Merge branch 'master' of https://github.com/Saltosion/Cyber
This commit is contained in:
commit
7134c406f3
@ -1,49 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <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);
|
||||
}
|
||||
}
|
@ -4,26 +4,32 @@ using System.Text.RegularExpressions;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Controls an input and an output to implement a console interface to call
|
||||
/// arbitrary commands which can be set from anywhere in the program through
|
||||
/// <see cref="Term"/>.
|
||||
/// </summary>
|
||||
public class DebugConsole : MonoBehaviour {
|
||||
namespace Cyber.Console {
|
||||
|
||||
/// <summary>
|
||||
/// Controls an input and an output to implement a console interface to call
|
||||
/// arbitrary commands which can be set from anywhere in the program through
|
||||
/// <see cref="Term"/>.
|
||||
/// </summary>
|
||||
public class DebugConsole : MonoBehaviour {
|
||||
|
||||
private static readonly Regex CommandPartRegex = new Regex("([^ \"]+ )|(\"[^\"]+\")");
|
||||
|
||||
/// <summary>
|
||||
/// The parent of the <see cref="InputField"/> and <see cref="TextField"/>.
|
||||
/// </summary>
|
||||
public GameObject Panel;
|
||||
|
||||
/// <summary>
|
||||
/// The input for the console.
|
||||
/// </summary>
|
||||
public InputField InputField;
|
||||
|
||||
/// <summary>
|
||||
/// The output for the console.
|
||||
/// </summary>
|
||||
public Text TextField;
|
||||
|
||||
/// <summary>
|
||||
/// Controls the visibility of the console. For how this is controlled in-game, see <see cref="Update"/>.
|
||||
/// </summary>
|
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@ -151,4 +157,5 @@ public class DebugConsole : MonoBehaviour {
|
||||
}
|
||||
Rect.offsetMin = OffsetMin;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,14 +1,18 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
/// <summary>
|
||||
/// Class that defines an action that commands in the
|
||||
/// <see cref="DebugConsole"/> might use.
|
||||
/// </summary>
|
||||
public class DebugConsoleAction {
|
||||
namespace Cyber.Console {
|
||||
|
||||
/// <summary>
|
||||
/// Class that defines an action that commands in the
|
||||
/// <see cref="DebugConsole"/> might use.
|
||||
/// </summary>
|
||||
public class DebugConsoleAction {
|
||||
|
||||
/// <summary>
|
||||
/// A delegate for all of the actions that commands do.
|
||||
/// </summary>
|
||||
public delegate void Action(List<string> command);
|
||||
|
||||
/// <summary>
|
||||
/// A description that will be shown when using the "help (command)" command in the console.
|
||||
/// </summary>
|
||||
@ -33,4 +37,5 @@ public class DebugConsoleAction {
|
||||
public void Call(List<string> command) {
|
||||
ActionFunc(command);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2,10 +2,13 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A class that has static functions for printing text in the DebugConsole.
|
||||
/// </summary>
|
||||
public class Term {
|
||||
namespace Cyber.Console {
|
||||
|
||||
/// <summary>
|
||||
/// A class that has static functions for printing text in the DebugConsole.
|
||||
/// </summary>
|
||||
public class Term {
|
||||
|
||||
private static DebugConsole Console;
|
||||
|
||||
/// <summary>
|
||||
@ -63,4 +66,5 @@ public class Term {
|
||||
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:
|
52
Assets/Scripts/Entities/Character.cs
Normal file
52
Assets/Scripts/Entities/Character.cs
Normal file
@ -0,0 +1,52 @@
|
||||
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
|
||||
}
|
@ -1,4 +1,5 @@
|
||||
using Cyber.Networking.Messages;
|
||||
using Cyber.Console;
|
||||
using Cyber.Networking.Messages;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
|
@ -3,6 +3,7 @@ using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Cyber.Networking.Clientside;
|
||||
using Cyber.Networking.Serverside;
|
||||
using Cyber.Console;
|
||||
|
||||
namespace Cyber.Networking {
|
||||
|
||||
|
@ -1,4 +1,5 @@
|
||||
using Cyber.Networking.Messages;
|
||||
using Cyber.Console;
|
||||
using Cyber.Networking.Messages;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
|
@ -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