Multiplayer Updated
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Mirror.Examples.AdditiveLevels
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{
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[AddComponentMenu("")]
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public class AdditiveLevelsNetworkManager : NetworkManager
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{
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public static new AdditiveLevelsNetworkManager singleton { get; private set; }
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/// <summary>
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/// Runs on both Server and Client
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/// Networking is NOT initialized when this fires
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/// </summary>
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public override void Awake()
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{
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base.Awake();
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singleton = this;
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}
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[Header("Additive Scenes - First is start scene")]
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[Scene, Tooltip("Add additive scenes here.\nFirst entry will be players' start scene")]
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public string[] additiveScenes;
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[Header("Fade Control - See child FadeCanvas")]
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[Tooltip("Reference to FadeInOut script on child FadeCanvas")]
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public FadeInOut fadeInOut;
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// This is set true after server loads all subscene instances
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bool subscenesLoaded;
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// This is managed in LoadAdditive, UnloadAdditive, and checked in OnClientSceneChanged
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bool isInTransition;
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#region Scene Management
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/// <summary>
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/// Called on the server when a scene is completed loaded, when the scene load was initiated by the server with ServerChangeScene().
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/// </summary>
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/// <param name="sceneName">The name of the new scene.</param>
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public override void OnServerSceneChanged(string sceneName)
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{
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// This fires after server fully changes scenes, e.g. offline to online
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// If server has just loaded the Container (online) scene, load the subscenes on server
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if (sceneName == onlineScene)
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StartCoroutine(ServerLoadSubScenes());
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}
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IEnumerator ServerLoadSubScenes()
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{
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foreach (string additiveScene in additiveScenes)
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yield return SceneManager.LoadSceneAsync(additiveScene, new LoadSceneParameters
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{
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loadSceneMode = LoadSceneMode.Additive,
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localPhysicsMode = LocalPhysicsMode.Physics3D // change this to .Physics2D for a 2D game
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});
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subscenesLoaded = true;
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}
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/// <summary>
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/// Called from ClientChangeScene immediately before SceneManager.LoadSceneAsync is executed
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/// <para>This allows client to do work / cleanup / prep before the scene changes.</para>
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/// </summary>
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/// <param name="sceneName">Name of the scene that's about to be loaded</param>
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/// <param name="sceneOperation">Scene operation that's about to happen</param>
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/// <param name="customHandling">true to indicate that scene loading will be handled through overrides</param>
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public override void OnClientChangeScene(string sceneName, SceneOperation sceneOperation, bool customHandling)
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{
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//Debug.Log($"{System.DateTime.Now:HH:mm:ss:fff} OnClientChangeScene {sceneName} {sceneOperation}");
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if (sceneOperation == SceneOperation.UnloadAdditive)
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StartCoroutine(UnloadAdditive(sceneName));
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if (sceneOperation == SceneOperation.LoadAdditive)
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StartCoroutine(LoadAdditive(sceneName));
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}
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IEnumerator LoadAdditive(string sceneName)
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{
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isInTransition = true;
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// This will return immediately if already faded in
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// e.g. by UnloadAdditive or by default startup state
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yield return fadeInOut.FadeIn();
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// host client is on server...don't load the additive scene again
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if (mode == NetworkManagerMode.ClientOnly)
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{
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// Start loading the additive subscene
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loadingSceneAsync = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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while (loadingSceneAsync != null && !loadingSceneAsync.isDone)
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yield return null;
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}
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// Reset these to false when ready to proceed
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NetworkClient.isLoadingScene = false;
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isInTransition = false;
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OnClientSceneChanged();
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// Reveal the new scene content.
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yield return fadeInOut.FadeOut();
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}
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IEnumerator UnloadAdditive(string sceneName)
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{
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isInTransition = true;
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// This will return immediately if already faded in
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// e.g. by LoadAdditive above or by default startup state.
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yield return fadeInOut.FadeIn();
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// host client is on server...don't unload the additive scene here.
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if (mode == NetworkManagerMode.ClientOnly)
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{
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yield return SceneManager.UnloadSceneAsync(sceneName);
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yield return Resources.UnloadUnusedAssets();
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}
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// Reset these to false when ready to proceed
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NetworkClient.isLoadingScene = false;
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isInTransition = false;
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OnClientSceneChanged();
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// There is no call to FadeOut here on purpose.
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// Expectation is that a LoadAdditive or full scene change
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// will follow that will call FadeOut after that scene loads.
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}
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/// <summary>
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/// Called on clients when a scene has completed loaded, when the scene load was initiated by the server.
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/// <para>Scene changes can cause player objects to be destroyed. The default implementation of OnClientSceneChanged in the NetworkManager is to add a player object for the connection if no player object exists.</para>
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/// </summary>
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/// <param name="conn">The network connection that the scene change message arrived on.</param>
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public override void OnClientSceneChanged()
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{
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// Only call the base method if not in a transition.
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// This will be called from LoadAdditive / UnloadAdditive after setting isInTransition to false
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// but will also be called first by Mirror when the scene loading finishes.
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if (!isInTransition)
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base.OnClientSceneChanged();
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}
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#endregion
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#region Server System Callbacks
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/// <summary>
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/// Called on the server when a client is ready.
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/// <para>The default implementation of this function calls NetworkServer.SetClientReady() to continue the network setup process.</para>
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/// </summary>
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/// <param name="conn">Connection from client.</param>
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public override void OnServerReady(NetworkConnectionToClient conn)
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{
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// This fires from a Ready message client sends to server after loading the online scene
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base.OnServerReady(conn);
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if (conn.identity == null)
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StartCoroutine(AddPlayerDelayed(conn));
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}
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// This delay is mostly for the host player that loads too fast for the
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// server to have subscenes async loaded from OnServerSceneChanged ahead of it.
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IEnumerator AddPlayerDelayed(NetworkConnectionToClient conn)
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{
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// Wait for server to async load all subscenes for game instances
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while (!subscenesLoaded)
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yield return null;
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// Send Scene msg to client telling it to load the first additive scene
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conn.Send(new SceneMessage { sceneName = additiveScenes[0], sceneOperation = SceneOperation.LoadAdditive, customHandling = true });
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// We have Network Start Positions in first additive scene...pick one
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Transform start = GetStartPosition();
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// Instantiate player as child of start position - this will place it in the additive scene
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// This also lets player object "inherit" pos and rot from start position transform
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GameObject player = Instantiate(playerPrefab, start);
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// now set parent null to get it out from under the Start Position object
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player.transform.SetParent(null);
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// Wait for end of frame before adding the player to ensure Scene Message goes first
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yield return new WaitForEndOfFrame();
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// Finally spawn the player object for this connection
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NetworkServer.AddPlayerForConnection(conn, player);
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}
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#endregion
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,71 @@
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Mirror.Examples.AdditiveLevels
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{
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public class FadeInOut : MonoBehaviour
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{
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// set these in the inspector
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[Tooltip("Reference to Image component on child panel")]
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public Image fadeImage;
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[Tooltip("Color to use during scene transition")]
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public Color fadeColor = Color.black;
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[Range(1, 100), Tooltip("Rate of fade in / out: higher is faster")]
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public byte stepRate = 2;
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float step;
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void OnValidate()
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{
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if (fadeImage == null)
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fadeImage = GetComponentInChildren<Image>();
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}
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void Start()
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{
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// Convert user-friendly setting value to working value
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step = stepRate * 0.001f;
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}
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/// <summary>
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/// Calculates FadeIn / FadeOut time.
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/// </summary>
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/// <returns>Duration in seconds</returns>
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public float GetDuration()
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{
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float frames = 1 / step;
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float frameRate = Time.deltaTime;
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float duration = frames * frameRate * 0.1f;
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return duration;
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}
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public IEnumerator FadeIn()
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{
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float alpha = fadeImage.color.a;
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while (alpha < 1)
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{
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yield return null;
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alpha += step;
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fadeColor.a = alpha;
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fadeImage.color = fadeColor;
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}
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}
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public IEnumerator FadeOut()
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{
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float alpha = fadeImage.color.a;
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while (alpha > 0)
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{
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yield return null;
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alpha -= step;
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fadeColor.a = alpha;
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fadeImage.color = fadeColor;
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,21 @@
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using UnityEngine;
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namespace Mirror.Examples.AdditiveLevels
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{
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// This script is attached to portal labels to keep them facing the camera
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public class LookAtMainCamera : MonoBehaviour
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{
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// This will be enabled by Portal script in OnStartClient
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void OnValidate()
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{
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this.enabled = false;
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}
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// LateUpdate so that all camera updates are finished.
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[ClientCallback]
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void LateUpdate()
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{
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transform.forward = Camera.main.transform.forward;
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}
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,44 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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// This sets up the scene camera for the local player
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namespace Mirror.Examples.AdditiveLevels
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{
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public class PlayerCamera : NetworkBehaviour
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{
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Camera mainCam;
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void Awake()
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{
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mainCam = Camera.main;
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}
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public override void OnStartLocalPlayer()
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{
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if (mainCam != null)
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{
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// configure and make camera a child of player with 3rd person offset
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mainCam.orthographic = false;
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mainCam.transform.SetParent(transform);
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mainCam.transform.localPosition = new Vector3(0f, 3f, -8f);
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mainCam.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
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}
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else
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Debug.LogWarning("PlayerCamera: Could not find a camera in scene with 'MainCamera' tag.");
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}
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public override void OnStopLocalPlayer()
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{
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if (mainCam != null)
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{
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mainCam.transform.SetParent(null);
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SceneManager.MoveGameObjectToScene(mainCam.gameObject, SceneManager.GetActiveScene());
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mainCam.orthographic = true;
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mainCam.orthographicSize = 15f;
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mainCam.transform.localPosition = new Vector3(0f, 70f, 0f);
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mainCam.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,186 @@
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using UnityEngine;
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namespace Mirror.Examples.AdditiveLevels
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{
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[RequireComponent(typeof(CapsuleCollider))]
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[RequireComponent(typeof(CharacterController))]
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[RequireComponent(typeof(NetworkTransformReliable))]
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[RequireComponent(typeof(Rigidbody))]
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public class PlayerController : NetworkBehaviour
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{
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public enum GroundState : byte { Jumping, Falling, Grounded }
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[Header("Avatar Components")]
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public CharacterController characterController;
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[Header("Movement")]
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[Range(1, 20)]
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public float moveSpeedMultiplier = 8f;
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[Header("Turning")]
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[Range(1f, 200f)]
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public float maxTurnSpeed = 100f;
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[Range(.5f, 5f)]
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public float turnDelta = 3f;
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[Header("Jumping")]
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[Range(0.1f, 1f)]
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public float initialJumpSpeed = 0.2f;
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[Range(1f, 10f)]
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public float maxJumpSpeed = 5f;
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[Range(0.1f, 1f)]
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public float jumpDelta = 0.2f;
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[Header("Diagnostics - Do Not Modify")]
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public GroundState groundState = GroundState.Grounded;
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[Range(-1f, 1f)]
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public float horizontal;
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[Range(-1f, 1f)]
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public float vertical;
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[Range(-200f, 200f)]
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public float turnSpeed;
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[Range(-10f, 10f)]
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public float jumpSpeed;
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[Range(-1.5f, 1.5f)]
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public float animVelocity;
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[Range(-1.5f, 1.5f)]
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public float animRotation;
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public Vector3Int velocity;
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public Vector3 direction;
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protected override void OnValidate()
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{
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base.OnValidate();
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if (characterController == null)
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characterController = GetComponent<CharacterController>();
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// Override CharacterController default values
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characterController.enabled = false;
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characterController.skinWidth = 0.02f;
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characterController.minMoveDistance = 0f;
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GetComponent<Rigidbody>().isKinematic = true;
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this.enabled = false;
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}
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public override void OnStartAuthority()
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{
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characterController.enabled = true;
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this.enabled = true;
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}
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public override void OnStopAuthority()
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{
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this.enabled = false;
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characterController.enabled = false;
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}
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||||
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||||
void Update()
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{
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if (!characterController.enabled)
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return;
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HandleTurning();
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HandleJumping();
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HandleMove();
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// Reset ground state
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if (characterController.isGrounded)
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groundState = GroundState.Grounded;
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else if (groundState != GroundState.Jumping)
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groundState = GroundState.Falling;
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// Diagnostic velocity...FloorToInt for display purposes
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velocity = Vector3Int.FloorToInt(characterController.velocity);
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}
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// TODO: Turning works while airborne...feature?
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void HandleTurning()
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{
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// Q and E cancel each other out, reducing the turn to zero.
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if (Input.GetKey(KeyCode.Q))
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turnSpeed = Mathf.MoveTowards(turnSpeed, -maxTurnSpeed, turnDelta);
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if (Input.GetKey(KeyCode.E))
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turnSpeed = Mathf.MoveTowards(turnSpeed, maxTurnSpeed, turnDelta);
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// If both pressed, reduce turning speed toward zero.
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if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.E))
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turnSpeed = Mathf.MoveTowards(turnSpeed, 0, turnDelta);
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// If neither pressed, reduce turning speed toward zero.
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if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
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turnSpeed = Mathf.MoveTowards(turnSpeed, 0, turnDelta);
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||||
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transform.Rotate(0f, turnSpeed * Time.deltaTime, 0f);
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||||
}
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||||
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||||
void HandleJumping()
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||||
{
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||||
// Handle variable force jumping.
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||||
// Jump starts with initial power on takeoff, and jumps higher / longer
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||||
// as player holds spacebar. Jump power is increased by a diminishing amout
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||||
// every frame until it reaches maxJumpSpeed, or player releases the spacebar,
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||||
// and then changes to the falling state until it gets grounded.
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||||
if (groundState != GroundState.Falling && Input.GetKey(KeyCode.Space))
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||||
{
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||||
if (groundState != GroundState.Jumping)
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||||
{
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||||
// Start jump at initial power.
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||||
groundState = GroundState.Jumping;
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||||
jumpSpeed = initialJumpSpeed;
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||||
}
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||||
else
|
||||
// Jumping has already started...increase power toward maxJumpSpeed over time.
|
||||
jumpSpeed = Mathf.MoveTowards(jumpSpeed, maxJumpSpeed, jumpDelta);
|
||||
|
||||
// If power has reached maxJumpSpeed, change to falling until grounded.
|
||||
// This prevents over-applying jump power while already in the air.
|
||||
if (jumpSpeed == maxJumpSpeed)
|
||||
groundState = GroundState.Falling;
|
||||
}
|
||||
else if (groundState != GroundState.Grounded)
|
||||
{
|
||||
// handles running off a cliff and/or player released Spacebar.
|
||||
groundState = GroundState.Falling;
|
||||
jumpSpeed = Mathf.Min(jumpSpeed, maxJumpSpeed);
|
||||
jumpSpeed += Physics.gravity.y * Time.deltaTime;
|
||||
}
|
||||
else
|
||||
jumpSpeed = Physics.gravity.y * Time.deltaTime;
|
||||
}
|
||||
|
||||
// TODO: Directional input works while airborne...feature?
|
||||
void HandleMove()
|
||||
{
|
||||
// Capture inputs
|
||||
horizontal = Input.GetAxis("Horizontal");
|
||||
vertical = Input.GetAxis("Vertical");
|
||||
|
||||
// Create initial direction vector without jumpSpeed (y-axis).
|
||||
direction = new Vector3(horizontal, 0f, vertical);
|
||||
|
||||
// Clamp so diagonal strafing isn't a speed advantage.
|
||||
direction = Vector3.ClampMagnitude(direction, 1f);
|
||||
|
||||
// Transforms direction from local space to world space.
|
||||
direction = transform.TransformDirection(direction);
|
||||
|
||||
// Multiply for desired ground speed.
|
||||
direction *= moveSpeedMultiplier;
|
||||
|
||||
// Add jumpSpeed to direction as last step.
|
||||
direction.y = jumpSpeed;
|
||||
|
||||
// Finally move the character.
|
||||
characterController.Move(direction * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 05e10150710dde14b83d3c8f5aa853c2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,98 @@
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using System.Text.RegularExpressions;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Mirror.Examples.AdditiveLevels
|
||||
{
|
||||
public class Portal : NetworkBehaviour
|
||||
{
|
||||
[Scene, Tooltip("Which scene to send player from here")]
|
||||
public string destinationScene;
|
||||
|
||||
[Tooltip("Where to spawn player in Destination Scene")]
|
||||
public Vector3 startPosition;
|
||||
|
||||
[Tooltip("Reference to child TextMesh label")]
|
||||
public TextMesh label; // don't depend on TMPro. 2019 errors.
|
||||
|
||||
[SyncVar(hook = nameof(OnLabelTextChanged))]
|
||||
public string labelText;
|
||||
|
||||
public void OnLabelTextChanged(string _, string newValue)
|
||||
{
|
||||
label.text = labelText;
|
||||
}
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
labelText = Path.GetFileNameWithoutExtension(destinationScene).Replace("MirrorAdditiveLevels","");
|
||||
|
||||
// Simple Regex to insert spaces before capitals, numbers
|
||||
labelText = Regex.Replace(labelText, @"\B[A-Z0-9]+", " $0");
|
||||
}
|
||||
|
||||
public override void OnStartClient()
|
||||
{
|
||||
if (label.TryGetComponent(out LookAtMainCamera lookAtMainCamera))
|
||||
lookAtMainCamera.enabled = true;
|
||||
}
|
||||
|
||||
// Note that I have created layers called Player(6) and Portal(7) and set them
|
||||
// up in the Physics collision matrix so only Player collides with Portal.
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// tag check in case you didn't set up the layers and matrix as noted above
|
||||
if (!other.CompareTag("Player")) return;
|
||||
|
||||
// applies to host client on server and remote clients
|
||||
if (other.TryGetComponent(out PlayerController playerController))
|
||||
playerController.enabled = false;
|
||||
|
||||
if (isServer)
|
||||
StartCoroutine(SendPlayerToNewScene(other.gameObject));
|
||||
}
|
||||
|
||||
[ServerCallback]
|
||||
IEnumerator SendPlayerToNewScene(GameObject player)
|
||||
{
|
||||
if (player.TryGetComponent(out NetworkIdentity identity))
|
||||
{
|
||||
NetworkConnectionToClient conn = identity.connectionToClient;
|
||||
if (conn == null) yield break;
|
||||
|
||||
// Tell client to unload previous subscene with custom handling (see NetworkManager::OnClientChangeScene).
|
||||
conn.Send(new SceneMessage { sceneName = gameObject.scene.path, sceneOperation = SceneOperation.UnloadAdditive, customHandling = true });
|
||||
|
||||
// wait for fader to complete
|
||||
yield return new WaitForSeconds(AdditiveLevelsNetworkManager.singleton.fadeInOut.GetDuration());
|
||||
|
||||
// Remove player after fader has completed
|
||||
NetworkServer.RemovePlayerForConnection(conn, false);
|
||||
|
||||
// reposition player on server and client
|
||||
player.transform.position = startPosition;
|
||||
|
||||
// Rotate player to face center of scene
|
||||
// Player is 2m tall with pivot at 0,1,0 so we need to look at
|
||||
// 1m height to not tilt the player down to look at origin
|
||||
player.transform.LookAt(Vector3.up);
|
||||
|
||||
// Move player to new subscene.
|
||||
SceneManager.MoveGameObjectToScene(player, SceneManager.GetSceneByPath(destinationScene));
|
||||
|
||||
// Tell client to load the new subscene with custom handling (see NetworkManager::OnClientChangeScene).
|
||||
conn.Send(new SceneMessage { sceneName = destinationScene, sceneOperation = SceneOperation.LoadAdditive, customHandling = true });
|
||||
|
||||
// Player will be spawned after destination scene is loaded
|
||||
NetworkServer.AddPlayerForConnection(conn, player);
|
||||
|
||||
// host client playerController would have been disabled by OnTriggerEnter above
|
||||
// Remote client players are respawned with playerController already enabled
|
||||
if (NetworkClient.localPlayer != null && NetworkClient.localPlayer.TryGetComponent(out PlayerController playerController))
|
||||
playerController.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0e680878006965146a8f9d85834c4d1c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user