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