[Add] FishNet
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using FishNet.Connection;
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using FishNet.Object;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace FishNet.Demo.AdditiveScenes
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{
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public class Player : NetworkBehaviour
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{
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[SerializeField]
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private Transform _ownerObjects;
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[SerializeField]
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private float _moveRate = 2f;
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private List<Waypoint> _wayPoints = new();
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private int _goalIndex;
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private Vector3 _goalOffset;
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private bool _foundWaypoints;
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public override void OnOwnershipClient(NetworkConnection prevOwner)
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{
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_ownerObjects.gameObject.SetActive(IsOwner);
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}
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private void Update()
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{
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if (!TryFindWaypoints())
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return;
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Vector3 posGoal = _wayPoints[_goalIndex].transform.position + _goalOffset;
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transform.position = Vector3.MoveTowards(transform.position, posGoal, _moveRate * Time.deltaTime);
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Vector3 lookDirection = (posGoal - transform.position).normalized;
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// Rotate to goal if there is a look direction.
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if (lookDirection != Vector3.zero)
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{
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Quaternion rot = Quaternion.LookRotation((posGoal - transform.position).normalized, transform.up);
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transform.rotation = Quaternion.RotateTowards(transform.rotation, rot, 270f * Time.deltaTime);
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}
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// If at goal set next goal.
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if (transform.position == posGoal)
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{
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_goalIndex++;
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// Reset index to 0 if at last goal.
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if (_goalIndex >= _wayPoints.Count)
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_goalIndex = 0;
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}
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}
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private bool TryFindWaypoints()
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{
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if (_foundWaypoints)
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return true;
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//Only the server uses waypoints.
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if (!IsServerStarted)
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return false;
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_wayPoints = FindObjectsOfType<Waypoint>().ToList();
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/* There are expected 4 waypoints in this test -- if only
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* one is found then the other scenes did not load yet. */
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if (_wayPoints.Count != 4)
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return false;
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/* Stagger spawn position slightly depending on player count.
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* Also inverse direction so players cross each other when more
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* than one. This is just demo fanciness. */
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if (ServerManager.Clients.Count % 2 == 0)
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{
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_goalOffset = new(-0.5f, 0f, 0f);
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_wayPoints = _wayPoints.OrderBy(x => x.WaypointIndex).ToList();
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}
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else
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{
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_goalOffset = new(0.5f, 0f, 0f);
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_wayPoints = _wayPoints.OrderByDescending(x => x.WaypointIndex).ToList();
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}
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// Snap to current waypoint.
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transform.position = _wayPoints[0].transform.position + _goalOffset;
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// Set goal to next waypoint.
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_goalIndex = 1;
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_foundWaypoints = true;
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return true;
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}
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}
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}
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