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By: Quandtum
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Blender Version: 2.66a, r55057
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22
Assets/Mirror/Examples/Movement/Scripts/Move.cs
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using UnityEngine;
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using Mirror;
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public class Move : NetworkBehaviour
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{
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public CharacterController controller;
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public float rotationSpeed = 6;
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void Update()
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{
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|
if (!isLocalPlayer) return;
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transform.Rotate(0, Input.GetAxis("Horizontal") * rotationSpeed, 0);
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8
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Normal file
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8
Assets/Mirror/Examples/Pong/Scripts.meta
Normal file
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53
Assets/Mirror/Examples/Pong/Scripts/Ball.cs
Normal file
@ -0,0 +1,53 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using Mirror;
|
||||||
|
|
||||||
|
public class Ball : NetworkBehaviour
|
||||||
|
{
|
||||||
|
public float speed = 30;
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|
|
||||||
|
[ServerCallback] // only call this on server
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|
void Start()
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|
{
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|
// Initial Velocity
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|
GetComponent<Rigidbody2D>().velocity = Vector2.right * speed;
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}
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||||||
|
float HitFacgtor(Vector2 ballPos, Vector2 racketPos, float racketHeight)
|
||||||
|
{
|
||||||
|
// ascii art:
|
||||||
|
// || 1 <- at the top of the racket
|
||||||
|
// ||
|
||||||
|
// || 0 <- at the middle of the racket
|
||||||
|
// ||
|
||||||
|
// || -1 <- at the bottom of the racket
|
||||||
|
return (ballPos.y - racketPos.y) / racketHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
[ServerCallback] // only call this on server
|
||||||
|
void OnCollisionEnter2D(Collision2D col)
|
||||||
|
{
|
||||||
|
// Note: 'col' holds the collision information. If the
|
||||||
|
// Ball collided with a racket, then:
|
||||||
|
// col.gameObject is the racket
|
||||||
|
// col.transform.position is the racket's position
|
||||||
|
// col.collider is the racket's collider
|
||||||
|
|
||||||
|
// did we hit a racket? then we need to calculate the hit factor
|
||||||
|
if (col.transform.GetComponent<Player>())
|
||||||
|
{
|
||||||
|
// Calculate y direction via hit Factor
|
||||||
|
float y = HitFacgtor(transform.position,
|
||||||
|
col.transform.position,
|
||||||
|
col.collider.bounds.size.y);
|
||||||
|
|
||||||
|
// Calculate x direction via opposite collision
|
||||||
|
float x = col.relativeVelocity.x > 0 ? 1 : -1;
|
||||||
|
|
||||||
|
// Calculate direction, make length=1 via .normalized
|
||||||
|
Vector2 dir = new Vector2(x, y).normalized;
|
||||||
|
|
||||||
|
// Set Velocity with dir * speed
|
||||||
|
GetComponent<Rigidbody2D>().velocity = dir * speed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
12
Assets/Mirror/Examples/Pong/Scripts/Ball.cs.meta
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Assets/Mirror/Examples/Pong/Scripts/Player.cs
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using Mirror;
|
||||||
|
|
||||||
|
public class Player : NetworkBehaviour
|
||||||
|
{
|
||||||
|
public float speed = 30;
|
||||||
|
|
||||||
|
// need to use FixedUpdate for rigidbody
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
// only let the local player control the racket.
|
||||||
|
// don't control other player's rackets
|
||||||
|
if (!isLocalPlayer) return;
|
||||||
|
|
||||||
|
float vertical = Input.GetAxisRaw("Vertical");
|
||||||
|
GetComponent<Rigidbody2D>().velocity = new Vector2(0, vertical) * speed;
|
||||||
|
}
|
||||||
|
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After Width: | Height: | Size: 2.7 KiB |
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Normal file
@ -0,0 +1,3 @@
|
|||||||
|
The Mirror DLLs in the Plugins folder are MIT licensed:
|
||||||
|
|
||||||
|
https://github.com/vis2k/Mirror
|
7
Assets/Mirror/License.txt.meta
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11
Assets/Mirror/Readme.txt
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
Mirror is a MMO Scale Networking library for Unity, used in uMMORPG, uSurvival
|
||||||
|
and several MMO projects in development.
|
||||||
|
|
||||||
|
https://github.com/vis2k/Mirror
|
||||||
|
|
||||||
|
Documentation:
|
||||||
|
https://vis2k.github.io/Mirror/
|
||||||
|
|
||||||
|
Support:
|
||||||
|
Discord: https://discordapp.com/invite/N9QVxbM
|
||||||
|
Bug Reports: https://github.com/vis2k/Mirror/issues
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7
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||||||
|
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||||||
|
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|
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|
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daydream:
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1
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Normal file
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|
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191
ProjectSettings/QualitySettings.asset
Normal file
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|
%YAML 1.1
|
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|
%TAG !u! tag:unity3d.com,2011:
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--- !u!47 &1
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excludedTargetPlatforms: []
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name: Medium
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shadowResolution: 0
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shadowProjection: 1
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shadowProjection: 1
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shadowCascades: 2
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shadowNearPlaneOffset: 3
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shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
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antiAliasing: 0
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lodBias: 1
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asyncUploadTimeSlice: 2
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asyncUploadBufferSize: 4
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particleRaycastBudget: 1024
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asyncUploadTimeSlice: 2
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m_PerPlatformDefaultQuality:
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|
Android: 2
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|
Nintendo 3DS: 5
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||||||
|
Nintendo Switch: 5
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PS4: 5
|
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PSM: 5
|
||||||
|
PSP2: 2
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Standalone: 5
|
||||||
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Tizen: 2
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|
WebGL: 3
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|
WiiU: 5
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|
Windows Store Apps: 5
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|
XboxOne: 5
|
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|
iPhone: 2
|
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|
tvOS: 2
|
43
ProjectSettings/TagManager.asset
Normal file
@ -0,0 +1,43 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
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|
--- !u!78 &1
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|
TagManager:
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|
serializedVersion: 2
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tags: []
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|
layers:
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|
- TransparentFX
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|
- Ignore Raycast
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||||||
|
-
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|
- Water
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|
- UI
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|
-
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|
-
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|
-
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|
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|
-
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|
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|
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|
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|
-
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
-
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|
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|
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|
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|
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|
uniqueID: 0
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|
9
ProjectSettings/TimeManager.asset
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!5 &1
|
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|
TimeManager:
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|
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Fixed Timestep: 0.02
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Maximum Allowed Timestep: 0.33333334
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|
m_TimeScale: 1
|
||||||
|
Maximum Particle Timestep: 0.03
|
34
ProjectSettings/UnityConnectSettings.asset
Normal file
@ -0,0 +1,34 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!310 &1
|
||||||
|
UnityConnectSettings:
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||||||
|
m_ObjectHideFlags: 0
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|
m_Enabled: 1
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m_TestMode: 0
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|
m_TestConfigUrl:
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|
m_TestInitMode: 0
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CrashReportingSettings:
|
||||||
|
m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes
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m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate
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|
m_Enabled: 0
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m_CaptureEditorExceptions: 1
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UnityPurchasingSettings:
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|
m_Enabled: 0
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UnityAnalyticsSettings:
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|
m_Enabled: 0
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m_InitializeOnStartup: 1
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m_TestMode: 0
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m_TestEventUrl:
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m_TestConfigUrl:
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UnityAdsSettings:
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|
m_Enabled: 0
|
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m_InitializeOnStartup: 1
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m_TestMode: 0
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m_IosGameId:
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m_AndroidGameId:
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m_GameIds: {}
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m_GameId:
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PerformanceReportingSettings:
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