mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
chore: Example Controllers Code Cleanup
This commit is contained in:
parent
e21339240d
commit
96ba861e2c
@ -374,9 +374,6 @@ void HandleMouseSteer(float deltaTime)
|
||||
// Apply rotation
|
||||
transform.Rotate(0f, turnSpeed * deltaTime, 0f);
|
||||
|
||||
// Decay the accumulator over time
|
||||
//float decayRate = 5f; // Adjust as needed
|
||||
//mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, decayRate * deltaTime);
|
||||
mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, mouseSensitivity * deltaTime);
|
||||
}
|
||||
|
||||
|
@ -93,6 +93,15 @@ public enum ControlOptions : byte
|
||||
[Tooltip("Gravity factors into decelleration")]
|
||||
public float inputGravity = 2f;
|
||||
|
||||
[Header("Turning")]
|
||||
[Range(0, 300f)]
|
||||
[Tooltip("Max Rotation in degrees per second")]
|
||||
public float maxTurnSpeed = 100f;
|
||||
[Range(0, 10f)]
|
||||
[FormerlySerializedAs("turnDelta")]
|
||||
[Tooltip("Rotation acceleration in degrees per second squared")]
|
||||
public float turnAcceleration = 3f;
|
||||
|
||||
[Header("Jumping")]
|
||||
[Range(0, 10f)]
|
||||
[Tooltip("Initial jump speed in meters per second")]
|
||||
@ -105,18 +114,6 @@ public enum ControlOptions : byte
|
||||
[Tooltip("Jump acceleration in meters per second squared")]
|
||||
public float jumpAcceleration = 4f;
|
||||
|
||||
[Header("Turning")]
|
||||
[Range(0, 300f)]
|
||||
[Tooltip("Max Rotation in degrees per second")]
|
||||
public float maxTurnSpeed = 100f;
|
||||
[Range(0, 10f)]
|
||||
[FormerlySerializedAs("turnDelta")]
|
||||
[Tooltip("Rotation acceleration in degrees per second squared")]
|
||||
public float turnAcceleration = 3f;
|
||||
//[Range(0, 10f)]
|
||||
//[Tooltip("Sensitivity factors into accelleration")]
|
||||
//public float mouseSensitivity = 2f;
|
||||
|
||||
[Header("Diagnostics")]
|
||||
[ReadOnly, SerializeField]
|
||||
GroundState groundState = GroundState.Grounded;
|
||||
@ -319,9 +316,6 @@ void HandleMouseSteer(float deltaTime)
|
||||
// Apply rotation
|
||||
transform.Rotate(0f, turnSpeed * deltaTime, 0f);
|
||||
|
||||
// Decay the accumulator over time
|
||||
//float decayRate = 5f; // Adjust as needed
|
||||
//mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, decayRate * deltaTime);
|
||||
mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, mouseSensitivity * deltaTime);
|
||||
}
|
||||
|
||||
|
@ -42,7 +42,6 @@ public enum ControlOptions : byte
|
||||
[Header("Components")]
|
||||
public BoxCollider boxCollider;
|
||||
public CharacterController characterController;
|
||||
public NetworkTransformReliable tankNTR;
|
||||
|
||||
[Header("User Interface")]
|
||||
public GameObject ControllerUIPrefab;
|
||||
@ -148,9 +147,6 @@ void Reset()
|
||||
|
||||
GetComponent<Rigidbody>().isKinematic = true;
|
||||
|
||||
tankNTR = GetComponent<NetworkTransformReliable>();
|
||||
tankNTR.compressRotation = true;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// For convenience in the examples, we use the GUID of the TankControllerUI prefab
|
||||
// to find the correct prefab in the Mirror/Examples/_Common/Controllers folder.
|
||||
@ -171,7 +167,6 @@ public override void OnStartAuthority()
|
||||
{
|
||||
// capsuleCollider and characterController are mutually exclusive
|
||||
// Having both enabled would double fire triggers and other collisions
|
||||
//boxCollider.enabled = false;
|
||||
characterController.enabled = true;
|
||||
this.enabled = true;
|
||||
}
|
||||
@ -182,7 +177,6 @@ public override void OnStopAuthority()
|
||||
|
||||
// capsuleCollider and characterController are mutually exclusive
|
||||
// Having both enabled would double fire triggers and other collisions
|
||||
//boxCollider.enabled = true;
|
||||
characterController.enabled = false;
|
||||
}
|
||||
|
||||
|
@ -30,7 +30,7 @@ void OnHealthChanged(byte oldHealth, byte newHealth)
|
||||
healthBar.color = Color.yellow;
|
||||
if (newHealth < 2)
|
||||
healthBar.color = Color.red;
|
||||
if (newHealth <= 0)
|
||||
if (newHealth < 1)
|
||||
healthBar.color = Color.black;
|
||||
}
|
||||
|
||||
@ -62,14 +62,15 @@ public override void OnStartServer()
|
||||
public void TakeDamage(byte damage)
|
||||
{
|
||||
// Skip if health is already 0
|
||||
if (health <= 0) return;
|
||||
if (health == 0) return;
|
||||
|
||||
if (damage > health)
|
||||
health = 0;
|
||||
else
|
||||
health -= damage;
|
||||
|
||||
if (health <= 0)
|
||||
if (health == 0)
|
||||
{
|
||||
health = 0;
|
||||
|
||||
if (connectionToClient != null)
|
||||
Respawn.RespawnPlayer(respawn, respawnTime, connectionToClient);
|
||||
else if (netIdentity.sceneId != 0)
|
||||
|
@ -141,9 +141,6 @@ void OnPlayerColorChanged(Color32 _, Color32 newColor)
|
||||
|
||||
#region Unity Callbacks
|
||||
|
||||
/// <summary>
|
||||
/// Add your validation code here after the base.OnValidate(); call.
|
||||
/// </summary>
|
||||
protected override void OnValidate()
|
||||
{
|
||||
// Skip if Editor is in Play mode
|
||||
@ -153,7 +150,6 @@ protected override void OnValidate()
|
||||
Reset();
|
||||
}
|
||||
|
||||
// NOTE: Do not put objects in DontDestroyOnLoad (DDOL) in Awake. You can do that in Start instead.
|
||||
void Reset()
|
||||
{
|
||||
if (animator == null)
|
||||
@ -195,7 +191,6 @@ Transform FindDeepChild(Transform aParent, string aName)
|
||||
|
||||
// The base Tank uses the first NetworkTransformReliable for the tank body
|
||||
// Add additional NetworkTransformReliable components for the turret and barrel
|
||||
// Set SyncPosition to false because we only want to sync rotation
|
||||
NetworkTransformReliable[] NTRs = GetComponents<NetworkTransformReliable>();
|
||||
|
||||
if (NTRs.Length < 2)
|
||||
@ -207,13 +202,8 @@ Transform FindDeepChild(Transform aParent, string aName)
|
||||
else
|
||||
turretNTR = NTRs[1];
|
||||
|
||||
// Ensure SyncDirection is Client to Server
|
||||
turretNTR.syncDirection = SyncDirection.ClientToServer;
|
||||
turretNTR.syncPosition = false;
|
||||
turretNTR.compressRotation = true;
|
||||
|
||||
// Set SyncPosition to false because we only want to sync rotation
|
||||
//turretNTR.syncPosition = false;
|
||||
turretNTR.syncPosition = false;
|
||||
|
||||
if (turret != null)
|
||||
turretNTR.target = turret;
|
||||
@ -227,13 +217,8 @@ Transform FindDeepChild(Transform aParent, string aName)
|
||||
else
|
||||
barrelNTR = NTRs[2];
|
||||
|
||||
// Ensure SyncDirection is Client to Server
|
||||
barrelNTR.syncDirection = SyncDirection.ClientToServer;
|
||||
barrelNTR.syncPosition = false;
|
||||
barrelNTR.compressRotation = true;
|
||||
|
||||
// Set SyncPosition to false because we only want to sync rotation
|
||||
//barrelNTR.syncPosition = false;
|
||||
barrelNTR.syncPosition = false;
|
||||
|
||||
if (barrel != null)
|
||||
barrelNTR.target = barrel;
|
||||
@ -334,9 +319,6 @@ void HandleMouseTurret(float deltaTime)
|
||||
// Apply rotation
|
||||
turret.Rotate(0f, turretSpeed * deltaTime, 0f);
|
||||
|
||||
// Decay the accumulator over time
|
||||
//float decayRate = 5f; // Adjust as needed
|
||||
//mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, decayRate * deltaTime);
|
||||
mouseInputX = Mathf.MoveTowards(mouseInputX, 0f, mouseSensitivity * deltaTime);
|
||||
}
|
||||
|
||||
|
@ -45,7 +45,7 @@ void Start()
|
||||
Destroy(gameObject, destroyAfter);
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
//Debug.Log($"Hit: {collision.gameObject}");
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user