Cyber/Assets/Scripts/Entities/Character.cs

129 lines
4.2 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Networking;
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;
/// <summary>
/// The head transform for looking around.
/// </summary>
public Transform Head;
private Vector3 MovementDirection = new Vector3();
private Vector3 ServerPosition = new Vector3();
private bool SyncToServerPosition = false;
/// <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>
/// Sets the character's rotation.
/// </summary>
/// <param name="EulerAngles">Rotation in euler angles.</param>
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;
}
/// <summary>
/// Whether the player is moving or not.
/// </summary>
public bool Moving() {
return MovementDirection.sqrMagnitude != 0;
}
/// <summary>
/// The character's rotation. Intended to be given as an input to
/// <see cref="SetRotation"/>.
/// </summary>
/// <returns>The rotation.</returns>
public Vector3 GetRotation() {
return new Vector3(Head.localEulerAngles.x,
transform.localEulerAngles.y, Head.localEulerAngles.z);
}
/// <summary>
/// Gets the Sync Handletype for Character, which doesn't require hash differences and syncs every tick.
/// </summary>
/// <returns></returns>
public override SyncHandletype GetSyncHandletype() {
return new SyncHandletype(false, 1);
}
/// <summary>
/// Deserializes the character.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {
ServerPosition = reader.ReadVector3();
float Drift = (ServerPosition - transform.position).magnitude;
if (Drift > 1) {
SyncToServerPosition = true;
} else if (Drift < 0.01) {
SyncToServerPosition = false;
}
Vector3 rot = reader.ReadVector3();
}
/// <summary>
/// Serializes the character.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
writer.Write(transform.position);
writer.Write(GetRotation());
}
private void Update() {
if (SyncToServerPosition) {
// LERP version
//transform.position = Vector3.Lerp(transform.position, ServerPosition, 50f * Time.deltaTime);
// Non-LERP version
transform.position = ServerPosition;
SyncToServerPosition = false;
}
}
private void FixedUpdate() {
CharacterController.Move(MovementDirection * MovementSpeed * Time.fixedDeltaTime);
}
}
}