Files
TheDeclineOfWarriors/Assets/FishNet/Demos/SceneManager/Additive Scenes/Scripts/Player.cs
T
2026-03-30 20:11:57 +07:00

93 lines
3.0 KiB
C#

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