added network movement

This commit is contained in:
DerTyp187
2021-10-21 14:21:11 +02:00
parent 9f66155cd7
commit ebf1078775
8 changed files with 392 additions and 34 deletions

View File

@@ -7,6 +7,7 @@ public class Player : MonoBehaviour
[SerializeField] int health;
[SerializeField] float SyncIntervalSeconds = 5.0f;
[SerializeField] GameObject GameManager;
private PlayerMaster playerMaster;

View File

@@ -1,11 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
// https://youtu.be/PmIPqGqp8UY
// https://youtu.be/n-KX8AeGK7E?t=997
public class PlayerController : MonoBehaviour
public class PlayerController : NetworkBehaviour
{
[Header("Mouse Look")]
[SerializeField] private Transform playerCamera = null;
@@ -47,18 +48,34 @@ public class PlayerController : MonoBehaviour
private void Start()
{
controller = GetComponent<CharacterController>();
if (lockCursor)
if (IsLocalPlayer)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
else
{
playerCamera.gameObject.SetActive(false);
}
}
private void Update()
{
UpdateMouseLook();
Grounded();
UpdateMovement();
if (IsLocalPlayer)
{
UpdateMouseLook();
Grounded();
UpdateMovement();
}
else
{
playerCamera.gameObject.SetActive(false);
}
}
private void Grounded()
{
@@ -72,10 +89,6 @@ public class PlayerController : MonoBehaviour
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
fullPitch -= currentMouseDelta.y * mouseSensitivity;
fullPitch = Mathf.Clamp(fullPitch,-maxCameraAngle,-minCameraAngle);
//cameraPitch = Mathf.Clamp(fullPitch, -90, 45);
//neckPitch = Mathf.Clamp(fullPitch, 45, 90);
Debug.Log("fullPitch: " + fullPitch);
if (fullPitch >= neckStartAngle) {
playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
@@ -88,13 +101,7 @@ public class PlayerController : MonoBehaviour
}
playerCamera.position = playerNeck.position;
playerCamera.position += playerNeck.up * neckLength;
/*
playerNeck.localEulerAngles = Vector3.right * neckPitch;
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
playerCamera.position = playerNeck.position;
playerCamera.position += playerNeck.up * neckLength;*/
//playerCamera.RotateAround(playerNeck.position, Vector3.right, cameraPitch* Mathf.Deg2Rad - playerCamera.transform.rotation.x);
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
}
private void UpdateMovement()

View File

@@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
using MLAPI.NetworkVariable;
using MLAPI.Transports;
using MLAPI.Messaging;
using TMPro;
public class PlayerNetworkingScript : NetworkBehaviour
{
public NetworkVariableInt dice = new NetworkVariableInt(new NetworkVariableSettings
{
WritePermission = NetworkVariablePermission.ServerOnly,
ReadPermission = NetworkVariablePermission.Everyone
});
private void Update()
{
if (Input.GetKeyDown(KeyCode.J))
{
Debug.Log("J");
NetworkManager.Singleton.StopHost();
NetworkManager.Singleton.StartClient();
}
}
}

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@@ -0,0 +1,11 @@
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