167 lines
5.5 KiB
C#
167 lines
5.5 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Networking;
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using Cyber.Networking.Clientside;
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namespace Cyber.Entities.SyncBases {
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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 interaction distance of this player.
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/// </summary>
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public float InteractionDistance = 2.0f;
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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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/// <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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private Vector3 MovementDirection = new Vector3();
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private Vector3 ServerPosition = new Vector3();
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private bool ServerPositionShouldLerpSync = false;
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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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/// 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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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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}
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/// <summary>
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/// Sets the position of this character.
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/// </summary>
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/// <param name="Position">Position.</param>
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public void SetPosition(Vector3 Position) {
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transform.position = Position;
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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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/// <summary>
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/// Returns the current movement direction;
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/// </summary>
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/// <returns>The Movement Direction Vector3</returns>
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public Vector3 GetMovementDirection() {
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return MovementDirection;
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}
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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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return new Vector3(Head.localEulerAngles.x,
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transform.localEulerAngles.y, Head.localEulerAngles.z);
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}
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/// <summary>
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/// Returns the position of this character.
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/// </summary>
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/// <returns>The position.</returns>
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public Vector3 GetPosition() {
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return transform.position;
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}
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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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ServerPosition = reader.ReadVector3();
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Vector3 ServerMovementDirection = reader.ReadVector3();
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Vector3 ServerRotation = reader.ReadVector3();
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float Drift = (ServerPosition - GetPosition()).magnitude;
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// Update position if this is the local player
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Character LocalCharacter = Client.GetConnectedPlayer().Character;
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if (Drift > MovementSpeed * 0.5f && LocalCharacter.Equals(this)) {
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SetPosition(ServerPosition);
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MovementDirection = ServerMovementDirection;
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}
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// Update position more often (with lerping) if this is not the local player
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if (Drift < 0.1) {
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ServerPositionShouldLerpSync = false;
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} else if (!LocalCharacter.Equals(this)) {
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ServerPositionShouldLerpSync = true;
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}
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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(GetPosition());
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writer.Write(MovementDirection);
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writer.Write(GetRotation());
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}
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private void Update() {
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if (ServerPositionShouldLerpSync) {
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SetPosition(Vector3.Lerp(GetPosition(), ServerPosition, 10f * Time.deltaTime));
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}
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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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}
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