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feat(Examples): Added PickupsDropsChilds example
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8
Assets/Mirror/Examples/PickupsDropsChilds/Scripts.meta
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8
Assets/Mirror/Examples/PickupsDropsChilds/Scripts.meta
Normal file
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@ -0,0 +1,116 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Mirror.Examples.PickupsDropsChilds
|
||||||
|
{
|
||||||
|
public enum EquippedItem : byte
|
||||||
|
{
|
||||||
|
nothing,
|
||||||
|
ball,
|
||||||
|
bat,
|
||||||
|
box
|
||||||
|
}
|
||||||
|
|
||||||
|
public class PickupsDropsChilds : NetworkBehaviour
|
||||||
|
{
|
||||||
|
public GameObject sceneObjectPrefab;
|
||||||
|
|
||||||
|
public GameObject rightHand;
|
||||||
|
|
||||||
|
public GameObject ballPrefab;
|
||||||
|
public GameObject batPrefab;
|
||||||
|
public GameObject boxPrefab;
|
||||||
|
|
||||||
|
[SyncVar(hook = nameof(OnChangeEquipment))]
|
||||||
|
public EquippedItem equippedItem;
|
||||||
|
|
||||||
|
void OnChangeEquipment(EquippedItem oldEquippedItem, EquippedItem newEquippedItem)
|
||||||
|
{
|
||||||
|
StartCoroutine(ChangeEquipment(newEquippedItem));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Since Destroy is delayed to the end of the current frame, we use a coroutine
|
||||||
|
// to clear out any child objects before instantiating the new one
|
||||||
|
IEnumerator ChangeEquipment(EquippedItem newEquippedItem)
|
||||||
|
{
|
||||||
|
while (rightHand.transform.childCount > 0)
|
||||||
|
{
|
||||||
|
Destroy(rightHand.transform.GetChild(0).gameObject);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch (newEquippedItem)
|
||||||
|
{
|
||||||
|
case EquippedItem.ball:
|
||||||
|
Instantiate(ballPrefab, rightHand.transform);
|
||||||
|
break;
|
||||||
|
case EquippedItem.bat:
|
||||||
|
Instantiate(batPrefab, rightHand.transform);
|
||||||
|
break;
|
||||||
|
case EquippedItem.box:
|
||||||
|
Instantiate(boxPrefab, rightHand.transform);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (!isLocalPlayer) return;
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.Alpha0) && equippedItem != EquippedItem.nothing)
|
||||||
|
CmdChangeEquippedItem(EquippedItem.nothing);
|
||||||
|
if (Input.GetKeyDown(KeyCode.Alpha1) && equippedItem != EquippedItem.ball)
|
||||||
|
CmdChangeEquippedItem(EquippedItem.ball);
|
||||||
|
if (Input.GetKeyDown(KeyCode.Alpha2) && equippedItem != EquippedItem.bat)
|
||||||
|
CmdChangeEquippedItem(EquippedItem.bat);
|
||||||
|
if (Input.GetKeyDown(KeyCode.Alpha3) && equippedItem != EquippedItem.box)
|
||||||
|
CmdChangeEquippedItem(EquippedItem.box);
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.X) && equippedItem != EquippedItem.nothing)
|
||||||
|
CmdDropItem();
|
||||||
|
}
|
||||||
|
|
||||||
|
[Command]
|
||||||
|
void CmdChangeEquippedItem(EquippedItem selectedItem)
|
||||||
|
{
|
||||||
|
equippedItem = selectedItem;
|
||||||
|
}
|
||||||
|
|
||||||
|
// public because it's called from a script on the SceneObject
|
||||||
|
[Command]
|
||||||
|
public void CmdPickupItem(GameObject sceneObject)
|
||||||
|
{
|
||||||
|
// set the player's SyncVar so clients can show the equipped item
|
||||||
|
equippedItem = sceneObject.GetComponent<SceneObject>().equippedItem;
|
||||||
|
|
||||||
|
// Destroy the scene object
|
||||||
|
NetworkServer.Destroy(sceneObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Command]
|
||||||
|
void CmdDropItem()
|
||||||
|
{
|
||||||
|
// Instantiate the scene object on the server
|
||||||
|
Vector3 pos = rightHand.transform.position;
|
||||||
|
Quaternion rot = rightHand.transform.rotation;
|
||||||
|
GameObject newSceneObject = Instantiate(sceneObjectPrefab, pos, rot);
|
||||||
|
|
||||||
|
// set the RigidBody as non-kinematic on the server only (isKinematic = true in prefab)
|
||||||
|
newSceneObject.GetComponent<Rigidbody>().isKinematic = false;
|
||||||
|
|
||||||
|
SceneObject sceneObject = newSceneObject.GetComponent<SceneObject>();
|
||||||
|
|
||||||
|
// set the child object on the server
|
||||||
|
sceneObject.SetEquippedItem(equippedItem);
|
||||||
|
|
||||||
|
// set the SyncVar on the scene object for clients
|
||||||
|
sceneObject.equippedItem = equippedItem;
|
||||||
|
|
||||||
|
// set the player's SyncVar to nothing so clients will destroy the equipped child item
|
||||||
|
equippedItem = EquippedItem.nothing;
|
||||||
|
|
||||||
|
// Spawn the scene object on the network for all to see
|
||||||
|
NetworkServer.Spawn(newSceneObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
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|
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@ -0,0 +1,80 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Mirror.Examples.PickupsDropsChilds
|
||||||
|
{
|
||||||
|
[RequireComponent(typeof(Rigidbody))]
|
||||||
|
public class SceneObject : NetworkBehaviour
|
||||||
|
{
|
||||||
|
public GameObject ballPrefab;
|
||||||
|
public GameObject batPrefab;
|
||||||
|
public GameObject boxPrefab;
|
||||||
|
|
||||||
|
[SyncVar(hook = nameof(OnChangeEquipment))]
|
||||||
|
public EquippedItem equippedItem;
|
||||||
|
|
||||||
|
void OnChangeEquipment(EquippedItem oldEquippedItem, EquippedItem newEquippedItem)
|
||||||
|
{
|
||||||
|
StartCoroutine(ChangeEquipment(newEquippedItem));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Since Destroy is delayed to the end of the current frame, we use a coroutine
|
||||||
|
// to clear out any child objects before instantiating the new one
|
||||||
|
IEnumerator ChangeEquipment(EquippedItem newEquippedItem)
|
||||||
|
{
|
||||||
|
while (transform.childCount > 0)
|
||||||
|
{
|
||||||
|
Destroy(transform.GetChild(0).gameObject);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use the new value, not the SyncVar property value
|
||||||
|
SetEquippedItem(newEquippedItem);
|
||||||
|
}
|
||||||
|
|
||||||
|
// SetEquippedItem is called on the client from OnChangeEquipment (above),
|
||||||
|
// and on the server from CmdDropItem in the PlayerEquip script.
|
||||||
|
public void SetEquippedItem(EquippedItem newEquippedItem)
|
||||||
|
{
|
||||||
|
switch (newEquippedItem)
|
||||||
|
{
|
||||||
|
case EquippedItem.ball:
|
||||||
|
Instantiate(ballPrefab, transform);
|
||||||
|
break;
|
||||||
|
case EquippedItem.bat:
|
||||||
|
Instantiate(batPrefab, transform);
|
||||||
|
break;
|
||||||
|
case EquippedItem.box:
|
||||||
|
Instantiate(boxPrefab, transform);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void OnValidate()
|
||||||
|
{
|
||||||
|
if (Application.isPlaying) return;
|
||||||
|
|
||||||
|
base.OnValidate();
|
||||||
|
|
||||||
|
if (TryGetComponent(out Rigidbody rb))
|
||||||
|
rb.isKinematic = true;
|
||||||
|
|
||||||
|
if (TryGetComponent(out NetworkTransformBase nt))
|
||||||
|
nt.syncDirection = SyncDirection.ServerToClient;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnStartServer()
|
||||||
|
{
|
||||||
|
if (TryGetComponent(out Rigidbody rb))
|
||||||
|
{
|
||||||
|
rb.isKinematic = false;
|
||||||
|
rb.AddForce(Vector3.forward, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnMouseDown()
|
||||||
|
{
|
||||||
|
NetworkClient.localPlayer.GetComponent<PickupsDropsChilds>().CmdPickupItem(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,11 @@
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Loading…
Reference in New Issue
Block a user