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b/Assets/Mirror/Examples/TopDownShooter/Scenes/MirrorTopDownShooter/NavMesh-Floor.asset.meta new file mode 100644 index 000000000..1e51ba73f --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scenes/MirrorTopDownShooter/NavMesh-Floor.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9940e76b91e684063ad941650db50b8a +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 23800000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts.meta b/Assets/Mirror/Examples/TopDownShooter/Scripts.meta new file mode 100644 index 000000000..9480c657a --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1401a88c0fecb4796b7f0920acd14c4d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/CameraTopDown.cs b/Assets/Mirror/Examples/TopDownShooter/Scripts/CameraTopDown.cs new file mode 100644 index 000000000..1478e6acc --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/CameraTopDown.cs @@ -0,0 +1,22 @@ +using UnityEngine; + +namespace Mirror.Examples.TopDownShooter +{ + public class CameraTopDown : MonoBehaviour + { + public Transform playerTransform; + public Vector3 offset; + public float followSpeed = 5f; + +#if !UNITY_SERVER + void LateUpdate() + { + if (playerTransform != null) + { + Vector3 targetPosition = playerTransform.position + offset; + transform.position = Vector3.Lerp(transform.position, targetPosition, followSpeed * Time.deltaTime); + } + } +#endif + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/CameraTopDown.cs.meta b/Assets/Mirror/Examples/TopDownShooter/Scripts/CameraTopDown.cs.meta new file mode 100644 index 000000000..f73df7914 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/CameraTopDown.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a07de54c920be49f090362033974a3a9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasHUD.cs b/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasHUD.cs new file mode 100644 index 000000000..adbdcf2e2 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasHUD.cs @@ -0,0 +1,224 @@ +using UnityEngine; +using UnityEngine.UI; +using Mirror; + +namespace Mirror.Examples.TopDownShooter +{ + // Note: EventSystem is needed in your scene for Unitys UI Canvas + public class CanvasHUD : MonoBehaviour + { + public CanvasTopDown canvasTopDown; + + [SerializeField] private GameObject startButtonsGroup; + [SerializeField] private GameObject statusLabelsGroup; + + [SerializeField] private Button startHostButton; + [SerializeField] private Button startServerOnlyButton; + [SerializeField] private Button startClientButton; + + [SerializeField] private Button mainStopButton; + [SerializeField] private Text statusText; + + [SerializeField] private InputField inputNetworkAddress; + [SerializeField] private InputField inputPort; + +#if !UNITY_SERVER + private void Start() + { + // Init the input field with Network Manager's network address. + inputNetworkAddress.text = NetworkManager.singleton.networkAddress; + GetPort(); + + RegisterListeners(); + + //RegisterClientEvents(); + + CheckWebGLPlayer(); + } + + private void RegisterListeners() + { + // Add button listeners. These buttons are already added in the inspector. + startHostButton.onClick.AddListener(OnClickStartHostButton); + startServerOnlyButton.onClick.AddListener(OnClickStartServerButton); + startClientButton.onClick.AddListener(OnClickStartClientButton); + mainStopButton.onClick.AddListener(OnClickMainStopButton); + + // Add input field listener to update NetworkManager's Network Address + // when changed. + inputNetworkAddress.onValueChanged.AddListener(delegate { OnNetworkAddressChange(); }); + inputPort.onValueChanged.AddListener(delegate { OnPortChange(); }); + } + + // Not working at the moment. Can't register events. + /*private void RegisterClientEvents() + { + NetworkClient.OnConnectedEvent += OnClientConnect; + NetworkClient.OnDisconnectedEvent += OnClientDisconnect; + }*/ + + private void CheckWebGLPlayer() + { + // WebGL can't be host or server. + if (Application.platform == RuntimePlatform.WebGLPlayer) + { + startHostButton.interactable = false; + startServerOnlyButton.interactable = false; + } + } + + private void RefreshHUD() + { + if (!NetworkServer.active && !NetworkClient.isConnected) + { + StartButtons(); + } + else + { + StatusLabelsAndStopButtons(); + } + } + + private void StartButtons() + { + if (!NetworkClient.active) + { + statusLabelsGroup.SetActive(false); + startButtonsGroup.SetActive(true); + } + else + { + ShowConnectingStatus(); + } + } + + private void StatusLabelsAndStopButtons() + { + startButtonsGroup.SetActive(false); + statusLabelsGroup.SetActive(true); + + // Host + if (NetworkServer.active && NetworkClient.active) + { + statusText.text = $"Host: running via {Transport.active}"; + } + // Server only + else if (NetworkServer.active) + { + statusText.text = $"Server: running via {Transport.active}"; + } + // Client only + else if (NetworkClient.isConnected) + { + statusText.text = $"Client: connected to {NetworkManager.singleton.networkAddress} via {Transport.active}"; + } + + } + + private void ShowConnectingStatus() + { + startButtonsGroup.SetActive(false); + statusLabelsGroup.SetActive(true); + + statusText.text = "Connecting to " + NetworkManager.singleton.networkAddress + ".."; + } + + private void OnClickStartHostButton() + { + canvasTopDown.PlaySoundButtonUI(); + NetworkManager.singleton.StartHost(); + } + + private void OnClickStartServerButton() + { + canvasTopDown.PlaySoundButtonUI(); + NetworkManager.singleton.StartServer(); + } + + private void OnClickStartClientButton() + { + canvasTopDown.PlaySoundButtonUI(); + NetworkManager.singleton.StartClient(); + //ShowConnectingStatus(); + } + + private void OnClickMainStopButton() + { + canvasTopDown.PlaySoundButtonUI(); + if (NetworkClient.active && NetworkServer.active) + { + NetworkManager.singleton.StopHost(); + } + if (NetworkClient.active) + { + NetworkManager.singleton.StopClient(); + } + else + { + NetworkManager.singleton.StopServer(); + } + } + + private void OnNetworkAddressChange() + { + NetworkManager.singleton.networkAddress = inputNetworkAddress.text; + } + + private void OnPortChange() + { + SetPort(inputPort.text); + } + + private void SetPort(string _port) + { + // only show a port field if we have a port transport + // we can't have "IP:PORT" in the address field since this only + // works for IPV4:PORT. + // for IPV6:PORT it would be misleading since IPV6 contains ":": + // 2001:0db8:0000:0000:0000:ff00:0042:8329 + if (Transport.active is PortTransport portTransport) + { + // use TryParse in case someone tries to enter non-numeric characters + if (ushort.TryParse(_port, out ushort port)) + portTransport.Port = port; + } + } + + private void GetPort() + { + if (Transport.active is PortTransport portTransport) + { + inputPort.text = portTransport.Port.ToString(); + } + } + + private void Update() + { + RefreshHUD(); + } + + /* This does not work because we can't register the handler. + void OnClientConnect() {} + + private void OnClientDisconnect() + { + RefreshHUD(); + } + */ + + // Do a check for the presence of a Network Manager component when + // you first add this script to a gameobject. + private void Reset() + { +#if UNITY_2022_2_OR_NEWER + if (!FindAnyObjectByType()) + Debug.LogError("This component requires a NetworkManager component to be present in the scene. Please add!"); +#else + // Deprecated in Unity 2023.1 + if (!FindObjectOfType()) + Debug.LogError("This component requires a NetworkManager component to be present in the scene. Please add!"); +#endif + } +#endif + } +} diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasHUD.cs.meta b/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasHUD.cs.meta new file mode 100755 index 000000000..d00da9dd4 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasHUD.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 89f872f84342749b9a8f03a4bfa88ed7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasTopDown.cs b/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasTopDown.cs new file mode 100644 index 000000000..adfbb578a --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasTopDown.cs @@ -0,0 +1,97 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace Mirror.Examples.TopDownShooter +{ + public class CanvasTopDown : MonoBehaviour + { + public NetworkTopDown networkTopDown; + public PlayerTopDown playerTopDown; // This is automatically set by local players script + + public Button buttonSpawnEnemy, buttonRespawnPlayer; + public Text textEnemies, textKills; + + public GameObject shotMarker; + public GameObject deathSplatter; + public AudioSource soundGameIntro, soundGameLoop, soundButtonUI; + + +#if !UNITY_SERVER + private void Start() + { + buttonSpawnEnemy.onClick.AddListener(ButtonSpawnEnemy); + buttonRespawnPlayer.onClick.AddListener(ButtonRespawnPlayer); + + StartCoroutine(BGSound()); + } +#endif + + private void ButtonSpawnEnemy() + { +#if !UNITY_SERVER + PlaySoundButtonUI(); + networkTopDown.SpawnEnemy(); +#endif + } + + private void ButtonRespawnPlayer() + { +#if !UNITY_SERVER + PlaySoundButtonUI(); + playerTopDown.CmdRespawnPlayer(); +#endif + } + + public void UpdateEnemyUI(int value) + { +#if !UNITY_SERVER + textEnemies.text = "Enemies: " + value; +#endif + } + + public void UpdateKillsUI(int value) + { +#if !UNITY_SERVER + textKills.text = "Kills: " + value; +#endif + } + + public void ResetUI() + { +#if !UNITY_SERVER + if (NetworkServer.active) + { + buttonSpawnEnemy.gameObject.SetActive(true); + } + else + { + buttonSpawnEnemy.gameObject.SetActive(false); + } + + buttonRespawnPlayer.gameObject.SetActive(false); + shotMarker.SetActive(false); + textEnemies.text = "Enemies: 0"; + textKills.text = "Kills: 0"; +#endif + } + +#if !UNITY_SERVER + IEnumerator BGSound() + { + soundGameIntro.Play(); + yield return new WaitForSeconds(4.1f); + soundGameLoop.Play(); + + } +#endif + + public void PlaySoundButtonUI() + { +#if !UNITY_SERVER + soundButtonUI.Play(); +#endif + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasTopDown.cs.meta b/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasTopDown.cs.meta new file mode 100644 index 000000000..a67492f34 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/CanvasTopDown.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7c415e1bc259040ac9e72dea41b57c55 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/EnemyTopDown.cs b/Assets/Mirror/Examples/TopDownShooter/Scripts/EnemyTopDown.cs new file mode 100644 index 000000000..bc3ce8a24 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/EnemyTopDown.cs @@ -0,0 +1,179 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.AI; +using Mirror; + +namespace Mirror.Examples.TopDownShooter +{ + public class EnemyTopDown : NetworkBehaviour + { + private CanvasTopDown canvasTopDown; + + public float followDistance = 8f; // Distance at which the enemy will start following the target + public float findPlayersTime = 1.0f; // We want to avoid this being in Update, allow enemies to scan for playes every X time + public float distanceToKillAt = 0.5f; + + private NavMeshAgent agent; + private Transform closestTarget; + public Vector3 previousPosition; + + public GameObject enemyArt; + public GameObject idleSprite, aggroSprite; + public AudioSource soundDeath, soundAggro; + + void Awake() + { + //allow all to run this, they may need it for reference + canvasTopDown = GameObject.FindObjectOfType(); + } + + void Start() + { + previousPosition = this.transform.position; + + if (isServer) + { + agent = GetComponent(); + InvokeRepeating("FindClosestTarget", findPlayersTime, findPlayersTime); + } +#if !UNITY_SERVER + if (isClient) + { + InvokeRepeating("SetSprite", 0.1f, 0.1f); + } +#endif + } + + [ServerCallback] + void Update() + { + FollowTarget(); + } + + [ServerCallback] + void FindClosestTarget() + { + float closestDistance = Mathf.Infinity; + closestTarget = null; + + // This is our static player list, set and updated in players scripts via Start and OnDestroy. + foreach (PlayerTopDown target in PlayerTopDown.playerList) + { + float distanceToTarget = Vector3.Distance(transform.position, target.transform.position); + if (target.flashLightStatus == true) + { + // players with flashlight off, gets lower aggro by enemies + distanceToTarget = distanceToTarget / 2; + } + + // chase only if alive + if (target.playerStatus == 0 && distanceToTarget < closestDistance && distanceToTarget <= followDistance) + { + closestDistance = distanceToTarget; + closestTarget = target.transform; + + float distanceKill = Vector3.Distance(transform.position, target.transform.position); + if (distanceKill < distanceToKillAt) + { + target.Kill(); + } + } + } + + // Even with no target, Unitys nav agent continues moving to last set position + // We do not want this for a respawning enemy, so we manually stop the agent. + if (closestTarget == null) + { + agent.isStopped = true; + } + else + { + agent.isStopped = false; + } + } + + [ServerCallback] + void FollowTarget() + { + if (closestTarget != null) + { + agent.SetDestination(closestTarget.position); + } + } + + [ServerCallback] + public void Kill() + { + RpcKill(); + // Player host will run the RPC, but Server-Only will not, and we need the function to run that the rpc calls, so check and call it. + if (isServerOnly) + { + StartCoroutine(KillCoroutine()); + } + } + + [ClientRpc] + void RpcKill() + { + StartCoroutine(KillCoroutine()); + } + + IEnumerator KillCoroutine() + { +#if !UNITY_SERVER + soundDeath.Play(); + enemyArt.SetActive(false); + if (isClient) + { + GameObject splatter = Instantiate(canvasTopDown.deathSplatter, this.transform.position, this.transform.rotation); + Destroy(splatter, 5.0f); + } +#endif + yield return new WaitForSeconds(0.1f); + + if (isServer) + { + // reset enemy, rather than despawning, makes it look like a new enemy appears, better for performance too + closestTarget = null; + transform.position = new Vector3(Random.Range(canvasTopDown.networkTopDown.enemySpawnRangeX.x, canvasTopDown.networkTopDown.enemySpawnRangeX.y), 0, Random.Range(canvasTopDown.networkTopDown.enemySpawnRangeZ.x, canvasTopDown.networkTopDown.enemySpawnRangeZ.y)); + } + + yield return new WaitForSeconds(0.1f); +#if !UNITY_SERVER + enemyArt.SetActive(true); +#endif + if (isServer) + { + // spawn another, this means for every 1 enemy killed, 2 more appear, increasing difficulty + canvasTopDown.networkTopDown.SpawnEnemy(); + } + } + + [ClientCallback] + void SetSprite() + { +#if !UNITY_SERVER + // A simple way to change sprite animation, without networking it + // If not moving, be idle sprite, if moving, presume aggrod sprite. + if (this.transform.position == previousPosition) + { + if (idleSprite.activeInHierarchy == false) + { + idleSprite.SetActive(true); + aggroSprite.SetActive(false); + } + } + else + { + if (aggroSprite.activeInHierarchy == false) + { + idleSprite.SetActive(false); + aggroSprite.SetActive(true); + soundAggro.Play(); + } + previousPosition = this.transform.position; + } +#endif + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/EnemyTopDown.cs.meta b/Assets/Mirror/Examples/TopDownShooter/Scripts/EnemyTopDown.cs.meta new file mode 100644 index 000000000..145eeebc1 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/EnemyTopDown.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 72f6c4ff38c894d72957e061175c6cb9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/NetworkTopDown.cs b/Assets/Mirror/Examples/TopDownShooter/Scripts/NetworkTopDown.cs new file mode 100644 index 000000000..2fa5a39a6 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/NetworkTopDown.cs @@ -0,0 +1,66 @@ +using UnityEngine; +using Mirror; + +namespace Mirror.Examples.TopDownShooter +{ + public class NetworkTopDown : NetworkBehaviour + { + public CanvasTopDown canvasTopDown; + + // Have as many enemy variations as you want, remember to set them in NetworkManagers Registered Spawnable Prefabs array. + public GameObject[] enemyPrefabs; + // For our square map with no obstacles, we'l just set a range, for your own game, you may have set spawn points + public Vector2 enemySpawnRangeX; + public Vector2 enemySpawnRangeZ; + + [SyncVar(hook = nameof(OnEnemyCounterChanged))] + public int enemyCounter = 0; + + public override void OnStartServer() + { +#if !UNITY_SERVER + canvasTopDown.ResetUI(); +#endif + // Spawn one enemy on start of game, then let player host spawn more via button + SpawnEnemy(); + } + +#if !UNITY_SERVER + public override void OnStartClient() + { + canvasTopDown.ResetUI(); + } +#endif + + [ServerCallback] + public void SpawnEnemy() + { + if (isServer == false) + { + print("Only server can spawn enemies, or clients via cmd request."); + } + else + { + // Select random enemy prefab if we have more than one + GameObject enemy = Instantiate(enemyPrefabs[Random.Range(0, enemyPrefabs.Length)]); + // Set random spawn position depending on our ranges set via inspector + enemy.transform.position = new Vector3(Random.Range(enemySpawnRangeX.x, enemySpawnRangeX.y), 0, Random.Range(enemySpawnRangeZ.x, enemySpawnRangeZ.y)); + // Network spawn enemy to current and new players + NetworkServer.Spawn(enemy); + enemyCounter += 1; +#if !UNITY_SERVER + // update UI + canvasTopDown.UpdateEnemyUI(enemyCounter); +#endif + } + } + + void OnEnemyCounterChanged(int _Old, int _New) + { +#if !UNITY_SERVER + canvasTopDown.UpdateEnemyUI(enemyCounter); +#endif + } + + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/NetworkTopDown.cs.meta b/Assets/Mirror/Examples/TopDownShooter/Scripts/NetworkTopDown.cs.meta new file mode 100644 index 000000000..a46abf4a7 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/NetworkTopDown.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b1dcba379627a482ab84c8a73c92546d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/PlayerTopDown.cs b/Assets/Mirror/Examples/TopDownShooter/Scripts/PlayerTopDown.cs new file mode 100644 index 000000000..1eaeb6314 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/PlayerTopDown.cs @@ -0,0 +1,348 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Mirror; + +namespace Mirror.Examples.TopDownShooter +{ + public class PlayerTopDown : NetworkBehaviour + { + public readonly static List playerList = new List(); + + private Camera mainCamera; + private CameraTopDown cameraTopDown; + private CanvasTopDown canvasTopDown; + + public float moveSpeed = 5f; + public CharacterController characterController; + + public GameObject leftFoot, rightFoot; + private Vector3 previousPosition; + private Quaternion previousRotation; + + [SyncVar(hook = nameof(OnFlashLightChanged))] + public bool flashLightStatus = true; + public Light flashLight; + + [SyncVar(hook = nameof(OnKillsChanged))] + public int kills = 0; + + [SyncVar(hook = nameof(OnPlayerStatusChanged))] + public int playerStatus = 0; + public GameObject[] objectsToHideOnDeath; + + public float shootDistance = 100f; + public LayerMask hitLayers; + public GameObject muzzleFlash; + public AudioSource soundGunShot, soundDeath, soundFlashLight, soundLeftFoot, soundRightFoot; + +#if !UNITY_SERVER + public override void OnStartLocalPlayer() + { + // Grab and setup camera for local player only + mainCamera = Camera.main; + cameraTopDown = mainCamera.GetComponent(); + cameraTopDown.playerTransform = this.transform; + cameraTopDown.offset.y = 20.0f; // dramatic zoom out once players setup + canvasTopDown.playerTopDown = this; + + // We want 3D audio effects to be around the player, not the camera 50 meters in the air + // Otherwise it looks weird in-game, trust me + mainCamera.GetComponent().enabled = false; + this.gameObject.AddComponent(); + } +#endif + + void Awake() + { + // Allow all players to run this, they may need it for reference + canvasTopDown = GameObject.FindObjectOfType(); + } + + public void Start() + { + // If only server needs access to a player list, place the Add and Remove in public override void OnStartServer/OnStopServer + playerList.Add(this); + print("Player joined, total players: " + playerList.Count); + +#if !UNITY_SERVER + if (isClient) + { + InvokeRepeating("AnimatePlayer", 0.2f, 0.2f); + } +#endif + } + + public void OnDestroy() + { + playerList.Remove(this); + print("Player removed, total players: " + playerList.Count); + + if (mainCamera) { mainCamera.GetComponent().enabled = true; } + } + +#if !UNITY_SERVER + [ClientCallback] + void Update() + { + if (!Application.isFocused) return; + if (isOwned == false) { return; } + if (playerStatus != 0) { return; } // make sure we are alive + + // Handle movement + float moveHorizontal = Input.GetAxis("Horizontal"); + float moveVertical = Input.GetAxis("Vertical"); + + Vector3 movement = new Vector3(moveHorizontal, 0f, moveVertical); + if (movement.magnitude > 1f) movement.Normalize(); // Normalize to prevent faster diagonal movement + characterController.Move(movement * moveSpeed * Time.deltaTime); + + RotatePlayerToMouse(); + + if (Input.GetKeyDown(KeyCode.F)) + { + // We could optionally call this locally too, to avoid minor delay in the command->sync var hook result + CmdFlashLight(); + } + + // We currently have no shoot limiter, ideally thats a feature you would need to add. + if (Input.GetMouseButtonDown(0)) + { + Shoot(); + } + } +#endif + +#if !UNITY_SERVER + [ClientCallback] + void RotatePlayerToMouse() + { + Plane playerPlane = new Plane(Vector3.up, transform.position); + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + + if (playerPlane.Raycast(ray, out float hitDist)) + { + Vector3 targetPoint = ray.GetPoint(hitDist); + Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position); + transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, moveSpeed * Time.deltaTime); + } + } +#endif + +#if !UNITY_SERVER + [ClientCallback] + void Shoot() + { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + if (Physics.Raycast(ray, out hit, shootDistance, hitLayers)) + { + //print("Hit: " + hit.collider.gameObject.name); + + canvasTopDown.shotMarker.transform.position = hit.point; + + if (hit.collider.gameObject.GetComponent() != null) + { + CmdShoot(hit.collider.gameObject); + } + else + { + CmdShoot(null); + } + } + else + { + //print("Missed"); + } + } +#endif + +#if !UNITY_SERVER + IEnumerator GunShotEffect() + { + soundGunShot.Play(); + muzzleFlash.SetActive(true); + if (isLocalPlayer) + { + canvasTopDown.shotMarker.SetActive(true); + } + yield return new WaitForSeconds(0.1f); + muzzleFlash.SetActive(false); + if (isLocalPlayer) + { + canvasTopDown.shotMarker.SetActive(false); + } + } +#endif + + [Command] + public void CmdFlashLight() + { + if (flashLightStatus == true) + { + flashLightStatus = false; + } + else + { + flashLightStatus = true; + } + RpcFlashLight(); + } + + // our sync var hook, which sets flashlight status to the same on all clients for this player + void OnFlashLightChanged(bool _Old, bool _New) + { +#if !UNITY_SERVER + flashLight.enabled = _New; +#endif + } + + [ClientRpc] + void RpcFlashLight() + { +#if !UNITY_SERVER + soundFlashLight.Play(); +#endif + } + + [Command] + public void CmdShoot(GameObject target) + { + RpcShoot(); + if (target) + { + // you should check for a tag, not name contains + // this is a quick workaround to make sure the example works without custom tags that may not be in your project + if (target.name.Contains("Enemy")) + { + target.GetComponent().Kill(); + } + else if (CompareTag("Player") == true) // Player tag exists in unity by default, so we should be good to use it here + { + // Make sure they are alive/dont shoot themself + if (target.GetComponent().playerStatus != 0 || target == this.gameObject) { return; } + target.GetComponent().Kill(); + } + kills += 1; // update user kills sync var + } + } + + [ClientRpc] + void RpcShoot() + { +#if !UNITY_SERVER + StartCoroutine(GunShotEffect()); +#endif + } + + // hook for sync var kills + void OnKillsChanged(int _Old, int _New) + { +#if !UNITY_SERVER + // all players get your latest kill data, however only local player updates their UI + if (isLocalPlayer) + { + canvasTopDown.UpdateKillsUI(kills); + } +#endif + } + + [ClientCallback] + void AnimatePlayer() + { +#if !UNITY_SERVER + // A simple way to change sprite animation, without networking it + // If not moving or rotating, show no feet animation or sound, if moving, flick through footstep animations and sound effects. + if (this.transform.position == previousPosition && Quaternion.Angle(this.transform.rotation, previousRotation) < 20.0f) + { + rightFoot.SetActive(false); + leftFoot.SetActive(false); + } + else + { + if (rightFoot.activeInHierarchy) + { + leftFoot.SetActive(true); + rightFoot.SetActive(false); + soundLeftFoot.Play(); + } + else + { + leftFoot.SetActive(false); + rightFoot.SetActive(true); + soundRightFoot.Play(); + } + previousPosition = this.transform.position; + previousRotation = this.transform.rotation; + } +#endif + } + + [Command] + public void CmdRespawnPlayer() + { + // We use a number playerStatus here, rather than bool, as you can use it for other things such as delayed respawn, respawn armour, spectating etc + if (playerStatus == 0) + { + playerStatus = 1; + } + else + { + playerStatus = 0; + } + } + + // Our sync var hook for death and alive + void OnPlayerStatusChanged(int _Old, int _New) + { +#if !UNITY_SERVER + if (playerStatus == 0) // default/show + { + foreach (var obj in objectsToHideOnDeath) + { + obj.SetActive(true); + } + characterController.enabled = true; + if (isLocalPlayer) + { + this.transform.position = NetworkManager.startPositions[Random.Range(0, NetworkManager.startPositions.Count)].position; + canvasTopDown.buttonRespawnPlayer.gameObject.SetActive(false); + } + } + else if (playerStatus == 1) // death + { + // have meshes hidden, disable movement and show respawn button + foreach (var obj in objectsToHideOnDeath) + { + obj.SetActive(false); + } + characterController.enabled = false; + if (isLocalPlayer) + { + canvasTopDown.buttonRespawnPlayer.gameObject.SetActive(true); + } + } + // else if (playerStatus == 2) // can be used for other features, such as spectator, make local camera follow another player +#endif + } + + [ServerCallback] + public void Kill() + { + //print("Kill Player"); + playerStatus = 1; + RpcKill(); + } + + [ClientRpc] + void RpcKill() + { +#if !UNITY_SERVER + soundDeath.Play(); + GameObject splatter = Instantiate(canvasTopDown.deathSplatter, this.transform.position, this.transform.rotation); + Destroy(splatter, 5.0f); +#endif + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/PlayerTopDown.cs.meta b/Assets/Mirror/Examples/TopDownShooter/Scripts/PlayerTopDown.cs.meta new file mode 100644 index 000000000..ec6ebab80 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/PlayerTopDown.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e600b9ef999b64e7ba94300149e0a96e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/RespawnPortal.cs b/Assets/Mirror/Examples/TopDownShooter/Scripts/RespawnPortal.cs new file mode 100644 index 000000000..157f5554f --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/RespawnPortal.cs @@ -0,0 +1,52 @@ +using System.Collections; +using UnityEngine; + +namespace Mirror.Examples.TopDownShooter +{ + public class RespawnPortal : MonoBehaviour + { + public float rotationSpeed = 360f; // Degrees per second + public float shrinkDuration = 1f; // Time in seconds to shrink to zero + public AudioSource soundEffect; + + private Vector3 originalScale; + private float shrinkTimer; + +#if !UNITY_SERVER + void Awake() + { + // Store the original setup + originalScale = transform.localScale; + shrinkTimer = shrinkDuration; + } + + void OnEnable() + { + // By using OnEnable, it shortcuts the function to be called automatically when gameobject is SetActive false/true. + // Here we reset variables, and then call the Portal respawn effect + transform.localScale = originalScale; + shrinkTimer = shrinkDuration; + + StartCoroutine(StartEffect()); + } + + IEnumerator StartEffect() + { + soundEffect.Play(); + while (shrinkTimer > 0) + { + transform.Rotate(Vector3.up, rotationSpeed * Time.deltaTime); + + if (shrinkTimer > 0) + { + shrinkTimer -= Time.deltaTime; + float scale = Mathf.Clamp01(shrinkTimer / shrinkDuration); + transform.localScale = originalScale * scale; + + yield return new WaitForEndOfFrame(); + } + } + } +#endif + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/TopDownShooter/Scripts/RespawnPortal.cs.meta b/Assets/Mirror/Examples/TopDownShooter/Scripts/RespawnPortal.cs.meta new file mode 100644 index 000000000..592f71c88 --- /dev/null +++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/RespawnPortal.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9f8a07eafc4eb42f3a5152fe7d9255fa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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