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using System;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace LobbyRelaySample.ngo
{
/// <summary>
/// Each player's cursor needs to be controlled by them and visible to the other players.
/// </summary>
[RequireComponent(typeof(Collider))]
public class PlayerCursor : NetworkBehaviour, IReceiveMessages
{
[SerializeField] private SpriteRenderer m_renderer = default;
[SerializeField] private ParticleSystem m_onClickParticles = default;
[SerializeField] private TMPro.TMP_Text m_nameOutput = default;
private Camera m_mainCamera;
private NetworkVariable<Vector3> m_position = new NetworkVariable<Vector3>(NetworkVariableReadPermission.Everyone, Vector3.zero);
private ulong m_localId;
private Action<ulong, Action<PlayerData>> m_retrieveName;
// The host is responsible for determining if a player has successfully selected a symbol object, since collisions should be handled serverside.
private List<SymbolObject> m_currentlyCollidingSymbols;
public void Awake()
{
Locator.Get.Messenger.Subscribe(this);
}
// We can't pass object references as RPC calls by default, and we don't have a different convenient way to, I think,
// get the object spawned on the server to assign some member on the client, so instead let's retrieve dynamically what we need.
// I guess I'd just have a "singleton" to hold the references?
public override void OnNetworkSpawn()
{
m_retrieveName = NetworkedDataStore.Instance.GetPlayerData;
m_mainCamera = GameObject.Find("InGameCamera").GetComponent<Camera>();
if (IsHost)
m_currentlyCollidingSymbols = new List<SymbolObject>();
m_localId = NetworkManager.Singleton.LocalClientId;
// Other players' cursors should be less prominent than the local player's cursor.
if (OwnerClientId != m_localId)
{ m_renderer.transform.localScale *= 0.75f;
m_renderer.color = new Color(1, 1, 1, 0.5f);
var trails = m_onClickParticles.trails;
trails.colorOverLifetime = new ParticleSystem.MinMaxGradient(Color.grey);
}
}
[ClientRpc]
private void SetName_ClientRpc(PlayerData data)
{
if (!IsOwner)
m_nameOutput.text = data.name;
}
// Don't love having the input here, but it doesn't need to be anywhere else.
private bool IsSelectInputHit()
{
return Input.GetMouseButtonDown(0);
}
public void Update()
{
transform.position = m_position.Value;
if (m_mainCamera == null || !IsOwner)
return;
Vector3 targetPos = (Vector2)m_mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -m_mainCamera.transform.position.z));
SetPosition_ServerRpc(targetPos); // Client can't set a network variable value.
if (IsSelectInputHit())
SendInput_ServerRpc(m_localId);
}
[ServerRpc] // Leave RequireOwnership = true for these so that only the player whose cursor this is can make updates.
private void SetPosition_ServerRpc(Vector3 position)
{
m_position.Value = position;
}
[ServerRpc]
private void SendInput_ServerRpc(ulong id)
{
if (m_currentlyCollidingSymbols.Count > 0)
{
SymbolObject symbol = m_currentlyCollidingSymbols[0];
Locator.Get.InGameInputHandler.OnPlayerInput(id, symbol);
}
OnInputVisuals_ClientRpc();
}
[ClientRpc]
private void OnInputVisuals_ClientRpc()
{
m_onClickParticles.Stop(false, ParticleSystemStopBehavior.StopEmitting);
m_onClickParticles.Play();
}
public void OnTriggerEnter(Collider other)
{
if (!IsHost)
return;
SymbolObject symbol = other.GetComponent<SymbolObject>();
if (symbol == null)
return;
if (!m_currentlyCollidingSymbols.Contains(symbol))
m_currentlyCollidingSymbols.Add(symbol);
}
public void OnTriggerExit(Collider other)
{
if (!IsHost)
return;
SymbolObject symbol = other.GetComponent<SymbolObject>();
if (symbol == null)
return;
if (m_currentlyCollidingSymbols.Contains(symbol))
m_currentlyCollidingSymbols.Remove(symbol);
}
public void OnReceiveMessage(MessageType type, object msg)
{
if (type == MessageType.MinigameBeginning)
{
m_retrieveName.Invoke(OwnerClientId, SetName_ClientRpc);
Locator.Get.Messenger.Unsubscribe(this);
}
}
}
}