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feature: CCU test demo
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7
Assets/Mirror/Examples/CCU/CCU.unity.meta
Normal file
7
Assets/Mirror/Examples/CCU/CCU.unity.meta
Normal file
@ -0,0 +1,7 @@
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92
Assets/Mirror/Examples/CCU/CCUNetworkManager.cs
Normal file
92
Assets/Mirror/Examples/CCU/CCUNetworkManager.cs
Normal file
@ -0,0 +1,92 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Mirror.Examples.CCU
|
||||||
|
{
|
||||||
|
public class CCUNetworkManager : NetworkManager
|
||||||
|
{
|
||||||
|
[Header("Spawns")]
|
||||||
|
public int spawnAmount = 10_000;
|
||||||
|
public float interleave = 1;
|
||||||
|
public GameObject spawnPrefab;
|
||||||
|
|
||||||
|
// player spawn positions should be spread across the world.
|
||||||
|
// not all at one place.
|
||||||
|
// but _some_ at the same place.
|
||||||
|
// => deterministic random is ideal
|
||||||
|
[Range(0, 1)] public float spawnPositionRatio = 0.01f;
|
||||||
|
|
||||||
|
System.Random random = new System.Random(42);
|
||||||
|
|
||||||
|
void SpawnAll()
|
||||||
|
{
|
||||||
|
// clear previous player spawn positions in case we start twice
|
||||||
|
foreach (Transform position in startPositions)
|
||||||
|
Destroy(position.gameObject);
|
||||||
|
|
||||||
|
startPositions.Clear();
|
||||||
|
|
||||||
|
// calculate sqrt so we can spawn N * N = Amount
|
||||||
|
float 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<NetworkStartPosition>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Mirror/Examples/CCU/CCUNetworkManager.cs.meta
Normal file
11
Assets/Mirror/Examples/CCU/CCUNetworkManager.cs.meta
Normal file
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55
Assets/Mirror/Examples/CCU/Monster.cs
Normal file
55
Assets/Mirror/Examples/CCU/Monster.cs
Normal file
@ -0,0 +1,55 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Mirror.Examples.CCU
|
||||||
|
{
|
||||||
|
public class Monster : NetworkBehaviour
|
||||||
|
{
|
||||||
|
public float speed = 1;
|
||||||
|
public float movementProbability = 0.5f;
|
||||||
|
public float movementDistance = 20;
|
||||||
|
|
||||||
|
bool moving;
|
||||||
|
Vector3 start;
|
||||||
|
Vector3 destination;
|
||||||
|
|
||||||
|
// cache .transform for benchmark demo.
|
||||||
|
// Component.get_transform shows in profiler otherwise.
|
||||||
|
Transform tf;
|
||||||
|
|
||||||
|
public override void OnStartServer()
|
||||||
|
{
|
||||||
|
tf = transform;
|
||||||
|
start = tf.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
[ServerCallback]
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (moving)
|
||||||
|
{
|
||||||
|
if (Vector3.Distance(tf.position, destination) <= 0.01f)
|
||||||
|
{
|
||||||
|
moving = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
tf.position = Vector3.MoveTowards(tf.position, destination, speed * Time.deltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float r = Random.value;
|
||||||
|
if (r < movementProbability * Time.deltaTime)
|
||||||
|
{
|
||||||
|
Vector2 circlePos = Random.insideUnitCircle;
|
||||||
|
Vector3 dir = new Vector3(circlePos.x, 0, circlePos.y);
|
||||||
|
|
||||||
|
// set destination on random pos in a circle around start.
|
||||||
|
// (don't want to wander off)
|
||||||
|
destination = start + dir * movementDistance;
|
||||||
|
moving = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Mirror/Examples/CCU/Monster.cs.meta
Normal file
11
Assets/Mirror/Examples/CCU/Monster.cs.meta
Normal file
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159
Assets/Mirror/Examples/CCU/Monster.prefab
Normal file
159
Assets/Mirror/Examples/CCU/Monster.prefab
Normal file
@ -0,0 +1,159 @@
|
|||||||
|
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|
||||||
|
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7
Assets/Mirror/Examples/CCU/Monster.prefab.meta
Normal file
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Assets/Mirror/Examples/CCU/Monster.prefab.meta
Normal file
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100
Assets/Mirror/Examples/CCU/Player.cs
Normal file
100
Assets/Mirror/Examples/CCU/Player.cs
Normal file
@ -0,0 +1,100 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Mirror.Examples.CCU
|
||||||
|
{
|
||||||
|
[RequireComponent(typeof(NetworkTransform))] // requires client authority
|
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|
public class Player : NetworkBehaviour
|
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|
{
|
||||||
|
public Vector3 cameraOffset = new Vector3(0, 40, -40);
|
||||||
|
|
||||||
|
// automated movement.
|
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|
// player may switch to manual movement any time
|
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|
[Header("Automated Movement")]
|
||||||
|
public bool autoMove = true;
|
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|
public float autoSpeed = 2;
|
||||||
|
public float movementProbability = 0.5f;
|
||||||
|
public float movementDistance = 20;
|
||||||
|
bool moving;
|
||||||
|
Vector3 start;
|
||||||
|
Vector3 destination;
|
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|
|
||||||
|
[Header("Manual Movement")]
|
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|
public float manualSpeed = 10;
|
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|
|
||||||
|
// cache .transform for benchmark demo.
|
||||||
|
// Component.get_transform shows in profiler otherwise.
|
||||||
|
Transform tf;
|
||||||
|
|
||||||
|
public override void OnStartLocalPlayer()
|
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|
{
|
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|
tf = transform;
|
||||||
|
start = tf.position;
|
||||||
|
|
||||||
|
// make camera follow
|
||||||
|
Camera.main.transform.SetParent(transform, false);
|
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|
Camera.main.transform.localPosition = cameraOffset;
|
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|
}
|
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|
|
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|
public override void OnStopLocalPlayer()
|
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|
{
|
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|
// free the camera so we don't destroy it too
|
||||||
|
Camera.main.transform.SetParent(null, true);
|
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|
}
|
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|
|
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|
void AutoMove()
|
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|
{
|
||||||
|
if (moving)
|
||||||
|
{
|
||||||
|
if (Vector3.Distance(tf.position, destination) <= 0.01f)
|
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|
{
|
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|
moving = false;
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|
}
|
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|
else
|
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|
{
|
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|
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);
|
||||||
|
Vector3 dir = new Vector3(circlePos.x, 0, circlePos.y);
|
||||||
|
|
||||||
|
// set destination on random pos in a circle around start.
|
||||||
|
// (don't want to wander off)
|
||||||
|
destination = start + dir * movementDistance;
|
||||||
|
moving = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ManualMove()
|
||||||
|
{
|
||||||
|
float h = Input.GetAxis("Horizontal");
|
||||||
|
float v = Input.GetAxis("Vertical");
|
||||||
|
|
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|
Vector3 direction = new Vector3(h, 0, v);
|
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|
transform.position += direction.normalized * (Time.deltaTime * manualSpeed);
|
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|
}
|
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|
|
||||||
|
static bool Interrupted() =>
|
||||||
|
Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0;
|
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|
|
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|
void Update()
|
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|
{
|
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|
if (!isLocalPlayer) return;
|
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|
|
||||||
|
// player may interrupt auto movement to switch to manual
|
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|
if (Interrupted()) autoMove = false;
|
||||||
|
|
||||||
|
// move
|
||||||
|
if (autoMove) AutoMove();
|
||||||
|
else ManualMove();
|
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|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Mirror/Examples/CCU/Player.cs.meta
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Assets/Mirror/Examples/CCU/Player.cs.meta
Normal file
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154
Assets/Mirror/Examples/CCU/Player.prefab
Normal file
154
Assets/Mirror/Examples/CCU/Player.prefab
Normal file
@ -0,0 +1,154 @@
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Loading…
Reference in New Issue
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