mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Merge branch 'player-master' into game-master
This commit is contained in:
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Health:
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72
Assets/Scripts/GameManager/PlayerMaster.cs
Normal file
72
Assets/Scripts/GameManager/PlayerMaster.cs
Normal file
@@ -0,0 +1,72 @@
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class PlayerMaster : MonoBehaviour
|
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{
|
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[Header("PlayerMaster")]
|
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[SerializeField] private List<ServerPlayer> Players = new List<ServerPlayer>(); //Contains All Players which are currently connected/in-game
|
||||
|
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//JUST FOR DEBUG
|
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[SerializeField] private GameObject TestPlayer;
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|
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private void Update()
|
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{
|
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//JUST FOR DEBUG
|
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Players[0].AddKills(1);
|
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}
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|
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|
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private void Start()
|
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{
|
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foreach(GameObject p in GameObject.FindGameObjectsWithTag("Player"))
|
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{
|
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Players.Add(new ServerPlayer(p));
|
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}
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|
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|
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InvokeRepeating("TestDamage", 3.0f, 3f);
|
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}
|
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|
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public void TestDamage()
|
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{
|
||||
Players[0].RemoveHealth(10);
|
||||
}
|
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//Join
|
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public void OnPlayerJoin(GameObject player) //When a Player joins
|
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{
|
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foreach (ServerPlayer p in Players)
|
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{
|
||||
if (p.Player == player)
|
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{
|
||||
Debug.Log("Joined Player already exits");
|
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return;
|
||||
}
|
||||
}
|
||||
Players.Add(new ServerPlayer(player));
|
||||
}
|
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|
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//Leave
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public void OnPlayerLeave(GameObject player) //When a Player leaves
|
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{
|
||||
foreach (ServerPlayer p in Players)
|
||||
{
|
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if (p.Player == player)
|
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{
|
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Players.Remove(p);
|
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}
|
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}
|
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}
|
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|
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public int SyncHealth(GameObject player)
|
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{
|
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foreach (ServerPlayer p in Players)
|
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{
|
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if (p.Player == player)
|
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{
|
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return p.GetHealth();
|
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}
|
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}
|
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return -1;
|
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}
|
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}
|
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11
Assets/Scripts/GameManager/PlayerMaster.cs.meta
Normal file
11
Assets/Scripts/GameManager/PlayerMaster.cs.meta
Normal file
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114
Assets/Scripts/GameManager/ServerPlayer.cs
Normal file
114
Assets/Scripts/GameManager/ServerPlayer.cs
Normal file
@@ -0,0 +1,114 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ServerPlayer
|
||||
{
|
||||
public GameObject Player;
|
||||
public bool isAlive;
|
||||
private int health;
|
||||
private int kills;
|
||||
private int deaths;
|
||||
private const int defaultHp = 100;
|
||||
|
||||
public ServerPlayer(GameObject _Player, bool _isAlive = true, int _health = defaultHp, int _kills = 0, int _deaths = 0)
|
||||
{
|
||||
Player = _Player;
|
||||
isAlive = _isAlive;
|
||||
health = _health;
|
||||
kills = _kills;
|
||||
deaths = _deaths;
|
||||
}
|
||||
|
||||
public void Respawn()
|
||||
{
|
||||
isAlive = true;
|
||||
}
|
||||
|
||||
public void Die()
|
||||
{
|
||||
isAlive = false;
|
||||
AddDeaths(1);
|
||||
}
|
||||
|
||||
//Health
|
||||
public void AddHealth(int value)
|
||||
{
|
||||
if (isAlive)
|
||||
{
|
||||
health += value;
|
||||
}
|
||||
|
||||
}
|
||||
public void RemoveHealth(int value)
|
||||
{
|
||||
if (isAlive)
|
||||
{
|
||||
health -= value;
|
||||
if (health <= 0)
|
||||
{
|
||||
AddDeaths(1);
|
||||
health = 0;
|
||||
Die();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
public void SetHealth(int value)
|
||||
{
|
||||
if (isAlive)
|
||||
{
|
||||
health = value;
|
||||
if (health <= 0)
|
||||
{
|
||||
AddDeaths(1);
|
||||
health = 0;
|
||||
Die();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int GetHealth()
|
||||
{
|
||||
return health;
|
||||
}
|
||||
|
||||
//Kills
|
||||
public void AddKills(int value)
|
||||
{
|
||||
kills += value;
|
||||
}
|
||||
public void RemoveKills(int value)
|
||||
{
|
||||
kills -= value;
|
||||
}
|
||||
public void SetKills(int value)
|
||||
{
|
||||
kills = value;
|
||||
}
|
||||
|
||||
public int GetKills()
|
||||
{
|
||||
return kills;
|
||||
}
|
||||
|
||||
//Deaths
|
||||
public void AddDeaths(int value)
|
||||
{
|
||||
deaths += value;
|
||||
}
|
||||
public void RemoveDeaths(int value)
|
||||
{
|
||||
deaths -= value;
|
||||
}
|
||||
public void SetDeaths(int value)
|
||||
{
|
||||
deaths = value;
|
||||
}
|
||||
|
||||
public int GetDeaths()
|
||||
{
|
||||
return deaths;
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/GameManager/ServerPlayer.cs.meta
Normal file
11
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Normal file
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35
Assets/Scripts/Player/Player.cs
Normal file
35
Assets/Scripts/Player/Player.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
[SerializeField] int health;
|
||||
[SerializeField] float SyncIntervalSeconds = 5.0f;
|
||||
[SerializeField] GameObject GameManager;
|
||||
|
||||
private PlayerMaster playerMaster;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
playerMaster = GameManager.GetComponent<PlayerMaster>();
|
||||
InvokeRepeating("Sync", 3.0f, SyncIntervalSeconds);
|
||||
}
|
||||
|
||||
|
||||
private void Sync()
|
||||
{
|
||||
Debug.Log("Sync");
|
||||
health = playerMaster.SyncHealth(gameObject);
|
||||
}
|
||||
|
||||
public void SubstractHealth(int value)
|
||||
{
|
||||
health -= value;
|
||||
}
|
||||
|
||||
public void AddHealth(int value)
|
||||
{
|
||||
health += value;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Player/Player.cs.meta
Normal file
11
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Normal file
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|
||||
@@ -80,7 +80,7 @@ public class PlayerController : MonoBehaviour
|
||||
//Jump
|
||||
if (Input.GetButtonDown("Jump") && isGrounded)
|
||||
{
|
||||
Debug.Log("Jump");
|
||||
//Debug.Log("Jump");
|
||||
velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user