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chore: Example Controllers Code Cleanup
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@ -374,9 +374,6 @@ void HandleMouseSteer(float deltaTime)
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// Apply rotation
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transform.Rotate(0f, turnSpeed * deltaTime, 0f);
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// Decay the accumulator over time
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//float decayRate = 5f; // Adjust as needed
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//mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, decayRate * deltaTime);
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mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, mouseSensitivity * deltaTime);
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}
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@ -93,6 +93,15 @@ public enum ControlOptions : byte
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[Tooltip("Gravity factors into decelleration")]
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public float inputGravity = 2f;
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[Header("Turning")]
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[Range(0, 300f)]
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[Tooltip("Max Rotation in degrees per second")]
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public float maxTurnSpeed = 100f;
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[Range(0, 10f)]
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[FormerlySerializedAs("turnDelta")]
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[Tooltip("Rotation acceleration in degrees per second squared")]
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public float turnAcceleration = 3f;
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[Header("Jumping")]
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[Range(0, 10f)]
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[Tooltip("Initial jump speed in meters per second")]
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@ -105,18 +114,6 @@ public enum ControlOptions : byte
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[Tooltip("Jump acceleration in meters per second squared")]
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public float jumpAcceleration = 4f;
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[Header("Turning")]
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[Range(0, 300f)]
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[Tooltip("Max Rotation in degrees per second")]
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public float maxTurnSpeed = 100f;
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[Range(0, 10f)]
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[FormerlySerializedAs("turnDelta")]
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[Tooltip("Rotation acceleration in degrees per second squared")]
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public float turnAcceleration = 3f;
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//[Range(0, 10f)]
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//[Tooltip("Sensitivity factors into accelleration")]
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//public float mouseSensitivity = 2f;
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[Header("Diagnostics")]
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[ReadOnly, SerializeField]
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GroundState groundState = GroundState.Grounded;
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@ -319,9 +316,6 @@ void HandleMouseSteer(float deltaTime)
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// Apply rotation
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transform.Rotate(0f, turnSpeed * deltaTime, 0f);
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// Decay the accumulator over time
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//float decayRate = 5f; // Adjust as needed
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//mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, decayRate * deltaTime);
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mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, mouseSensitivity * deltaTime);
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}
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@ -42,7 +42,6 @@ public enum ControlOptions : byte
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[Header("Components")]
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public BoxCollider boxCollider;
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public CharacterController characterController;
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public NetworkTransformReliable tankNTR;
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[Header("User Interface")]
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public GameObject ControllerUIPrefab;
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@ -148,9 +147,6 @@ void Reset()
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GetComponent<Rigidbody>().isKinematic = true;
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tankNTR = GetComponent<NetworkTransformReliable>();
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tankNTR.compressRotation = true;
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#if UNITY_EDITOR
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// For convenience in the examples, we use the GUID of the TankControllerUI prefab
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// to find the correct prefab in the Mirror/Examples/_Common/Controllers folder.
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@ -171,7 +167,6 @@ public override void OnStartAuthority()
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{
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// capsuleCollider and characterController are mutually exclusive
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// Having both enabled would double fire triggers and other collisions
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//boxCollider.enabled = false;
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characterController.enabled = true;
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this.enabled = true;
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}
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@ -182,7 +177,6 @@ public override void OnStopAuthority()
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// capsuleCollider and characterController are mutually exclusive
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// Having both enabled would double fire triggers and other collisions
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//boxCollider.enabled = true;
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characterController.enabled = false;
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}
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@ -30,7 +30,7 @@ void OnHealthChanged(byte oldHealth, byte newHealth)
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healthBar.color = Color.yellow;
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if (newHealth < 2)
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healthBar.color = Color.red;
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if (newHealth <= 0)
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if (newHealth < 1)
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healthBar.color = Color.black;
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}
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@ -62,14 +62,15 @@ public override void OnStartServer()
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public void TakeDamage(byte damage)
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{
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// Skip if health is already 0
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if (health <= 0) return;
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if (health == 0) return;
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health -= damage;
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if (health <= 0)
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{
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if (damage > health)
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health = 0;
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else
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health -= damage;
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if (health == 0)
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{
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if (connectionToClient != null)
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Respawn.RespawnPlayer(respawn, respawnTime, connectionToClient);
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else if (netIdentity.sceneId != 0)
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@ -141,9 +141,6 @@ void OnPlayerColorChanged(Color32 _, Color32 newColor)
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#region Unity Callbacks
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/// <summary>
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/// Add your validation code here after the base.OnValidate(); call.
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/// </summary>
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protected override void OnValidate()
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{
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// Skip if Editor is in Play mode
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@ -153,7 +150,6 @@ protected override void OnValidate()
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Reset();
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}
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// NOTE: Do not put objects in DontDestroyOnLoad (DDOL) in Awake. You can do that in Start instead.
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void Reset()
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{
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if (animator == null)
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@ -195,7 +191,6 @@ Transform FindDeepChild(Transform aParent, string aName)
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// The base Tank uses the first NetworkTransformReliable for the tank body
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// Add additional NetworkTransformReliable components for the turret and barrel
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// Set SyncPosition to false because we only want to sync rotation
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NetworkTransformReliable[] NTRs = GetComponents<NetworkTransformReliable>();
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if (NTRs.Length < 2)
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@ -207,13 +202,8 @@ Transform FindDeepChild(Transform aParent, string aName)
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else
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turretNTR = NTRs[1];
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// Ensure SyncDirection is Client to Server
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turretNTR.syncDirection = SyncDirection.ClientToServer;
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turretNTR.syncPosition = false;
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turretNTR.compressRotation = true;
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// Set SyncPosition to false because we only want to sync rotation
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//turretNTR.syncPosition = false;
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turretNTR.syncPosition = false;
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if (turret != null)
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turretNTR.target = turret;
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@ -227,13 +217,8 @@ Transform FindDeepChild(Transform aParent, string aName)
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else
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barrelNTR = NTRs[2];
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// Ensure SyncDirection is Client to Server
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barrelNTR.syncDirection = SyncDirection.ClientToServer;
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barrelNTR.syncPosition = false;
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barrelNTR.compressRotation = true;
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// Set SyncPosition to false because we only want to sync rotation
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//barrelNTR.syncPosition = false;
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barrelNTR.syncPosition = false;
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if (barrel != null)
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barrelNTR.target = barrel;
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@ -334,9 +319,6 @@ void HandleMouseTurret(float deltaTime)
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// Apply rotation
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turret.Rotate(0f, turretSpeed * deltaTime, 0f);
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// Decay the accumulator over time
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//float decayRate = 5f; // Adjust as needed
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//mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, decayRate * deltaTime);
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mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, mouseSensitivity * deltaTime);
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}
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@ -45,7 +45,7 @@ void Start()
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Destroy(gameObject, destroyAfter);
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}
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private void OnCollisionEnter(Collision collision)
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void OnCollisionEnter(Collision collision)
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{
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//Debug.Log($"Hit: {collision.gameObject}");
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