mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 20:52:10 +01:00
191 lines
3.6 KiB
C#
191 lines
3.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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public class Player : NetworkBehaviour
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{
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Lobby lobby;
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public bool isAlive = true;
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public Team team;
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[SerializeField] PlayerUIController playerUIController;
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[SerializeField] private const int defaultHp = 100;
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GameObject GameManager;
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GameMaster gameMaster;
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public ulong clientId;
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[SyncVar(hook = nameof(SetName))]
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public string username;
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[SerializeField] GameObject usernameTextObj;
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[SerializeField] [SyncVar] public int health = 100;
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private int kills;
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private int deaths;
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private void Start()
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{
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lobby = GameObject.Find("LobbyManager").GetComponent<Lobby>();
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/*GameManager = GameObject.Find("MatchController");
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gameMaster = GameManager.GetComponent<GameMaster>();
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if (isServer)
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{
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health = defaultHp;
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gameMaster.RegisterPlayer(GetComponent<Player>());
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//respawnPos(gameMaster.RespawnRequest(this.gameObject, team.teamID));
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}*/
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}
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private void Update()
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{
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if (isLocalPlayer)
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{
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if (Input.GetKeyDown(KeyCode.N))
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{
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playerUIController.showHit();
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}
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}
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}
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public override void OnStartLocalPlayer()
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{
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base.OnStartClient();
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}
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public void SetName(string oldName, string newName)
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{
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username = newName;
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usernameTextObj.GetComponent<TMPro.TextMeshPro>().SetText(username);
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}
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public string GetName()
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{
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return name;
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}
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public void Respawn()
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{
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}
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[Command]
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void CmdRespawnRequest()
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{
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respawnPos(gameMaster.RespawnRequest(this.gameObject, team.teamID));
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isAlive = true;
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}
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[ClientRpc]
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public void respawnPos(Vector3 pos)
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{
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GetComponent<CharacterController>().enabled = false;
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transform.position = pos;
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GetComponent<CharacterController>().enabled = true;
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health = defaultHp;
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isAlive = true;
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}
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public void Die()
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{
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isAlive = false;
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AddDeaths(1);
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Debug.Log("DIE");
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}
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//Health
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public void AddHealth(int value)
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{
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if (isAlive)
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{
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health += value;
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}
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}
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public void RemoveHealth(int value)
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{
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if (isAlive)
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{
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ShowHit();
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health -= value;
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if (health <= 0)
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{
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health = 0;
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Die();
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}
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}
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}
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[ClientRpc]
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private void ShowHit()
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{
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playerUIController.showHit();
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}
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public void SetHealth(int value)
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{
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if (isAlive)
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{
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health = value;
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if (health <= 0)
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{
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AddDeaths(1);
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health = 0;
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Die();
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}
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}
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}
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public int GetHealth()
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{
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return health;
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}
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//Kills
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public void AddKills(int value)
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{
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kills += value;
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}
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public void RemoveKills(int value)
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{
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kills -= value;
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}
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public void SetKills(int value)
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{
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kills = value;
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}
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public int GetKills()
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{
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return kills;
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}
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//Deaths
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public void AddDeaths(int value)
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{
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deaths += value;
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}
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public void RemoveDeaths(int value)
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{
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deaths -= value;
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}
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public void SetDeaths(int value)
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{
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deaths = value;
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}
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public int GetDeaths()
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{
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return deaths;
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}
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}
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