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diff --git a/Assets/Mirror/Examples/TopDownShooter/Scenes/MirrorTopDownShooter.unity.meta b/Assets/Mirror/Examples/TopDownShooter/Scenes/MirrorTopDownShooter.unity.meta
new file mode 100644
index 000000000..696bf008f
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+++ b/Assets/Mirror/Examples/TopDownShooter/Scenes/MirrorTopDownShooter.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Mirror/Examples/TopDownShooter/Scenes/MirrorTopDownShooter/NavMesh-Floor.asset b/Assets/Mirror/Examples/TopDownShooter/Scenes/MirrorTopDownShooter/NavMesh-Floor.asset
new file mode 100644
index 000000000..8960ee908
Binary files /dev/null and b/Assets/Mirror/Examples/TopDownShooter/Scenes/MirrorTopDownShooter/NavMesh-Floor.asset differ
diff --git a/Assets/Mirror/Examples/TopDownShooter/Scenes/MirrorTopDownShooter/NavMesh-Floor.asset.meta 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 @@
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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 @@
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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
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+++ b/Assets/Mirror/Examples/TopDownShooter/Scripts/CameraTopDown.cs.meta
@@ -0,0 +1,11 @@
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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 @@
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+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
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@@ -0,0 +1,11 @@
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+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
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new file mode 100644
index 000000000..ec6ebab80
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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
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diff --git a/Assets/Mirror/Examples/_Common/KenneyAssets/kenney_kenney-fonts/License.txt b/Assets/Mirror/Examples/_Common/KenneyAssets/kenney_kenney-fonts/License.txt
new file mode 100644
index 000000000..4e6e6209b
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+
+
+ Font package (free)
+
+ Created/distributed by Kenney (www.kenney.nl)
+
+ ------------------------------
+
+ License: (Creative Commons Zero, CC0)
+ http://creativecommons.org/publicdomain/zero/1.0/
+
+ This content is free to use in personal, educational and commercial projects.
+ Support us by crediting (Kenney or www.kenney.nl), this is not mandatory.
+
+ ------------------------------
+
+ Donate: http://support.kenney.nl
+ Request: http://request.kenney.nl
+ Patreon: http://patreon.com/kenney/
+
+ Follow on Twitter for updates:
+ @KenneyNL
\ No newline at end of file
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+
+
+ RPG Audio
+
+ by Kenney Vleugels (Kenney.nl)
+
+ ------------------------------
+
+ License (Creative Commons Zero, CC0)
+ http://creativecommons.org/publicdomain/zero/1.0/
+
+ You may use these assets in personal and commercial projects.
+ Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
+
+ ------------------------------
+
+ Donate: http://support.kenney.nl
+ Request: http://request.kenney.nl
+
+ Follow on Twitter for updates:
+ @KenneyNL
\ No newline at end of file
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+License (Creative Commons Zero, CC0)
+http://creativecommons.org/publicdomain/zero/1.0/
+You may use these assets in personal and commercial projects.
+
+Various indiviudual Credits
+"The Good Fight" Music by Christovix Games
\ No newline at end of file
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