feat: Updated example controllers

RuntimeData struct for inspector folding
This commit is contained in:
MrGadget 2024-09-30 03:49:43 -04:00
parent 53d8812281
commit 70351d96f4
6 changed files with 573 additions and 359 deletions

View File

@ -22,7 +22,7 @@ public struct OptionsKeys
public KeyCode ToggleUI;
}
public enum GroundState : byte { Jumping, Falling, Grounded }
public enum GroundState : byte { Grounded, Jumping, Falling }
[Serializable]
public struct MoveKeys
@ -145,46 +145,123 @@ public enum ControlOptions : byte
[Tooltip("Roll acceleration in degrees per second squared")]
public float rollAcceleration = 3f;
// Runtime data in a struct so it can be folded up in inspector
[Serializable]
public struct RuntimeData
{
[ReadOnly, SerializeField, Range(-1f, 1f)] float _horizontal;
[ReadOnly, SerializeField, Range(-1f, 1f)] float _vertical;
[ReadOnly, SerializeField, Range(-300f, 300f)] float _turnSpeed;
[ReadOnly, SerializeField, Range(-180f, 180f)] float _pitchAngle;
[ReadOnly, SerializeField, Range(-180f, 180f)] float _pitchSpeed;
[ReadOnly, SerializeField, Range(-180f, 180f)] float _rollAngle;
[ReadOnly, SerializeField, Range(-180f, 180f)] float _rollSpeed;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)] float _animVelocity;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)] float _animRotation;
[ReadOnly, SerializeField, Range(-1f, 1f)] float _mouseInputX;
[ReadOnly, SerializeField, Range(0, 30f)] float _mouseSensitivity;
[ReadOnly, SerializeField] GroundState _groundState;
[ReadOnly, SerializeField] Vector3 _direction;
[ReadOnly, SerializeField] Vector3Int _velocity;
[ReadOnly, SerializeField] GameObject _controllerUI;
#region Properties
public float horizontal
{
get => _horizontal;
internal set => _horizontal = value;
}
public float vertical
{
get => _vertical;
internal set => _vertical = value;
}
public float turnSpeed
{
get => _turnSpeed;
internal set => _turnSpeed = value;
}
public float pitchAngle
{
get => _pitchAngle;
internal set => _pitchAngle = value;
}
public float pitchSpeed
{
get => _pitchSpeed;
internal set => _pitchSpeed = value;
}
public float rollAngle
{
get => _rollAngle;
internal set => _rollAngle = value;
}
public float rollSpeed
{
get => _rollSpeed;
internal set => _rollSpeed = value;
}
public float animVelocity
{
get => _animVelocity;
internal set => _animVelocity = value;
}
public float animRotation
{
get => _animRotation;
internal set => _animRotation = value;
}
public float mouseInputX
{
get => _mouseInputX;
internal set => _mouseInputX = value;
}
public float mouseSensitivity
{
get => _mouseSensitivity;
internal set => _mouseSensitivity = value;
}
public GroundState groundState
{
get => _groundState;
internal set => _groundState = value;
}
public Vector3 direction
{
get => _direction;
internal set => _direction = value;
}
public Vector3Int velocity
{
get => _velocity;
internal set => _velocity = value;
}
public GameObject controllerUI
{
get => _controllerUI;
internal set => _controllerUI = value;
}
#endregion
}
[Header("Diagnostics")]
[ReadOnly, SerializeField]
GroundState groundState = GroundState.Grounded;
[ReadOnly, SerializeField, Range(-1f, 1f)]
float horizontal;
[ReadOnly, SerializeField, Range(-1f, 1f)]
float vertical;
[ReadOnly, SerializeField, Range(-1f, 1f)]
float mouseInputX;
[ReadOnly, SerializeField, Range(0, 30f)]
float mouseSensitivity;
[ReadOnly, SerializeField, Range(-300f, 300f)]
float turnSpeed;
[ReadOnly, SerializeField, Range(-180f, 180f)]
float pitchAngle;
[ReadOnly, SerializeField, Range(-180f, 180f)]
float pitchSpeed;
[ReadOnly, SerializeField, Range(-180f, 180f)]
float rollAngle;
[ReadOnly, SerializeField, Range(-180f, 180f)]
float rollSpeed;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)]
float animVelocity;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)]
float animRotation;
[ReadOnly, SerializeField]
Vector3 direction;
[ReadOnly, SerializeField]
Vector3Int velocity;
[ReadOnly, SerializeField]
GameObject controllerUI;
public RuntimeData runtimeData;
#region Network Setup
@ -235,8 +312,7 @@ public override void OnStartAuthority()
{
// Calculate DPI-aware sensitivity
float dpiScale = (Screen.dpi > 0) ? (Screen.dpi / BASE_DPI) : 1f;
mouseSensitivity = turnAcceleration * dpiScale;
//Debug.Log($"Screen DPI: {Screen.dpi}, DPI Scale: {dpiScale}, Adjusted Turn Acceleration: {turnAccelerationDPI}");
runtimeData.mouseSensitivity = turnAcceleration * dpiScale;
SetCursor(controlOptions.HasFlag(ControlOptions.MouseSteer));
@ -262,22 +338,22 @@ public override void OnStopAuthority()
public override void OnStartLocalPlayer()
{
if (ControllerUIPrefab != null)
controllerUI = Instantiate(ControllerUIPrefab);
runtimeData.controllerUI = Instantiate(ControllerUIPrefab);
if (controllerUI != null)
if (runtimeData.controllerUI != null)
{
if (controllerUI.TryGetComponent(out FlyerControllerUI canvasControlPanel))
if (runtimeData.controllerUI.TryGetComponent(out FlyerControllerUI canvasControlPanel))
canvasControlPanel.Refresh(moveKeys, flightKeys, optionsKeys);
controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
}
}
public override void OnStopLocalPlayer()
{
if (controllerUI != null)
Destroy(controllerUI);
controllerUI = null;
if (runtimeData.controllerUI != null)
Destroy(runtimeData.controllerUI);
runtimeData.controllerUI = null;
}
#endregion
@ -306,12 +382,12 @@ void Update()
// Reset ground state
if (characterController.isGrounded)
groundState = GroundState.Grounded;
else if (groundState != GroundState.Jumping)
groundState = GroundState.Falling;
runtimeData.groundState = GroundState.Grounded;
else if (runtimeData.groundState != GroundState.Jumping)
runtimeData.groundState = GroundState.Falling;
// Diagnostic velocity...FloorToInt for display purposes
velocity = Vector3Int.FloorToInt(characterController.velocity);
runtimeData.velocity = Vector3Int.FloorToInt(characterController.velocity);
}
void SetCursor(bool locked)
@ -335,8 +411,8 @@ void HandleOptions()
{
controlOptions ^= ControlOptions.ShowUI;
if (controllerUI != null)
controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
if (runtimeData.controllerUI != null)
runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
}
if (flightKeys.AutoLevel != KeyCode.None && Input.GetKeyUp(flightKeys.AutoLevel))
@ -354,28 +430,28 @@ void HandleTurning(float deltaTime)
if (moveKeys.TurnRight != KeyCode.None && Input.GetKey(moveKeys.TurnRight))
targetTurnSpeed += maxTurnSpeed;
turnSpeed = Mathf.MoveTowards(turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
transform.Rotate(0f, turnSpeed * deltaTime, 0f);
runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
transform.Rotate(0f, runtimeData.turnSpeed * deltaTime, 0f);
}
void HandleMouseSteer(float deltaTime)
{
// Accumulate mouse input over time
mouseInputX += Input.GetAxisRaw("Mouse X") * mouseSensitivity;
runtimeData.mouseInputX += Input.GetAxisRaw("Mouse X") * runtimeData.mouseSensitivity;
// Clamp the accumulator to simulate key press behavior
mouseInputX = Mathf.Clamp(mouseInputX, -1f, 1f);
runtimeData.mouseInputX = Mathf.Clamp(runtimeData.mouseInputX, -1f, 1f);
// Calculate target turn speed
float targetTurnSpeed = mouseInputX * maxTurnSpeed;
float targetTurnSpeed = runtimeData.mouseInputX * maxTurnSpeed;
// Use the same acceleration logic as HandleTurning
turnSpeed = Mathf.MoveTowards(turnSpeed, targetTurnSpeed, mouseSensitivity * maxTurnSpeed * deltaTime);
runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, runtimeData.mouseSensitivity * maxTurnSpeed * deltaTime);
// Apply rotation
transform.Rotate(0f, turnSpeed * deltaTime, 0f);
transform.Rotate(0f, runtimeData.turnSpeed * deltaTime, 0f);
mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, mouseSensitivity * deltaTime);
runtimeData.mouseInputX = Mathf.MoveTowards(runtimeData.mouseInputX, 0f, runtimeData.mouseSensitivity * deltaTime);
}
void HandlePitch(float deltaTime)
@ -396,15 +472,15 @@ void HandlePitch(float deltaTime)
inputDetected = true;
}
pitchSpeed = Mathf.MoveTowards(pitchSpeed, targetPitchSpeed, pitchAcceleration * maxPitchSpeed * deltaTime);
runtimeData.pitchSpeed = Mathf.MoveTowards(runtimeData.pitchSpeed, targetPitchSpeed, pitchAcceleration * maxPitchSpeed * deltaTime);
// Apply pitch rotation
pitchAngle += pitchSpeed * deltaTime;
pitchAngle = Mathf.Clamp(pitchAngle, -maxPitchUpAngle, maxPitchDownAngle);
runtimeData.pitchAngle += runtimeData.pitchSpeed * deltaTime;
runtimeData.pitchAngle = Mathf.Clamp(runtimeData.pitchAngle, -maxPitchUpAngle, maxPitchDownAngle);
// Return to zero when no input
if (!inputDetected && controlOptions.HasFlag(ControlOptions.AutoLevel))
pitchAngle = Mathf.MoveTowards(pitchAngle, 0f, maxPitchSpeed * deltaTime);
runtimeData.pitchAngle = Mathf.MoveTowards(runtimeData.pitchAngle, 0f, maxPitchSpeed * deltaTime);
ApplyRotation();
}
@ -427,15 +503,15 @@ void HandleRoll(float deltaTime)
inputDetected = true;
}
rollSpeed = Mathf.MoveTowards(rollSpeed, targetRollSpeed, rollAcceleration * maxRollSpeed * deltaTime);
runtimeData.rollSpeed = Mathf.MoveTowards(runtimeData.rollSpeed, targetRollSpeed, rollAcceleration * maxRollSpeed * deltaTime);
// Apply roll rotation
rollAngle += rollSpeed * deltaTime;
rollAngle = Mathf.Clamp(rollAngle, -maxRollAngle, maxRollAngle);
runtimeData.rollAngle += runtimeData.rollSpeed * deltaTime;
runtimeData.rollAngle = Mathf.Clamp(runtimeData.rollAngle, -maxRollAngle, maxRollAngle);
// Return to zero when no input
if (!inputDetected && controlOptions.HasFlag(ControlOptions.AutoLevel))
rollAngle = Mathf.MoveTowards(rollAngle, 0f, maxRollSpeed * deltaTime);
runtimeData.rollAngle = Mathf.MoveTowards(runtimeData.rollAngle, 0f, maxRollSpeed * deltaTime);
ApplyRotation();
}
@ -446,7 +522,7 @@ void ApplyRotation()
float currentYaw = transform.localRotation.eulerAngles.y;
// Apply all rotations
transform.localRotation = Quaternion.Euler(pitchAngle, currentYaw, rollAngle);
transform.localRotation = Quaternion.Euler(runtimeData.pitchAngle, currentYaw, runtimeData.rollAngle);
}
void HandleMove(float deltaTime)
@ -464,39 +540,36 @@ void HandleMove(float deltaTime)
if (targetMoveX == 0f)
{
if (!controlOptions.HasFlag(ControlOptions.AutoRun))
horizontal = Mathf.MoveTowards(horizontal, targetMoveX, inputGravity * deltaTime);
runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputGravity * deltaTime);
}
else
horizontal = Mathf.MoveTowards(horizontal, targetMoveX, inputSensitivity * deltaTime);
runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputSensitivity * deltaTime);
if (targetMoveZ == 0f)
{
if (!controlOptions.HasFlag(ControlOptions.AutoRun))
vertical = Mathf.MoveTowards(vertical, targetMoveZ, inputGravity * deltaTime);
runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputGravity * deltaTime);
}
else
vertical = Mathf.MoveTowards(vertical, targetMoveZ, inputSensitivity * deltaTime);
runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputSensitivity * deltaTime);
}
void ApplyMove(float deltaTime)
{
// Create initial direction vector without jumpSpeed (y-axis).
direction = new Vector3(horizontal, 0f, vertical);
runtimeData.direction = new Vector3(runtimeData.horizontal, 0f, runtimeData.vertical);
// Clamp so diagonal strafing isn't a speed advantage.
direction = Vector3.ClampMagnitude(direction, 1f);
runtimeData.direction = Vector3.ClampMagnitude(runtimeData.direction, 1f);
// Transforms direction from local space to world space.
direction = transform.TransformDirection(direction);
runtimeData.direction = transform.TransformDirection(runtimeData.direction);
// Multiply for desired ground speed.
direction *= maxMoveSpeed;
//// Add jumpSpeed to direction as last step.
//direction.y = jumpSpeed;
runtimeData.direction *= maxMoveSpeed;
// Finally move the character.
characterController.Move(direction * deltaTime);
characterController.Move(runtimeData.direction * deltaTime);
}
}
}

View File

@ -14,7 +14,7 @@ public class PlayerControllerBase : NetworkBehaviour
{
const float BASE_DPI = 96f;
public enum GroundState : byte { Jumping, Falling, Grounded }
public enum GroundState : byte { Grounded, Jumping, Falling }
[Serializable]
public struct MoveKeys
@ -112,39 +112,102 @@ public enum ControlOptions : byte
[Tooltip("Jump acceleration in meters per second squared")]
public float jumpAcceleration = 4f;
// Runtime data in a struct so it can be folded up in inspector
[Serializable]
public struct RuntimeData
{
[ReadOnly, SerializeField, Range(-1f, 1f)] float _horizontal;
[ReadOnly, SerializeField, Range(-1f, 1f)] float _vertical;
[ReadOnly, SerializeField, Range(-300f, 300f)] float _turnSpeed;
[ReadOnly, SerializeField, Range(-10f, 10f)] float _jumpSpeed;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)] float _animVelocity;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)] float _animRotation;
[ReadOnly, SerializeField, Range(-1f, 1f)] float _mouseInputX;
[ReadOnly, SerializeField, Range(0, 30f)] float _mouseSensitivity;
[ReadOnly, SerializeField] GroundState _groundState;
[ReadOnly, SerializeField] Vector3 _direction;
[ReadOnly, SerializeField] Vector3Int _velocity;
[ReadOnly, SerializeField] GameObject _controllerUI;
#region Properties
public float horizontal
{
get => _horizontal;
internal set => _horizontal = value;
}
public float vertical
{
get => _vertical;
internal set => _vertical = value;
}
public float turnSpeed
{
get => _turnSpeed;
internal set => _turnSpeed = value;
}
public float jumpSpeed
{
get => _jumpSpeed;
internal set => _jumpSpeed = value;
}
public float animVelocity
{
get => _animVelocity;
internal set => _animVelocity = value;
}
public float animRotation
{
get => _animRotation;
internal set => _animRotation = value;
}
public float mouseInputX
{
get => _mouseInputX;
internal set => _mouseInputX = value;
}
public float mouseSensitivity
{
get => _mouseSensitivity;
internal set => _mouseSensitivity = value;
}
public GroundState groundState
{
get => _groundState;
internal set => _groundState = value;
}
public Vector3 direction
{
get => _direction;
internal set => _direction = value;
}
public Vector3Int velocity
{
get => _velocity;
internal set => _velocity = value;
}
public GameObject controllerUI
{
get => _controllerUI;
internal set => _controllerUI = value;
}
#endregion
}
[Header("Diagnostics")]
[ReadOnly, SerializeField]
GroundState groundState = GroundState.Grounded;
[ReadOnly, SerializeField, Range(-1f, 1f)]
float horizontal;
[ReadOnly, SerializeField, Range(-1f, 1f)]
float vertical;
[ReadOnly, SerializeField, Range(-1f, 1f)]
float mouseInputX;
[ReadOnly, SerializeField, Range(0, 30f)]
float mouseSensitivity;
[ReadOnly, SerializeField, Range(-300f, 300f)]
float turnSpeed;
[ReadOnly, SerializeField, Range(-10f, 10f)]
float jumpSpeed;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)]
float animVelocity;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)]
float animRotation;
[ReadOnly, SerializeField]
Vector3 direction;
[ReadOnly, SerializeField]
Vector3Int velocity;
[ReadOnly, SerializeField]
GameObject controllerUI;
public RuntimeData runtimeData;
#region Network Setup
@ -187,17 +250,16 @@ void Reset()
void OnDisable()
{
horizontal = 0f;
vertical = 0f;
turnSpeed = 0f;
runtimeData.horizontal = 0f;
runtimeData.vertical = 0f;
runtimeData.turnSpeed = 0f;
}
public override void OnStartAuthority()
{
// Calculate DPI-aware sensitivity
float dpiScale = (Screen.dpi > 0) ? (Screen.dpi / BASE_DPI) : 1f;
mouseSensitivity = turnAcceleration * dpiScale;
//Debug.Log($"Screen DPI: {Screen.dpi}, DPI Scale: {dpiScale}, Adjusted Turn Acceleration: {turnAccelerationDPI}");
runtimeData.mouseSensitivity = turnAcceleration * dpiScale;
SetCursor(controlOptions.HasFlag(ControlOptions.MouseSteer));
@ -215,22 +277,22 @@ public override void OnStopAuthority()
public override void OnStartLocalPlayer()
{
if (ControllerUIPrefab != null)
controllerUI = Instantiate(ControllerUIPrefab);
runtimeData.controllerUI = Instantiate(ControllerUIPrefab);
if (controllerUI != null)
if (runtimeData.controllerUI != null)
{
if (controllerUI.TryGetComponent(out PlayerControllerUI canvasControlPanel))
if (runtimeData.controllerUI.TryGetComponent(out PlayerControllerUI canvasControlPanel))
canvasControlPanel.Refresh(moveKeys, optionsKeys);
controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
}
}
public override void OnStopLocalPlayer()
{
if (controllerUI != null)
Destroy(controllerUI);
controllerUI = null;
if (runtimeData.controllerUI != null)
Destroy(runtimeData.controllerUI);
runtimeData.controllerUI = null;
}
#endregion
@ -255,12 +317,12 @@ void Update()
// Reset ground state
if (characterController.isGrounded)
groundState = GroundState.Grounded;
else if (groundState != GroundState.Jumping)
groundState = GroundState.Falling;
runtimeData.groundState = GroundState.Grounded;
else if (runtimeData.groundState != GroundState.Jumping)
runtimeData.groundState = GroundState.Falling;
// Diagnostic velocity...FloorToInt for display purposes
velocity = Vector3Int.FloorToInt(characterController.velocity);
runtimeData.velocity = Vector3Int.FloorToInt(characterController.velocity);
}
void SetCursor(bool locked)
@ -284,8 +346,8 @@ void HandleOptions()
{
controlOptions ^= ControlOptions.ShowUI;
if (controllerUI != null)
controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
if (runtimeData.controllerUI != null)
runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
}
}
@ -303,62 +365,62 @@ void HandleTurning(float deltaTime)
// If there's turn input or AutoRun is not enabled, adjust turn speed towards target
// If no turn input and AutoRun is enabled, maintain the previous turn speed
if (targetTurnSpeed != 0f || !controlOptions.HasFlag(ControlOptions.AutoRun))
turnSpeed = Mathf.MoveTowards(turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
transform.Rotate(0f, turnSpeed * deltaTime, 0f);
transform.Rotate(0f, runtimeData.turnSpeed * deltaTime, 0f);
}
void HandleMouseSteer(float deltaTime)
{
// Accumulate mouse input over time
mouseInputX += Input.GetAxisRaw("Mouse X") * mouseSensitivity;
runtimeData.mouseInputX += Input.GetAxisRaw("Mouse X") * runtimeData.mouseSensitivity;
// Clamp the accumulator to simulate key press behavior
mouseInputX = Mathf.Clamp(mouseInputX, -1f, 1f);
runtimeData.mouseInputX = Mathf.Clamp(runtimeData.mouseInputX, -1f, 1f);
// Calculate target turn speed
float targetTurnSpeed = mouseInputX * maxTurnSpeed;
float targetTurnSpeed = runtimeData.mouseInputX * maxTurnSpeed;
// Use the same acceleration logic as HandleTurning
turnSpeed = Mathf.MoveTowards(turnSpeed, targetTurnSpeed, mouseSensitivity * maxTurnSpeed * deltaTime);
runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, runtimeData.mouseSensitivity * maxTurnSpeed * deltaTime);
// Apply rotation
transform.Rotate(0f, turnSpeed * deltaTime, 0f);
transform.Rotate(0f, runtimeData.turnSpeed * deltaTime, 0f);
mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, mouseSensitivity * deltaTime);
runtimeData.mouseInputX = Mathf.MoveTowards(runtimeData.mouseInputX, 0f, runtimeData.mouseSensitivity * deltaTime);
}
void HandleJumping(float deltaTime)
{
if (groundState != GroundState.Falling && moveKeys.Jump != KeyCode.None && Input.GetKey(moveKeys.Jump))
if (runtimeData.groundState != GroundState.Falling && moveKeys.Jump != KeyCode.None && Input.GetKey(moveKeys.Jump))
{
if (groundState != GroundState.Jumping)
if (runtimeData.groundState != GroundState.Jumping)
{
groundState = GroundState.Jumping;
jumpSpeed = initialJumpSpeed;
runtimeData.groundState = GroundState.Jumping;
runtimeData.jumpSpeed = initialJumpSpeed;
}
else if (jumpSpeed < maxJumpSpeed)
else if (runtimeData.jumpSpeed < maxJumpSpeed)
{
// Increase jumpSpeed using a square root function for a fast start and slow finish
float jumpProgress = (jumpSpeed - initialJumpSpeed) / (maxJumpSpeed - initialJumpSpeed);
jumpSpeed += (jumpAcceleration * Mathf.Sqrt(1 - jumpProgress)) * deltaTime;
float jumpProgress = (runtimeData.jumpSpeed - initialJumpSpeed) / (maxJumpSpeed - initialJumpSpeed);
runtimeData.jumpSpeed += (jumpAcceleration * Mathf.Sqrt(1 - jumpProgress)) * deltaTime;
}
if (jumpSpeed >= maxJumpSpeed)
if (runtimeData.jumpSpeed >= maxJumpSpeed)
{
jumpSpeed = maxJumpSpeed;
groundState = GroundState.Falling;
runtimeData.jumpSpeed = maxJumpSpeed;
runtimeData.groundState = GroundState.Falling;
}
}
else if (groundState != GroundState.Grounded)
else if (runtimeData.groundState != GroundState.Grounded)
{
groundState = GroundState.Falling;
jumpSpeed = Mathf.Min(jumpSpeed, maxJumpSpeed);
jumpSpeed += Physics.gravity.y * deltaTime;
runtimeData.groundState = GroundState.Falling;
runtimeData.jumpSpeed = Mathf.Min(runtimeData.jumpSpeed, maxJumpSpeed);
runtimeData.jumpSpeed += Physics.gravity.y * deltaTime;
}
else
// maintain small downward speed for when falling off ledges
jumpSpeed = Physics.gravity.y * deltaTime;
runtimeData.jumpSpeed = Physics.gravity.y * deltaTime;
}
void HandleMove(float deltaTime)
@ -376,39 +438,40 @@ void HandleMove(float deltaTime)
if (targetMoveX == 0f)
{
if (!controlOptions.HasFlag(ControlOptions.AutoRun))
horizontal = Mathf.MoveTowards(horizontal, targetMoveX, inputGravity * deltaTime);
runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputGravity * deltaTime);
}
else
horizontal = Mathf.MoveTowards(horizontal, targetMoveX, inputSensitivity * deltaTime);
runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputSensitivity * deltaTime);
if (targetMoveZ == 0f)
{
if (!controlOptions.HasFlag(ControlOptions.AutoRun))
vertical = Mathf.MoveTowards(vertical, targetMoveZ, inputGravity * deltaTime);
runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputGravity * deltaTime);
}
else
vertical = Mathf.MoveTowards(vertical, targetMoveZ, inputSensitivity * deltaTime);
runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputSensitivity * deltaTime);
}
void ApplyMove(float deltaTime)
{
// Create initial direction vector without jumpSpeed (y-axis).
direction = new Vector3(horizontal, 0f, vertical);
runtimeData.direction = new Vector3(runtimeData.horizontal, 0f, runtimeData.vertical);
// Clamp so diagonal strafing isn't a speed advantage.
direction = Vector3.ClampMagnitude(direction, 1f);
runtimeData.direction = Vector3.ClampMagnitude(runtimeData.direction, 1f);
// Transforms direction from local space to world space.
direction = transform.TransformDirection(direction);
runtimeData.direction = transform.TransformDirection(runtimeData.direction);
// Multiply for desired ground speed.
direction *= maxMoveSpeed;
runtimeData.direction *= maxMoveSpeed;
// Add jumpSpeed to direction as last step.
direction.y = jumpSpeed;
//runtimeData.direction.y = runtimeData.jumpSpeed;
runtimeData.direction = new Vector3(runtimeData.direction.x, runtimeData.jumpSpeed, runtimeData.direction.z);
// Finally move the character.
characterController.Move(direction * deltaTime);
characterController.Move(runtimeData.direction * deltaTime);
}
}
}

View File

@ -12,7 +12,7 @@ namespace Mirror.Examples.Common.Controllers.Tank
[DisallowMultipleComponent]
public class TankControllerBase : NetworkBehaviour
{
public enum GroundState : byte { Jumping, Falling, Grounded }
public enum GroundState : byte { Grounded, Jumping, Falling }
[Serializable]
public struct MoveKeys
@ -90,32 +90,81 @@ public enum ControlOptions : byte
[Tooltip("Rotation acceleration in degrees per second squared")]
public float turnAcceleration = 3f;
// Runtime data in a struct so it can be folded up in inspector
[Serializable]
public struct RuntimeData
{
[ReadOnly, SerializeField, Range(-1f, 1f)] float _horizontal;
[ReadOnly, SerializeField, Range(-1f, 1f)] float _vertical;
[ReadOnly, SerializeField, Range(-300f, 300f)] float _turnSpeed;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)] float _animVelocity;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)] float _animRotation;
[ReadOnly, SerializeField] GroundState _groundState;
[ReadOnly, SerializeField] Vector3 _direction;
[ReadOnly, SerializeField] Vector3Int _velocity;
[ReadOnly, SerializeField] GameObject _controllerUI;
#region Properties
public float horizontal
{
get => _horizontal;
internal set => _horizontal = value;
}
public float vertical
{
get => _vertical;
internal set => _vertical = value;
}
public float turnSpeed
{
get => _turnSpeed;
internal set => _turnSpeed = value;
}
public float animVelocity
{
get => _animVelocity;
internal set => _animVelocity = value;
}
public float animRotation
{
get => _animRotation;
internal set => _animRotation = value;
}
public GameObject controllerUI
{
get => _controllerUI;
internal set => _controllerUI = value;
}
public Vector3 direction
{
get => _direction;
internal set => _direction = value;
}
public Vector3Int velocity
{
get => _velocity;
internal set => _velocity = value;
}
public GroundState groundState
{
get => _groundState;
internal set => _groundState = value;
}
#endregion
}
[Header("Diagnostics")]
[ReadOnly, SerializeField]
GroundState groundState = GroundState.Grounded;
[ReadOnly, SerializeField, Range(-1f, 1f)]
float horizontal;
[ReadOnly, SerializeField, Range(-1f, 1f)]
float vertical;
[ReadOnly, SerializeField, Range(-300f, 300f)]
float turnSpeed;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)]
float animVelocity;
[ReadOnly, SerializeField, Range(-1.5f, 1.5f)]
float animRotation;
[ReadOnly, SerializeField]
Vector3 direction;
[ReadOnly, SerializeField]
Vector3Int velocity;
[ReadOnly, SerializeField]
GameObject controllerUI;
public RuntimeData runtimeData;
#region Network Setup
@ -164,15 +213,13 @@ protected virtual void Reset()
void OnDisable()
{
horizontal = 0f;
vertical = 0f;
turnSpeed = 0f;
runtimeData.horizontal = 0f;
runtimeData.vertical = 0f;
runtimeData.turnSpeed = 0f;
}
public override void OnStartAuthority()
{
// capsuleCollider and characterController are mutually exclusive
// Having both enabled would double fire triggers and other collisions
characterController.enabled = true;
this.enabled = true;
}
@ -180,31 +227,28 @@ public override void OnStartAuthority()
public override void OnStopAuthority()
{
this.enabled = false;
// capsuleCollider and characterController are mutually exclusive
// Having both enabled would double fire triggers and other collisions
characterController.enabled = false;
}
public override void OnStartLocalPlayer()
{
if (ControllerUIPrefab != null)
controllerUI = Instantiate(ControllerUIPrefab);
runtimeData.controllerUI = Instantiate(ControllerUIPrefab);
if (controllerUI != null)
if (runtimeData.controllerUI != null)
{
if (controllerUI.TryGetComponent(out TankControllerUI canvasControlPanel))
if (runtimeData.controllerUI.TryGetComponent(out TankControllerUI canvasControlPanel))
canvasControlPanel.Refresh(moveKeys, optionsKeys);
controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
}
}
public override void OnStopLocalPlayer()
{
if (controllerUI != null)
Destroy(controllerUI);
controllerUI = null;
if (runtimeData.controllerUI != null)
Destroy(runtimeData.controllerUI);
runtimeData.controllerUI = null;
}
#endregion
@ -223,12 +267,12 @@ void Update()
// Reset ground state
if (characterController.isGrounded)
groundState = GroundState.Grounded;
else if (groundState != GroundState.Jumping)
groundState = GroundState.Falling;
runtimeData.groundState = GroundState.Grounded;
else if (runtimeData.groundState != GroundState.Jumping)
runtimeData.groundState = GroundState.Falling;
// Diagnostic velocity...FloorToInt for display purposes
velocity = Vector3Int.FloorToInt(characterController.velocity);
runtimeData.velocity = Vector3Int.FloorToInt(characterController.velocity);
}
void HandleOptions()
@ -240,8 +284,8 @@ void HandleOptions()
{
controlOptions ^= ControlOptions.ShowUI;
if (controllerUI != null)
controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
if (runtimeData.controllerUI != null)
runtimeData.controllerUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
}
}
@ -259,9 +303,9 @@ void HandleTurning(float deltaTime)
// If there's turn input or AutoRun is not enabled, adjust turn speed towards target
// If no turn input and AutoRun is enabled, maintain the previous turn speed
if (targetTurnSpeed != 0f || !controlOptions.HasFlag(ControlOptions.AutoRun))
turnSpeed = Mathf.MoveTowards(turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
runtimeData.turnSpeed = Mathf.MoveTowards(runtimeData.turnSpeed, targetTurnSpeed, turnAcceleration * maxTurnSpeed * deltaTime);
transform.Rotate(0f, turnSpeed * deltaTime, 0f);
transform.Rotate(0f, runtimeData.turnSpeed * deltaTime, 0f);
}
void HandleMove(float deltaTime)
@ -277,39 +321,39 @@ void HandleMove(float deltaTime)
if (targetMoveX == 0f)
{
if (!controlOptions.HasFlag(ControlOptions.AutoRun))
horizontal = Mathf.MoveTowards(horizontal, targetMoveX, inputGravity * deltaTime);
runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputGravity * deltaTime);
}
else
horizontal = Mathf.MoveTowards(horizontal, targetMoveX, inputSensitivity * deltaTime);
runtimeData.horizontal = Mathf.MoveTowards(runtimeData.horizontal, targetMoveX, inputSensitivity * deltaTime);
if (targetMoveZ == 0f)
{
if (!controlOptions.HasFlag(ControlOptions.AutoRun))
vertical = Mathf.MoveTowards(vertical, targetMoveZ, inputGravity * deltaTime);
runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputGravity * deltaTime);
}
else
vertical = Mathf.MoveTowards(vertical, targetMoveZ, inputSensitivity * deltaTime);
runtimeData.vertical = Mathf.MoveTowards(runtimeData.vertical, targetMoveZ, inputSensitivity * deltaTime);
}
void ApplyMove(float deltaTime)
{
// Create initial direction vector without jumpSpeed (y-axis).
direction = new Vector3(horizontal, 0f, vertical);
runtimeData.direction = new Vector3(runtimeData.horizontal, 0f, runtimeData.vertical);
// Clamp so diagonal strafing isn't a speed advantage.
direction = Vector3.ClampMagnitude(direction, 1f);
runtimeData.direction = Vector3.ClampMagnitude(runtimeData.direction, 1f);
// Transforms direction from local space to world space.
direction = transform.TransformDirection(direction);
runtimeData.direction = transform.TransformDirection(runtimeData.direction);
// Multiply for desired ground speed.
direction *= maxMoveSpeed;
runtimeData.direction *= maxMoveSpeed;
// Add gravity in case we drove off a cliff.
direction += Physics.gravity;
runtimeData.direction += Physics.gravity;
// Finally move the character.
characterController.Move(direction * deltaTime);
characterController.Move(runtimeData.direction * deltaTime);
}
}
}

View File

@ -8,6 +8,8 @@ namespace Mirror.Examples.Common.Controllers.Tank
[DisallowMultipleComponent]
public class TankTurretBase : NetworkBehaviour
{
const float BASE_DPI = 96f;
[Serializable]
public struct OptionsKeys
{
@ -31,8 +33,6 @@ public struct OtherKeys
public KeyCode Shoot;
}
const float BASE_DPI = 96f;
[Flags]
public enum ControlOptions : byte
{
@ -98,7 +98,7 @@ public enum ControlOptions : byte
[Range(0, 300f)]
[Tooltip("Max Rotation in degrees per second")]
public float maxTurretSpeed = 250f;
[Range(0, 10f)]
[Range(0, 30f)]
[Tooltip("Rotation acceleration in degrees per second squared")]
public float turretAcceleration = 10f;
@ -116,33 +116,69 @@ public enum ControlOptions : byte
[Tooltip("Pitch acceleration in degrees per second squared")]
public float pitchAcceleration = 3f;
[Header("Diagnostics")]
[ReadOnly, SerializeField, Range(-1f, 1f)]
float mouseInputX;
[ReadOnly, SerializeField, Range(0, 30f)]
float mouseSensitivity;
[ReadOnly, SerializeField, Range(-300f, 300f)]
float turretSpeed;
[ReadOnly, SerializeField, Range(-180f, 180f)]
float pitchAngle;
[ReadOnly, SerializeField, Range(-180f, 180f)]
float pitchSpeed;
[ReadOnly, SerializeField]
double lastShotTime;
[ReadOnly, SerializeField]
GameObject turretUI;
void OnPlayerColorChanged(Color32 _, Color32 newColor)
// Runtime data in a struct so it can be folded up in inspector
[Serializable]
public struct RuntimeData
{
if (cachedMaterial == null)
cachedMaterial = playerObject.GetComponent<Renderer>().material;
[ReadOnly, SerializeField, Range(-300f, 300f)] float _turretSpeed;
[ReadOnly, SerializeField, Range(-180f, 180f)] float _pitchAngle;
[ReadOnly, SerializeField, Range(-180f, 180f)] float _pitchSpeed;
[ReadOnly, SerializeField, Range(-1f, 1f)] float _mouseInputX;
[ReadOnly, SerializeField, Range(0, 30f)] float _mouseSensitivity;
[ReadOnly, SerializeField] double _lastShotTime;
[ReadOnly, SerializeField] GameObject _turretUI;
cachedMaterial.color = newColor;
playerObject.SetActive(newColor != Color.black);
#region Properties
public float mouseInputX
{
get => _mouseInputX;
internal set => _mouseInputX = value;
}
public float mouseSensitivity
{
get => _mouseSensitivity;
internal set => _mouseSensitivity = value;
}
public float turretSpeed
{
get => _turretSpeed;
internal set => _turretSpeed = value;
}
public float pitchAngle
{
get => _pitchAngle;
internal set => _pitchAngle = value;
}
public float pitchSpeed
{
get => _pitchSpeed;
internal set => _pitchSpeed = value;
}
public double lastShotTime
{
get => _lastShotTime;
internal set => _lastShotTime = value;
}
public GameObject turretUI
{
get => _turretUI;
internal set => _turretUI = value;
}
#endregion
}
#region Unity Callbacks
[Header("Diagnostics")]
public RuntimeData runtimeData;
#region Network Setup
protected override void OnValidate()
{
@ -160,7 +196,7 @@ protected virtual void Reset()
animator = GetComponentInChildren<Animator>();
// Set default...this may be modified based on DPI at runtime
mouseSensitivity = turretAcceleration;
runtimeData.mouseSensitivity = turretAcceleration;
// Do a recursive search for a children named "Turret" and "ProjectileMount".
// They will be several levels deep in the hierarchy.
@ -215,6 +251,43 @@ Transform FindDeepChild(Transform aParent, string aName)
this.enabled = false;
}
public override void OnStartLocalPlayer()
{
if (turretUIPrefab != null)
runtimeData.turretUI = Instantiate(turretUIPrefab);
if (runtimeData.turretUI != null)
{
if (runtimeData.turretUI.TryGetComponent(out TurretUI canvasControlPanel))
canvasControlPanel.Refresh(moveKeys, optionsKeys);
runtimeData.turretUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
}
}
public override void OnStopLocalPlayer()
{
if (runtimeData.turretUI != null)
Destroy(runtimeData.turretUI);
runtimeData.turretUI = null;
}
public override void OnStartAuthority()
{
// Calculate DPI-aware sensitivity
float dpiScale = (Screen.dpi > 0) ? (Screen.dpi / BASE_DPI) : 1f;
runtimeData.mouseSensitivity = turretAcceleration * dpiScale;
SetCursor(controlOptions.HasFlag(ControlOptions.MouseLock));
this.enabled = true;
}
public override void OnStopAuthority()
{
SetCursor(false);
this.enabled = false;
}
#endregion
void Update()
@ -232,6 +305,15 @@ void Update()
HandleShooting();
}
void OnPlayerColorChanged(Color32 _, Color32 newColor)
{
if (cachedMaterial == null)
cachedMaterial = playerObject.GetComponent<Renderer>().material;
cachedMaterial.color = newColor;
playerObject.SetActive(newColor != Color.black);
}
void SetCursor(bool locked)
{
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
@ -253,8 +335,8 @@ void HandleOptions()
{
controlOptions ^= ControlOptions.ShowUI;
if (turretUI != null)
turretUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
if (runtimeData.turretUI != null)
runtimeData.turretUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
}
}
@ -268,28 +350,28 @@ void HandleTurning(float deltaTime)
if (moveKeys.TurnRight != KeyCode.None && Input.GetKey(moveKeys.TurnRight))
targetTurnSpeed += maxTurretSpeed;
turretSpeed = Mathf.MoveTowards(turretSpeed, targetTurnSpeed, turretAcceleration * maxTurretSpeed * deltaTime);
turret.Rotate(0f, turretSpeed * deltaTime, 0f);
runtimeData.turretSpeed = Mathf.MoveTowards(runtimeData.turretSpeed, targetTurnSpeed, turretAcceleration * maxTurretSpeed * deltaTime);
turret.Rotate(0f, runtimeData.turretSpeed * deltaTime, 0f);
}
void HandleMouseTurret(float deltaTime)
{
// Accumulate mouse input over time
mouseInputX += Input.GetAxisRaw("Mouse X") * mouseSensitivity;
runtimeData.mouseInputX += Input.GetAxisRaw("Mouse X") * runtimeData.mouseSensitivity;
// Clamp the accumulator to simulate key press behavior
mouseInputX = Mathf.Clamp(mouseInputX, -1f, 1f);
runtimeData.mouseInputX = Mathf.Clamp(runtimeData.mouseInputX, -1f, 1f);
// Calculate target turn speed
float targetTurnSpeed = mouseInputX * maxTurretSpeed;
float targetTurnSpeed = runtimeData.mouseInputX * maxTurretSpeed;
// Use the same acceleration logic as HandleTurning
turretSpeed = Mathf.MoveTowards(turretSpeed, targetTurnSpeed, mouseSensitivity * maxTurretSpeed * deltaTime);
runtimeData.turretSpeed = Mathf.MoveTowards(runtimeData.turretSpeed, targetTurnSpeed, runtimeData.mouseSensitivity * maxTurretSpeed * deltaTime);
// Apply rotation
turret.Rotate(0f, turretSpeed * deltaTime, 0f);
turret.Rotate(0f, runtimeData.turretSpeed * deltaTime, 0f);
mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, mouseSensitivity * deltaTime);
runtimeData.mouseInputX = Mathf.MoveTowards(runtimeData.mouseInputX, 0f, runtimeData.mouseSensitivity * deltaTime);
}
void HandlePitch(float deltaTime)
@ -310,19 +392,19 @@ void HandlePitch(float deltaTime)
inputDetected = true;
}
pitchSpeed = Mathf.MoveTowards(pitchSpeed, targetPitchSpeed, pitchAcceleration * maxPitchSpeed * deltaTime);
runtimeData.pitchSpeed = Mathf.MoveTowards(runtimeData.pitchSpeed, targetPitchSpeed, pitchAcceleration * maxPitchSpeed * deltaTime);
// Apply pitch rotation
pitchAngle += pitchSpeed * deltaTime;
pitchAngle = Mathf.Clamp(pitchAngle, -maxPitchUpAngle, maxPitchDownAngle);
runtimeData.pitchAngle += runtimeData.pitchSpeed * deltaTime;
runtimeData.pitchAngle = Mathf.Clamp(runtimeData.pitchAngle, -maxPitchUpAngle, maxPitchDownAngle);
// Return to -90 when no input
if (!inputDetected && controlOptions.HasFlag(ControlOptions.AutoLevel))
pitchAngle = Mathf.MoveTowards(pitchAngle, 0f, maxPitchSpeed * deltaTime);
runtimeData.pitchAngle = Mathf.MoveTowards(runtimeData.pitchAngle, 0f, maxPitchSpeed * deltaTime);
// Apply rotation to barrel -- rotation is (-90, 0, 180) in the prefab
// so that's what we have to work towards.
barrel.localRotation = Quaternion.Euler(-90f + pitchAngle, 0f, 180f);
barrel.localRotation = Quaternion.Euler(-90f + runtimeData.pitchAngle, 0f, 180f);
}
#region Shooting
@ -336,7 +418,7 @@ void HandleShooting()
}
}
bool CanShoot => NetworkTime.time >= lastShotTime + cooldownTime;
bool CanShoot => NetworkTime.time >= runtimeData.lastShotTime + cooldownTime;
[Command]
void CmdShoot()
@ -358,13 +440,13 @@ void RpcShoot()
// This has multiple callers in different contexts...don't consolidate, even if it looks like you could.
void DoShoot()
{
//Debug.Log($"DoShoot isServerOnly:{isServerOnly} | isServer:{isServer} | isClient:{isClient}");
//Debug.Log($"DoShoot isServerOnly:{isServerOnly} | isServer:{isServer} | isClientOnly:{isClientOnly}");
// ProjectileMount.transform.parent.parent is the Barrel object with the Collider
// Turret
// - Barrel (with Collider)
// - BarrelEnd
// - ProjectileMount
// projectileMount.transform.parent.parent is the Barrel object with the Collider
if (isServerOnly)
{
@ -373,7 +455,7 @@ void DoShoot()
Physics.IgnoreCollision(go.GetComponent<Collider>(), projectileMount.transform.parent.parent.GetComponent<Collider>());
// Update the last shot time
lastShotTime = NetworkTime.time;
runtimeData.lastShotTime = NetworkTime.time;
}
else if (isServer)
{
@ -383,7 +465,7 @@ void DoShoot()
Physics.IgnoreCollision(go.GetComponent<Collider>(), projectileMount.transform.parent.parent.GetComponent<Collider>());
// Update the last shot time
lastShotTime = NetworkTime.time;
runtimeData.lastShotTime = NetworkTime.time;
}
if (isClientOnly)
@ -394,54 +476,10 @@ void DoShoot()
Physics.IgnoreCollision(go.GetComponent<Collider>(), projectileMount.transform.parent.parent.GetComponent<Collider>());
// Update the last shot time
lastShotTime = NetworkTime.time;
runtimeData.lastShotTime = NetworkTime.time;
}
}
#endregion
#region Start & Stop Callbacks
public override void OnStartServer() { }
public override void OnStartLocalPlayer()
{
if (turretUIPrefab != null)
turretUI = Instantiate(turretUIPrefab);
if (turretUI != null)
{
if (turretUI.TryGetComponent(out TurretUI canvasControlPanel))
canvasControlPanel.Refresh(moveKeys, optionsKeys);
turretUI.SetActive(controlOptions.HasFlag(ControlOptions.ShowUI));
}
}
public override void OnStopLocalPlayer()
{
if (turretUI != null)
Destroy(turretUI);
turretUI = null;
}
public override void OnStartAuthority()
{
// Calculate DPI-aware sensitivity
float dpiScale = (Screen.dpi > 0) ? (Screen.dpi / BASE_DPI) : 1f;
mouseSensitivity = turretAcceleration * dpiScale;
//Debug.Log($"Screen DPI: {Screen.dpi}, DPI Scale: {dpiScale}, Adjusted Turn Acceleration: {turnAccelerationDPI}");
SetCursor(controlOptions.HasFlag(ControlOptions.MouseLock));
this.enabled = true;
}
public override void OnStopAuthority()
{
SetCursor(false);
this.enabled = false;
}
#endregion
}
}

View File

@ -8,8 +8,8 @@ namespace Mirror.Examples.Common.Controllers.Tank
public class TankTurretReliable : TankTurretBase
{
[Header("Components")]
public NetworkTransformReliable turretNTR;
public NetworkTransformReliable barrelNTR;
public NetworkTransformReliable turretNetworkTransform;
public NetworkTransformReliable barrelNetworkTransform;
protected override void Reset()
{
@ -22,41 +22,39 @@ protected override void Reset()
if (NTs.Length < 2)
{
turretNTR = gameObject.AddComponent<NetworkTransformReliable>();
turretNTR.transform.SetSiblingIndex(NTs[0].transform.GetSiblingIndex() + 1);
turretNetworkTransform = gameObject.AddComponent<NetworkTransformReliable>();
turretNetworkTransform.transform.SetSiblingIndex(NTs[0].transform.GetSiblingIndex() + 1);
NTs = GetComponents<NetworkTransformReliable>();
}
else
turretNTR = NTs[1];
turretNetworkTransform = NTs[1];
// Ensure SyncDirection is Client to Server
turretNTR.syncDirection = SyncDirection.ClientToServer;
turretNTR.syncPosition = false;
// Ensure syncDirection is Client to Server
turretNetworkTransform.syncDirection = SyncDirection.ClientToServer;
// Set SyncPosition to false because we only want to sync rotation
//turretNTR.syncPosition = false;
// Set syncPosition to false because we only want to sync rotation
turretNetworkTransform.syncPosition = false;
if (base.turret != null)
turretNTR.target = turret;
turretNetworkTransform.target = turret;
if (NTs.Length < 3)
{
barrelNTR = gameObject.AddComponent<NetworkTransformReliable>();
barrelNTR.transform.SetSiblingIndex(NTs[1].transform.GetSiblingIndex() + 1);
barrelNetworkTransform = gameObject.AddComponent<NetworkTransformReliable>();
barrelNetworkTransform.transform.SetSiblingIndex(NTs[1].transform.GetSiblingIndex() + 1);
NTs = GetComponents<NetworkTransformReliable>();
}
else
barrelNTR = NTs[2];
barrelNetworkTransform = NTs[2];
// Ensure SyncDirection is Client to Server
barrelNTR.syncDirection = SyncDirection.ClientToServer;
barrelNTR.syncPosition = false;
// Ensure syncDirection is Client to Server
barrelNetworkTransform.syncDirection = SyncDirection.ClientToServer;
// Set SyncPosition to false because we only want to sync rotation
//barrelNTR.syncPosition = false;
// Set syncPosition to false because we only want to sync rotation
barrelNetworkTransform.syncPosition = false;
if (barrel != null)
barrelNTR.target = barrel;
barrelNetworkTransform.target = barrel;
}
}
}

View File

@ -8,8 +8,8 @@ namespace Mirror.Examples.Common.Controllers.Tank
public class TankTurretUnreliable : TankTurretBase
{
[Header("Components")]
public NetworkTransformUnreliable turretNTR;
public NetworkTransformUnreliable barrelNTR;
public NetworkTransformUnreliable turretNetworkTransform;
public NetworkTransformUnreliable barrelNetworkTransform;
protected override void Reset()
{
@ -22,41 +22,39 @@ protected override void Reset()
if (NTs.Length < 2)
{
turretNTR = gameObject.AddComponent<NetworkTransformUnreliable>();
turretNTR.transform.SetSiblingIndex(NTs[0].transform.GetSiblingIndex() + 1);
turretNetworkTransform = gameObject.AddComponent<NetworkTransformUnreliable>();
turretNetworkTransform.transform.SetSiblingIndex(NTs[0].transform.GetSiblingIndex() + 1);
NTs = GetComponents<NetworkTransformUnreliable>();
}
else
turretNTR = NTs[1];
turretNetworkTransform = NTs[1];
// Ensure SyncDirection is Client to Server
turretNTR.syncDirection = SyncDirection.ClientToServer;
turretNTR.syncPosition = false;
// Ensure syncDirection is Client to Server
turretNetworkTransform.syncDirection = SyncDirection.ClientToServer;
// Set SyncPosition to false because we only want to sync rotation
//turretNTR.syncPosition = false;
// Set syncPosition to false because we only want to sync rotation
turretNetworkTransform.syncPosition = false;
if (base.turret != null)
turretNTR.target = turret;
turretNetworkTransform.target = turret;
if (NTs.Length < 3)
{
barrelNTR = gameObject.AddComponent<NetworkTransformUnreliable>();
barrelNTR.transform.SetSiblingIndex(NTs[1].transform.GetSiblingIndex() + 1);
barrelNetworkTransform = gameObject.AddComponent<NetworkTransformUnreliable>();
barrelNetworkTransform.transform.SetSiblingIndex(NTs[1].transform.GetSiblingIndex() + 1);
NTs = GetComponents<NetworkTransformUnreliable>();
}
else
barrelNTR = NTs[2];
barrelNetworkTransform = NTs[2];
// Ensure SyncDirection is Client to Server
barrelNTR.syncDirection = SyncDirection.ClientToServer;
barrelNTR.syncPosition = false;
// Ensure syncDirection is Client to Server
barrelNetworkTransform.syncDirection = SyncDirection.ClientToServer;
// Set SyncPosition to false because we only want to sync rotation
//barrelNTR.syncPosition = false;
// Set syncPosition to false because we only want to sync rotation
barrelNetworkTransform.syncPosition = false;
if (barrel != null)
barrelNTR.target = barrel;
barrelNetworkTransform.target = barrel;
}
}
}