for all of the actions that commands do.
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/// </summary>
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public delegate void Action(List<string> command);
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private Action ActionFunc;
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/// <summary>
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/// A description that will be shown when using the "help (command)" command in the console.
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/// </summary>
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public readonly string Description;
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/// <summary>
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/// Initializes a new instance of the <see cref="DebugConsoleAction"/> class.
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/// </summary>
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/// <param name="description">Description.</param>
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/// <param name="actionFunc">Action func.</param>
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public DebugConsoleAction(string description, Action actionFunc) {
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this.Description = description;
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this.ActionFunc = actionFunc;
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}
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private Action ActionFunc;
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/// <summary>
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/// Executes the <see cref="ActionFunc"/>.
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/// </summary>
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/// <param name="command">Command.</param>
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public void Call(List<string> command) {
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ActionFunc(command);
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/// <summary>
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/// Initializes a new instance of the <see cref="DebugConsoleAction"/> class.
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/// </summary>
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/// <param name="description">Description.</param>
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/// <param name="actionFunc">Action func.</param>
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public DebugConsoleAction(string description, Action actionFunc) {
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this.Description = description;
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this.ActionFunc = actionFunc;
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}
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/// <summary>
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/// Executes the <see cref="ActionFunc"/>.
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/// </summary>
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/// <param name="command">Command.</param>
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public void Call(List<string> command) {
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ActionFunc(command);
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}
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}
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}
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@ -2,65 +2,69 @@
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// A class that has static functions for printing text in the DebugConsole.
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/// </summary>
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public class Term {
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private static DebugConsole Console;
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namespace Cyber.Console {
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/// <summary>
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/// Sets the <see cref="DebugConsole"/> singleton that will be used in other static <see cref="Term"/> functions.
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/// A class that has static functions for printing text in the DebugConsole.
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/// </summary>
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/// <param name="console">Console.</param>
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public static void SetDebugConsole(DebugConsole console) {
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Console = console;
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}
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public class Term {
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private static DebugConsole Console;
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/// <summary>
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/// Returns whether or not the DebugConsole is currently on the screen, ready to be used.
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/// </summary>
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/// <returns><c>true</c> if is visible; otherwise, <c>false</c>.</returns>
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public static bool IsVisible() {
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if (Console == null) {
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return false;
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} else {
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return Console.Visible;
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/// <summary>
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/// Sets the <see cref="DebugConsole"/> singleton that will be used in other static <see cref="Term"/> functions.
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/// </summary>
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/// <param name="console">Console.</param>
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public static void SetDebugConsole(DebugConsole console) {
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Console = console;
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}
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}
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/// <summary>
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/// See <see cref="DebugConsole.Println"/>.
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/// </summary>
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/// <param name="text">Text.</param>
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public static void Println(string text) {
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if (Console == null) {
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Debug.Log(text);
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} else {
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Console.Println(text);
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/// <summary>
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/// Returns whether or not the DebugConsole is currently on the screen, ready to be used.
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/// </summary>
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/// <returns><c>true</c> if is visible; otherwise, <c>false</c>.</returns>
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public static bool IsVisible() {
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if (Console == null) {
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return false;
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} else {
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return Console.Visible;
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}
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}
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}
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/// <summary>
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/// See <see cref="DebugConsole.Print"/>.
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/// </summary>
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/// <param name="text">Text.</param>
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public static void Print(string text) {
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if (Console == null) {
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Debug.Log(text);
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} else {
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Console.Print(text);
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/// <summary>
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/// See <see cref="DebugConsole.Println"/>.
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/// </summary>
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/// <param name="text">Text.</param>
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public static void Println(string text) {
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if (Console == null) {
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Debug.Log(text);
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} else {
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Console.Println(text);
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}
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}
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}
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/// <summary>
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/// See <see cref="DebugConsole.AddCommand"/>
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/// </summary>
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/// <param name="command">Command.</param>
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/// <param name="description">Description.</param>
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/// <param name="action">Action.</param>
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public static void AddCommand(string command, string description, DebugConsoleAction.Action action) {
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if (Console != null) {
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Console.AddCommand(command, description, action);
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/// <summary>
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/// See <see cref="DebugConsole.Print"/>.
|
||||
/// </summary>
|
||||
/// <param name="text">Text.</param>
|
||||
public static void Print(string text) {
|
||||
if (Console == null) {
|
||||
Debug.Log(text);
|
||||
} else {
|
||||
Console.Print(text);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// See <see cref="DebugConsole.AddCommand"/>
|
||||
/// </summary>
|
||||
/// <param name="command">Command.</param>
|
||||
/// <param name="description">Description.</param>
|
||||
/// <param name="action">Action.</param>
|
||||
public static void AddCommand(string command, string description, DebugConsoleAction.Action action) {
|
||||
if (Console != null) {
|
||||
Console.AddCommand(command, description, action);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
9
Assets/Scripts/Controls.meta
Normal file
9
Assets/Scripts/Controls.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ed8f719cfc1ca409787d1cbcb89e6fca
|
||||
folderAsset: yes
|
||||
timeCreated: 1494276190
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
35
Assets/Scripts/Controls/PlayerController.cs
Normal file
35
Assets/Scripts/Controls/PlayerController.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cyber.Entities;
|
||||
using Cyber.Console;
|
||||
|
||||
namespace Cyber.Controls {
|
||||
|
||||
/// <summary>
|
||||
/// Controls the player character. Shouldn't exist on the server, and only one
|
||||
/// should exist per client (the character that client is controlling).
|
||||
/// </summary>
|
||||
public class PlayerController : MonoBehaviour {
|
||||
|
||||
/// <summary>
|
||||
/// The character this controller should control.
|
||||
/// </summary>
|
||||
public Character Character;
|
||||
|
||||
private void Update() {
|
||||
if (!Term.IsVisible()) {
|
||||
// Handle inputs
|
||||
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
|
||||
if (Move.sqrMagnitude != 0) {
|
||||
Character.Move(transform.TransformDirection(Move));
|
||||
} else if (Character.Moving()) {
|
||||
Character.Stop();
|
||||
}
|
||||
} else if (Character.Moving()) {
|
||||
// The debug console is open, stop the player.
|
||||
Character.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
9
Assets/Scripts/Entities.meta
Normal file
9
Assets/Scripts/Entities.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c0ce6f05a0f994c00be318d1738f7749
|
||||
folderAsset: yes
|
||||
timeCreated: 1494276297
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
54
Assets/Scripts/Entities/Character.cs
Normal file
54
Assets/Scripts/Entities/Character.cs
Normal file
@ -0,0 +1,54 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cyber.Entities {
|
||||
|
||||
/// <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 character controller, used to move the character. Handles collisions.
|
||||
/// </summary>
|
||||
public CharacterController CharacterController;
|
||||
|
||||
private Vector3 MovementDirection = new Vector3();
|
||||
|
||||
/// <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>
|
||||
/// Whether the player is moving or not.
|
||||
/// </summary>
|
||||
public bool Moving() {
|
||||
return MovementDirection.sqrMagnitude != 0;
|
||||
}
|
||||
|
||||
private void FixedUpdate() {
|
||||
CharacterController.Move(MovementDirection * MovementSpeed * Time.fixedDeltaTime);
|
||||
}
|
||||
}
|
||||
}
|
24
Assets/Scripts/Entities/EntityType.cs
Normal file
24
Assets/Scripts/Entities/EntityType.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cyber.Entities {
|
||||
|
||||
/// <summary>
|
||||
/// Types of entities. Every entity type has its own prefab, see
|
||||
/// <see cref="Spawner"/>.
|
||||
/// </summary>
|
||||
public enum EntityType {
|
||||
|
||||
/// <summary>
|
||||
/// Player character.
|
||||
/// </summary>
|
||||
PC,
|
||||
|
||||
/// <summary>
|
||||
/// Non player character.
|
||||
/// </summary>
|
||||
NPC
|
||||
|
||||
}
|
||||
}
|
69
Assets/Scripts/Entities/Spawner.cs
Normal file
69
Assets/Scripts/Entities/Spawner.cs
Normal file
@ -0,0 +1,69 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cyber.Console;
|
||||
|
||||
namespace Cyber.Entities {
|
||||
|
||||
/// <summary>
|
||||
/// A utility class to spawn entities into the world based on
|
||||
/// their <see cref="EntityType"/> and .
|
||||
/// </summary>
|
||||
public class Spawner : MonoBehaviour {
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="SyncDB"/> this <see cref="Spawner"/> should be using to
|
||||
/// set entities' IDs.
|
||||
/// </summary>
|
||||
public SyncDB SyncDB;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="EntityType.PC"/> prefab.
|
||||
/// </summary>
|
||||
public GameObject PCEntityPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="EntityType.NPC"/> prefab.
|
||||
/// </summary>
|
||||
public GameObject NPCEntityPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// Spawns an entity and returns that entity.
|
||||
/// </summary>
|
||||
/// <param name="type">Type.</param>
|
||||
/// <param name="position">Position.</param>
|
||||
/// <param name="ids">The ids of the entity's synced components. Should be
|
||||
/// set if they exist already (eg. the server has sent them over). These
|
||||
/// ids should be from <see cref="SyncDB.GetEntityIDs"/>. To create new
|
||||
/// ids, leave as the default (null).</param>
|
||||
public GameObject Spawn(EntityType type, Vector3 position, uint[] ids = null) {
|
||||
GameObject Spawned = null;
|
||||
switch (type) {
|
||||
case EntityType.PC:
|
||||
Spawned = Instantiate(PCEntityPrefab, position, new Quaternion(), transform);
|
||||
break;
|
||||
case EntityType.NPC:
|
||||
Spawned = Instantiate(NPCEntityPrefab, position, new Quaternion(), transform);
|
||||
break;
|
||||
}
|
||||
if (Spawned != null) {
|
||||
if (ids != null) {
|
||||
SyncDB.AddEntity(Spawned, ids);
|
||||
} else {
|
||||
SyncDB.AddEntity(Spawned, SyncDB.GetNewEntityIDs(Spawned));
|
||||
}
|
||||
}
|
||||
return Spawned;
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
Spawn(EntityType.PC, new Vector3());
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (Input.GetButtonDown("Jump") && !Term.IsVisible()) {
|
||||
Spawn(EntityType.NPC, new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-2f, 2f)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
19
Assets/Scripts/Entities/SyncBase.cs
Normal file
19
Assets/Scripts/Entities/SyncBase.cs
Normal file
@ -0,0 +1,19 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cyber.Entities {
|
||||
|
||||
/// <summary>
|
||||
/// A base class for all syncable components. An instance of
|
||||
/// <see cref="SyncDB"/> will contain all of the game's synced components.
|
||||
/// </summary>
|
||||
public class SyncBase : MonoBehaviour {
|
||||
|
||||
/// <summary>
|
||||
/// The ID this syncable component can be found with from its parent
|
||||
/// <see cref="SyncDB"/>.
|
||||
/// </summary>
|
||||
public uint ID;
|
||||
}
|
||||
}
|
108
Assets/Scripts/Entities/SyncDB.cs
Normal file
108
Assets/Scripts/Entities/SyncDB.cs
Normal file
@ -0,0 +1,108 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cyber.Entities {
|
||||
|
||||
/// <summary>
|
||||
/// A database of the game's all syncable components. Syncable components are
|
||||
/// the instances of the subclasses of <see cref="SyncBase"/>.
|
||||
/// </summary>
|
||||
public class SyncDB : MonoBehaviour {
|
||||
|
||||
private static readonly Type[] SyncableClasses = new Type[] {
|
||||
typeof(Character)
|
||||
};
|
||||
|
||||
private uint IDCounter = 0;
|
||||
private Dictionary<uint, SyncBase> Database = new Dictionary<uint, SyncBase>();
|
||||
|
||||
/// <summary>
|
||||
/// Add an entity to the database with the given IDs.
|
||||
/// </summary>
|
||||
/// <param name="gameObject">Game object.</param>
|
||||
/// <param name="ids">The IDs. Should be from <see cref="GetEntityIDs"/> or
|
||||
/// <see cref="GetNewEntityIDs"/>, since the order is important.</param>
|
||||
public void AddEntity(GameObject gameObject, uint[] ids) {
|
||||
int Index = 0;
|
||||
for (int i = 0; i < SyncableClasses.Length; i++) {
|
||||
SyncBase Syncable = (SyncBase)gameObject.GetComponent(SyncableClasses[i]);
|
||||
if (Syncable != null) {
|
||||
Syncable.ID = ids[Index];
|
||||
Database[ids[Index++]] = Syncable;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Makes an ordered list of the given gameobject's syncable components'
|
||||
/// IDs.
|
||||
/// </summary>
|
||||
/// <returns>The IDs.</returns>
|
||||
/// <param name="gameObject">Game object.</param>
|
||||
/// <param name="newIDs">Whether or not new IDs are created.
|
||||
/// <see cref="GetNewEntityIDs"/> is a shorthand for this function with
|
||||
/// this parameter set to true.</param>
|
||||
public uint[] GetEntityIDs(GameObject gameObject, bool newIDs = false) {
|
||||
List<uint> IDs = new List<uint>();
|
||||
for (int i = 0; i < SyncableClasses.Length; i++) {
|
||||
SyncBase Syncable = (SyncBase)gameObject.GetComponent(SyncableClasses[i]);
|
||||
if (Syncable != null) {
|
||||
if (newIDs) {
|
||||
Syncable.ID = CreateID();
|
||||
}
|
||||
IDs.Add(Syncable.ID);
|
||||
}
|
||||
}
|
||||
uint[] IDArray = new uint[IDs.Count];
|
||||
for (int i = 0; i < IDs.Count; i++) {
|
||||
IDArray[i] = IDs[i];
|
||||
}
|
||||
return IDArray;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an ordered list of the given gameobject's syncable components'
|
||||
/// IDs. See <see cref="GetEntityIDs"/> for more information.
|
||||
/// </summary>
|
||||
/// <returns>The new IDs.</returns>
|
||||
/// <param name="gameObject">Game object.</param>
|
||||
public uint[] GetNewEntityIDs(GameObject gameObject) {
|
||||
return GetEntityIDs(gameObject, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a synced component by its ID.
|
||||
/// </summary>
|
||||
/// <param name="id">The ID.</param>
|
||||
public SyncBase Get(uint id) {
|
||||
return Database[id];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new ID which isn't in use yet.
|
||||
/// </summary>
|
||||
/// <returns>A new, free ID.</returns>
|
||||
public uint CreateID() {
|
||||
uint ID;
|
||||
try {
|
||||
ID = IDCounter++;
|
||||
} catch (OverflowException) {
|
||||
ID = 0;
|
||||
IDCounter = 1;
|
||||
}
|
||||
while (Database.ContainsKey(ID) && ID < uint.MaxValue) {
|
||||
ID++;
|
||||
if (ID < uint.MaxValue - 1)
|
||||
IDCounter = ID + 1;
|
||||
}
|
||||
if (Database.ContainsKey(ID)) {
|
||||
// Somehow we've managed to fill up the whole database.
|
||||
// I can't even imagine why or how.
|
||||
Debug.LogError("!!!WARNING!!! The SyncDB is full. Update the game to use longs instead of uints. !!!WARNING!!!");
|
||||
}
|
||||
return ID;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,18 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Types of entities. Every entity type has its own prefab, see
|
||||
/// <see cref="Spawner"/>.
|
||||
/// </summary>
|
||||
public enum EntityType {
|
||||
/// <summary>
|
||||
/// Player character.
|
||||
/// </summary>
|
||||
PC,
|
||||
/// <summary>
|
||||
/// Non player character.
|
||||
/// </summary>
|
||||
NPC
|
||||
}
|
@ -2,6 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using Cyber.Console;
|
||||
|
||||
/// <summary>
|
||||
/// Client-class used to connecting to a server and communicating to it.
|
||||
|
@ -3,6 +3,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Cyber.Console;
|
||||
|
||||
/// <summary>
|
||||
/// This class is used pretty much anywhere in order to make the "first step" of networking.
|
||||
|
@ -2,6 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using Cyber.Console;
|
||||
|
||||
/// <summary>
|
||||
/// Server-class used to host a server and communicate to clients.
|
||||
|
@ -1,29 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Controls the player character. Shouldn't exist on the server, and only one
|
||||
/// should exist per client (the character that client is controlling).
|
||||
/// </summary>
|
||||
public class PlayerController : MonoBehaviour {
|
||||
/// <summary>
|
||||
/// The character this controller should control.
|
||||
/// </summary>
|
||||
public Character Character;
|
||||
|
||||
private void Update() {
|
||||
if (!Term.IsVisible()) {
|
||||
// Handle inputs
|
||||
Vector3 Move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
|
||||
if (Move.sqrMagnitude != 0) {
|
||||
Character.Move(transform.TransformDirection(Move));
|
||||
} else if (Character.Moving()) {
|
||||
Character.Stop();
|
||||
}
|
||||
} else if (Character.Moving()) {
|
||||
// The debug console is open, stop the player.
|
||||
Character.Stop();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,62 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A utility class to spawn entities into the world based on
|
||||
/// their <see cref="EntityType"/> and .
|
||||
/// </summary>
|
||||
public class Spawner : MonoBehaviour {
|
||||
/// <summary>
|
||||
/// The <see cref="SyncDB"/> this <see cref="Spawner"/> should be using to
|
||||
/// set entities' IDs.
|
||||
/// </summary>
|
||||
public SyncDB SyncDB;
|
||||
/// <summary>
|
||||
/// The <see cref="EntityType.PC"/> prefab.
|
||||
/// </summary>
|
||||
public GameObject PCEntityPrefab;
|
||||
/// <summary>
|
||||
/// The <see cref="EntityType.NPC"/> prefab.
|
||||
/// </summary>
|
||||
public GameObject NPCEntityPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// Spawns an entity and returns that entity.
|
||||
/// </summary>
|
||||
/// <param name="type">Type.</param>
|
||||
/// <param name="position">Position.</param>
|
||||
/// <param name="ids">The ids of the entity's synced components. Should be
|
||||
/// set if they exist already (eg. the server has sent them over). These
|
||||
/// ids should be from <see cref="SyncDB.GetEntityIDs"/>. To create new
|
||||
/// ids, leave as the default (null).</param>
|
||||
public GameObject Spawn(EntityType type, Vector3 position, uint[] ids = null) {
|
||||
GameObject Spawned = null;
|
||||
switch (type) {
|
||||
case EntityType.PC:
|
||||
Spawned = Instantiate(PCEntityPrefab, position, new Quaternion(), transform);
|
||||
break;
|
||||
case EntityType.NPC:
|
||||
Spawned = Instantiate(NPCEntityPrefab, position, new Quaternion(), transform);
|
||||
break;
|
||||
}
|
||||
if (Spawned != null) {
|
||||
if (ids != null) {
|
||||
SyncDB.AddEntity(Spawned, ids);
|
||||
} else {
|
||||
SyncDB.AddEntity(Spawned, SyncDB.GetNewEntityIDs(Spawned));
|
||||
}
|
||||
}
|
||||
return Spawned;
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
Spawn(EntityType.PC, new Vector3());
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (Input.GetButtonDown("Jump") && !Term.IsVisible()) {
|
||||
Spawn(EntityType.NPC, new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-2f, 2f)));
|
||||
}
|
||||
}
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A base class for all syncable components. An instance of
|
||||
/// <see cref="SyncDB"/> will contain all of the game's synced components.
|
||||
/// </summary>
|
||||
public class SyncBase : MonoBehaviour {
|
||||
/// <summary>
|
||||
/// The ID this syncable component can be found with from its parent
|
||||
/// <see cref="SyncDB"/>.
|
||||
/// </summary>
|
||||
public uint ID;
|
||||
}
|
@ -1,103 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A database of the game's all syncable components. Syncable components are
|
||||
/// the instances of the subclasses of <see cref="SyncBase"/>.
|
||||
/// </summary>
|
||||
public class SyncDB : MonoBehaviour {
|
||||
private static readonly Type[] SyncableClasses = new Type[]{
|
||||
typeof(Character)
|
||||
};
|
||||
|
||||
private uint IDCounter = 0;
|
||||
private Dictionary<uint, SyncBase> Database = new Dictionary<uint, SyncBase>();
|
||||
|
||||
/// <summary>
|
||||
/// Add an entity to the database with the given IDs.
|
||||
/// </summary>
|
||||
/// <param name="gameObject">Game object.</param>
|
||||
/// <param name="ids">The IDs. Should be from <see cref="GetEntityIDs"/> or
|
||||
/// <see cref="GetNewEntityIDs"/>, since the order is important.</param>
|
||||
public void AddEntity(GameObject gameObject, uint[] ids) {
|
||||
int Index = 0;
|
||||
for (int i = 0; i < SyncableClasses.Length; i++) {
|
||||
SyncBase Syncable = (SyncBase) gameObject.GetComponent(SyncableClasses[i]);
|
||||
if (Syncable != null) {
|
||||
Syncable.ID = ids[Index];
|
||||
Database[ids[Index++]] = Syncable;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Makes an ordered list of the given gameobject's syncable components'
|
||||
/// IDs.
|
||||
/// </summary>
|
||||
/// <returns>The IDs.</returns>
|
||||
/// <param name="gameObject">Game object.</param>
|
||||
/// <param name="newIDs">Whether or not new IDs are created.
|
||||
/// <see cref="GetNewEntityIDs"/> is a shorthand for this function with
|
||||
/// this parameter set to true.</param>
|
||||
public uint[] GetEntityIDs(GameObject gameObject, bool newIDs = false) {
|
||||
List<uint> IDs = new List<uint>();
|
||||
for (int i = 0; i < SyncableClasses.Length; i++) {
|
||||
SyncBase Syncable = (SyncBase) gameObject.GetComponent(SyncableClasses[i]);
|
||||
if (Syncable != null) {
|
||||
if (newIDs) {
|
||||
Syncable.ID = CreateID();
|
||||
}
|
||||
IDs.Add(Syncable.ID);
|
||||
}
|
||||
}
|
||||
uint[] IDArray = new uint[IDs.Count];
|
||||
for (int i = 0; i < IDs.Count; i++) {
|
||||
IDArray[i] = IDs[i];
|
||||
}
|
||||
return IDArray;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an ordered list of the given gameobject's syncable components'
|
||||
/// IDs. See <see cref="GetEntityIDs"/> for more information.
|
||||
/// </summary>
|
||||
/// <returns>The new IDs.</returns>
|
||||
/// <param name="gameObject">Game object.</param>
|
||||
public uint[] GetNewEntityIDs(GameObject gameObject) {
|
||||
return GetEntityIDs(gameObject, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a synced component by its ID.
|
||||
/// </summary>
|
||||
/// <param name="id">The ID.</param>
|
||||
public SyncBase Get(uint id) {
|
||||
return Database[id];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new ID which isn't in use yet.
|
||||
/// </summary>
|
||||
/// <returns>A new, free ID.</returns>
|
||||
public uint CreateID() {
|
||||
uint ID;
|
||||
try {
|
||||
ID = IDCounter++;
|
||||
} catch (OverflowException) {
|
||||
ID = 0;
|
||||
IDCounter = 1;
|
||||
}
|
||||
while (Database.ContainsKey(ID) && ID < uint.MaxValue) {
|
||||
ID++;
|
||||
if (ID < uint.MaxValue - 1) IDCounter = ID + 1;
|
||||
}
|
||||
if (Database.ContainsKey(ID)) {
|
||||
// Somehow we've managed to fill up the whole database.
|
||||
// I can't even imagine why or how.
|
||||
Debug.LogError("!!!WARNING!!! The SyncDB is full. Update the game to use longs instead of uints. !!!WARNING!!!");
|
||||
}
|
||||
return ID;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user