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135 行
4.8 KiB
135 行
4.8 KiB
using System;
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using System.Linq;
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using MLAPI;
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using UnityEngine;
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using UnityEngine.AI;
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namespace BossRoom.Server
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{
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public enum MovementState
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{
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Idle = 0,
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PathFollowing = 1,
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}
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/// <summary>
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/// Component responsible for moving a character on the server side based on inputs.
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/// </summary>
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[RequireComponent(typeof(NetworkCharacterState), typeof(NavMeshAgent), typeof(ServerCharacter)), RequireComponent(typeof(Rigidbody))]
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public class ServerCharacterMovement : NetworkedBehaviour
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{
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private NavMeshAgent m_NavMeshAgent;
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private Rigidbody m_Rigidbody;
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private NetworkCharacterState m_NetworkCharacterState;
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private NavMeshPath m_DesiredMovementPath;
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private MovementState m_MovementState;
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private ServerCharacter m_CharLogic;
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[SerializeField]
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private float m_MovementSpeed; // TODO [GOMPS-86] this should be assigned based on character definition
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private void Awake()
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{
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m_NavMeshAgent = GetComponent<NavMeshAgent>();
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m_NetworkCharacterState = GetComponent<NetworkCharacterState>();
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m_CharLogic = GetComponent<ServerCharacter>();
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m_Rigidbody = GetComponent<Rigidbody>();
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}
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public override void NetworkStart()
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{
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if (!IsServer)
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{
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// Disable server component on clients
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enabled = false;
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return;
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}
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// On the server enable navMeshAgent and initialize
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m_NavMeshAgent.enabled = true;
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m_NetworkCharacterState.OnReceivedClientInput += OnReceivedClientInput;
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m_DesiredMovementPath = new NavMeshPath();
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}
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private void OnReceivedClientInput(Vector3 position )
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{
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m_CharLogic.ClearActions(); //a fresh movement request trumps whatever we were doing before.
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SetMovementTarget(position);
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}
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/// <summary>
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/// Sets a movement target. We will path to this position, avoiding static obstacles.
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/// </summary>
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/// <param name="position">Position in world space to path to. </param>
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public void SetMovementTarget(Vector3 position)
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{
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m_MovementState = MovementState.PathFollowing;
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// Recalculate navigation path only on target change.
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m_NavMeshAgent.CalculatePath(position, m_DesiredMovementPath);
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}
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/// <summary>
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/// Cancels any moves that are currently in progress.
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/// </summary>
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public void CancelMove()
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{
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m_MovementState = MovementState.Idle;
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}
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private void FixedUpdate()
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{
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if (m_MovementState == MovementState.PathFollowing)
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{
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Movement();
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}
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// Send new position values to the client
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m_NetworkCharacterState.NetworkPosition.Value = transform.position;
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m_NetworkCharacterState.NetworkRotationY.Value = transform.rotation.eulerAngles.y;
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m_NetworkCharacterState.NetworkMovementSpeed.Value = m_MovementState == MovementState.Idle ? 0 : m_MovementSpeed;
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}
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private void Movement()
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{
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var corners = m_DesiredMovementPath.corners;
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// If we don't have a movement path stop moving
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if (corners.Length == 0)
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{
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m_MovementState = MovementState.Idle;
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return;
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}
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var desiredMovementAmount = m_MovementSpeed * Time.fixedDeltaTime;
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// If there is less distance to move left in the path than our desired amount
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if (Vector3.SqrMagnitude(corners[corners.Length - 1] - transform.position) < (desiredMovementAmount * desiredMovementAmount))
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{
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// Set to destination and stop moving
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transform.position = corners[corners.Length - 1];
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m_MovementState = MovementState.Idle;
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return;
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}
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// Get the direction to move along based on the calculated path.
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var direction = corners.Length > 1
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? (corners[1] - corners[0]).normalized
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: throw new InvalidOperationException("Navigation path should have a start and end position");
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var movementVector = direction * desiredMovementAmount;
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m_NavMeshAgent.Move(movementVector);
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transform.rotation = Quaternion.LookRotation(movementVector);
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//fixme--is this right? If I don't do this the Rigidbody is "left behind", and doesn't move with the GameObject.
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//also see ClientCharacterMovement before deleting this comment.
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m_Rigidbody.position = transform.position;
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m_Rigidbody.rotation = transform.rotation;
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m_NavMeshAgent.CalculatePath(corners[corners.Length - 1], m_DesiredMovementPath);
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}
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}
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}
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