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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
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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
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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)
|
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{
|
||||
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
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159
Assets/Mirror/Examples/CCU/Monster.prefab
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159
Assets/Mirror/Examples/CCU/Monster.prefab
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@ -0,0 +1,159 @@
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Assets/Mirror/Examples/CCU/Monster.prefab.meta
Normal file
7
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
|
||||
public class Player : NetworkBehaviour
|
||||
{
|
||||
public Vector3 cameraOffset = new Vector3(0, 40, -40);
|
||||
|
||||
// automated movement.
|
||||
// player may switch to manual movement any time
|
||||
[Header("Automated Movement")]
|
||||
public bool autoMove = true;
|
||||
public float autoSpeed = 2;
|
||||
public float movementProbability = 0.5f;
|
||||
public float movementDistance = 20;
|
||||
bool moving;
|
||||
Vector3 start;
|
||||
Vector3 destination;
|
||||
|
||||
[Header("Manual Movement")]
|
||||
public float manualSpeed = 10;
|
||||
|
||||
// cache .transform for benchmark demo.
|
||||
// Component.get_transform shows in profiler otherwise.
|
||||
Transform tf;
|
||||
|
||||
public override void OnStartLocalPlayer()
|
||||
{
|
||||
tf = transform;
|
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start = tf.position;
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// make camera follow
|
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|
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Camera.main.transform.localPosition = cameraOffset;
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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
|
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Camera.main.transform.SetParent(null, true);
|
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}
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void AutoMove()
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{
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if (moving)
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{
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{
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{
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}
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else
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{
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float r = Random.value;
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if (r < movementProbability * Time.deltaTime)
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{
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// calculate a random position in a circle
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float circleX = Mathf.Cos(Random.value * Mathf.PI);
|
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float circleZ = Mathf.Sin(Random.value * Mathf.PI);
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Vector2 circlePos = new Vector2(circleX, circleZ);
|
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Vector3 dir = new Vector3(circlePos.x, 0, circlePos.y);
|
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// set destination on random pos in a circle around start.
|
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// (don't want to wander off)
|
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destination = start + dir * movementDistance;
|
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moving = true;
|
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}
|
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}
|
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}
|
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void ManualMove()
|
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{
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float h = Input.GetAxis("Horizontal");
|
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float v = Input.GetAxis("Vertical");
|
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|
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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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}
|
||||
|
||||
static bool Interrupted() =>
|
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Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0;
|
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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;
|
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|
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// move
|
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if (autoMove) AutoMove();
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else ManualMove();
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}
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}
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}
|
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|
Loading…
Reference in New Issue
Block a user