feat(Examples): Added PickupsDropsChilds example

This commit is contained in:
MrGadget 2024-09-30 11:53:03 -04:00
parent 7d9364908e
commit ace05a6c7b
30 changed files with 3487 additions and 0 deletions

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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);
}
}
}

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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);
}
}
}

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