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tanks: projectiles
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246
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36
Assets/Mirror/Examples/Tanks/Scripts/Projectile.cs
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36
Assets/Mirror/Examples/Tanks/Scripts/Projectile.cs
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using UnityEngine;
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using Mirror;
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public class Projectile : NetworkBehaviour
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{
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public float destroyAfter = 5;
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public Rigidbody rigidBody;
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public float force = 1000;
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public override void OnStartServer()
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{
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Invoke(nameof(DestroySelf), destroyAfter);
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}
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// set velocity for server and client. this way we don't have to sync the
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// position, because both the server and the client simulate it.
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void Start()
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{
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rigidBody.AddForce(transform.forward * force);
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}
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// destroy for everyone on the server
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[Server]
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void DestroySelf()
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{
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NetworkServer.Destroy(gameObject);
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}
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// ServerCallback because we don't want a warning if OnTriggerEnter is
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// called on the client
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[ServerCallback]
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void OnTriggerEnter(Collider co)
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{
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NetworkServer.Destroy(gameObject);
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}
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}
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11
Assets/Mirror/Examples/Tanks/Scripts/Projectile.cs.meta
Normal file
11
Assets/Mirror/Examples/Tanks/Scripts/Projectile.cs.meta
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@ -3,12 +3,19 @@
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namespace Mirror.Examples.Movement
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{
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public class Move : NetworkBehaviour
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public class Tank : NetworkBehaviour
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{
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[Header("Components")]
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public NavMeshAgent agent;
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public Animator animator;
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[Header("Movement")]
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public float rotationSpeed = 100;
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[Header("Firing")]
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public KeyCode shootKey = KeyCode.Space;
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public GameObject projectilePrefab;
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public Transform projectileMount;
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void Update()
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{
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@ -28,8 +35,24 @@ void Update()
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// shoot
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if (Input.GetKeyDown(shootKey))
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{
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animator.SetTrigger("Shoot");
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CmdFire();
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}
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}
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// this is called on the server
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[Command]
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void CmdFire()
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{
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GameObject projectile = Instantiate(projectilePrefab, projectileMount.position, transform.rotation);
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NetworkServer.Spawn(projectile);
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RpcOnFire();
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}
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// this is called on the tank that fired for all observers
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[ClientRpc]
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void RpcOnFire()
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{
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animator.SetTrigger("Shoot");
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}
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}
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}
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77
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Reference in New Issue
Block a user