Remove RemotePlayer prefab and script (use Player instead), implement jumping pckt
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| @ -78,7 +78,7 @@ namespace NeonTea.Quakeball.Networking.Instances { | ||||
|                 } | ||||
|             } else if (packet is PlayerJumpPckt) { | ||||
|                 PlayerJumpPckt jump = (PlayerJumpPckt)packet; | ||||
|                 // Jump! | ||||
|                 Players[jump.PlayerId].Controlled.Jump(); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
| @ -86,7 +86,7 @@ namespace NeonTea.Quakeball.Networking.Instances { | ||||
|             if (pckt.PlayerId == LocalPlayer.Id) { | ||||
|                 return; // Ignore, again. | ||||
|             } | ||||
|             Players[pckt.PlayerId].Controlled.GetComponent<RemotePlayer>().ProcessPacket(pckt); | ||||
|             Players[pckt.PlayerId].Controlled.ProcessPacket(ref pckt); | ||||
|         } | ||||
| 
 | ||||
|         public override void UpdateLocalPlayer() { | ||||
|  | ||||
| @ -78,14 +78,15 @@ namespace NeonTea.Quakeball.Networking.Instances { | ||||
|                 PlayerUpdatePckt updatePckt = (PlayerUpdatePckt)packet; | ||||
|                 if (Players[conn.uid].Controlled != null) { | ||||
|                     updatePckt.PlayerId = conn.uid; | ||||
|                     Players[conn.uid].Controlled.GetComponent<RemotePlayer>().ProcessPacket(updatePckt); | ||||
|                     Players[conn.uid].Controlled.ProcessPacket(ref updatePckt); | ||||
|                 } | ||||
|             } else if (packet is PlayerJumpPckt) { | ||||
|                 PlayerJumpPckt jump = (PlayerJumpPckt)packet; | ||||
|                 if (Players[conn.uid].Controlled != null) { | ||||
|                     // Check if Players[conn.uid].Controlled can jump, and do the following if true | ||||
|                     jump.PlayerId = conn.uid; | ||||
|                     SendReliableToAll(jump); | ||||
|                     if (Players[conn.uid].Controlled.Jump()) { | ||||
|                         jump.PlayerId = conn.uid; | ||||
|                         SendReliableToAll(jump); | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
|  | ||||
| @ -10,8 +10,6 @@ namespace NeonTea.Quakeball.Players { | ||||
|         public Transform Camera; | ||||
|         public bool DisableInput = false; | ||||
| 
 | ||||
|         public RemotePlayer TestingPlayer; | ||||
| 
 | ||||
|         private float Lean = 0; | ||||
| 
 | ||||
|         private Player Player; | ||||
| @ -73,18 +71,21 @@ namespace NeonTea.Quakeball.Players { | ||||
|             Camera.localEulerAngles = new Vector3(Player.Pitch, Player.Yaw, Lean); | ||||
| 
 | ||||
|             if (Time.time - PreviousPlayerUpdate >= 1f / Player.UpdateFrequency) { | ||||
|                 PreviousPlayerUpdate = Time.time; | ||||
| 
 | ||||
|                 Vector2 MovementInput = MoveAction.ReadValue<Vector2>(); | ||||
|                 Vector3 Move = new Vector3(MovementInput.x, 0, MovementInput.y); | ||||
|                 Move = Quaternion.Euler(0, Player.Yaw, 0) * Move; | ||||
|                 Player.MoveDirection = Move; | ||||
|                 Player.CurrentMoveStyle = CrouchAction.ReadValue<float>() > 0 ? (byte)1 : (byte)0; | ||||
|                 Player.Jumping = WantsToJump; | ||||
|                 PreviousPlayerUpdate = Time.time; | ||||
|                 WantsToJump = false; | ||||
| 
 | ||||
|                 if (Networking.Net.Singleton.Instance != null) { | ||||
|                     Networking.Net.Singleton.Instance.UpdateLocalPlayer(); | ||||
|                 } | ||||
| 
 | ||||
|                 if (WantsToJump && Player.Jump()) { | ||||
|                     Networking.Net.Singleton.Instance.LocalPlayerJump(); | ||||
|                 } | ||||
|                 WantsToJump = false; | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|  | ||||
| @ -31,9 +31,6 @@ namespace NeonTea.Quakeball.Players { | ||||
|         /// <summary>The direction the player is going.</summary> | ||||
|         public Vector3 MoveDirection; | ||||
| 
 | ||||
|         /// <summary>The player's desire to jump currently.</summary> | ||||
|         public bool Jumping; | ||||
| 
 | ||||
|         /// <summary>The amount of movement the player wants to happen.</summary> | ||||
|         /// <remarks>Without analog controls, always 0 or 1.</remarks> | ||||
|         public float InputSpeed; | ||||
| @ -90,6 +87,15 @@ namespace NeonTea.Quakeball.Players { | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public bool Jump() { | ||||
|             if (IsGrounded()) { | ||||
|                 GravitationalVelocity = Vector3.up * MoveStyle.JumpVelocity; | ||||
|                 return true; | ||||
|             } else { | ||||
|                 return false; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public bool IsGrounded() { | ||||
|             return Time.time - GroundedTime <= CoyoteTime && Vector3.Dot(GravitationalVelocity, Vector3.down) >= 0; | ||||
|         } | ||||
| @ -111,14 +117,10 @@ namespace NeonTea.Quakeball.Players { | ||||
|         private void UpdateMovement() { | ||||
|             bool Grounded = IsGrounded(); | ||||
| 
 | ||||
|             if (Grounded) { | ||||
|                 if (Vector3.Dot(Vector3.down, GravitationalVelocity) > 0) { | ||||
|                     GravitationalVelocity = Vector3.zero; | ||||
|                 } | ||||
|                 if (Jumping) { | ||||
|                     GravitationalVelocity = Vector3.up * MoveStyle.JumpVelocity; | ||||
|                 } | ||||
|             } else { | ||||
|             bool FallingDown = Vector3.Dot(Vector3.down, GravitationalVelocity) > 0; | ||||
|             if (Grounded && FallingDown) { | ||||
|                 GravitationalVelocity = Vector3.zero; | ||||
|             } else if (!Grounded) { | ||||
|                 GravitationalVelocity += Physics.gravity * Time.deltaTime; | ||||
|             } | ||||
| 
 | ||||
|  | ||||
| @ -1,19 +0,0 @@ | ||||
| using UnityEngine; | ||||
| using NeonTea.Quakeball.Networking.Packets; | ||||
| using NeonTea.Quakeball.Interface; | ||||
| 
 | ||||
| namespace NeonTea.Quakeball.Players { | ||||
|     /// <summary>A controller class for a remote player. Gets updates from the network and touches the relevant components.</summary> | ||||
|     [RequireComponent(typeof(Player))] | ||||
|     public class RemotePlayer : MonoBehaviour { | ||||
|         private Player Player; | ||||
| 
 | ||||
|         public void ProcessPacket(PlayerUpdatePckt packet) { | ||||
|             Player.ProcessPacket(ref packet); | ||||
|         } | ||||
| 
 | ||||
|         private void Awake() { | ||||
|             Player = GetComponent<Player>(); | ||||
|         } | ||||
|     } | ||||
| } | ||||
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