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sqrt = Mathf.Sqrt(spawnAmount); + + // calculate spawn xz start positions + // based on spawnAmount * distance + float offset = -sqrt / 2 * interleave; + + // spawn exactly the amount, not one more. + int spawned = 0; + for (int spawnX = 0; spawnX < sqrt; ++spawnX) + { + for (int spawnZ = 0; spawnZ < sqrt; ++spawnZ) + { + // spawn exactly the amount, not any more + // (our sqrt method isn't 100% precise) + if (spawned < spawnAmount) + { + // spawn & position + GameObject go = Instantiate(spawnPrefab); + float x = offset + spawnX * interleave; + float z = offset + spawnZ * interleave; + Vector3 position = new Vector3(x, 0, z); + go.transform.position = position; + + // spawn + NetworkServer.Spawn(go); + ++spawned; + + // add random spawn position for players. + // don't have them all in the same place. + if (random.NextDouble() <= spawnPositionRatio) + { + GameObject spawnGO = new GameObject("Spawn"); + spawnGO.transform.position = position; + spawnGO.AddComponent(); + } + } + } + } + } + + // overwrite random spawn position selection: + // - needs to be deterministic so every CCU test results in the same + // - needs to be random so not only are the spawn positions spread out + // randomly, we also have a random amount of players per spawn position + public override Transform GetStartPosition() + { + // first remove any dead transforms + startPositions.RemoveAll(t => t == null); + + if (startPositions.Count == 0) + return null; + + // pick a random one + int index = random.Next(0, startPositions.Count); // DETERMINISTIC + return startPositions[index]; + } + + public override void OnStartServer() + { + base.OnStartServer(); + SpawnAll(); + } + } +} diff --git a/Assets/Mirror/Examples/CCU/CCUNetworkManager.cs.meta b/Assets/Mirror/Examples/CCU/CCUNetworkManager.cs.meta new file mode 100644 index 000000000..120e6c9ea --- /dev/null +++ b/Assets/Mirror/Examples/CCU/CCUNetworkManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b0ff29cd45bcd43128c4cc79f25fd658 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benchmark demo. + // Component.get_transform shows in profiler otherwise. + Transform tf; + + public override void OnStartLocalPlayer() + { + tf = transform; + start = tf.position; + + // make camera follow + Camera.main.transform.SetParent(transform, false); + Camera.main.transform.localPosition = cameraOffset; + } + + public override void OnStopLocalPlayer() + { + // free the camera so we don't destroy it too + Camera.main.transform.SetParent(null, true); + } + + void AutoMove() + { + if (moving) + { + if (Vector3.Distance(tf.position, destination) <= 0.01f) + { + moving = false; + } + else + { + tf.position = Vector3.MoveTowards(tf.position, destination, autoSpeed * Time.deltaTime); + } + } + else + { + float r = Random.value; + if (r < movementProbability * Time.deltaTime) + { + // calculate a random position in a circle + float circleX = Mathf.Cos(Random.value * Mathf.PI); + float circleZ = Mathf.Sin(Random.value * Mathf.PI); + Vector2 circlePos = new Vector2(circleX, circleZ); + 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