GitHub
4 年前
当前提交
3565f53e
共有 41 个文件被更改,包括 1400 次插入 和 0 次删除
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56.gitattributes
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8Assets/BossRoom.meta
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8Assets/BossRoom/Prefabs.meta
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272Assets/BossRoom/Prefabs/Player.prefab
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7Assets/BossRoom/Prefabs/Player.prefab.meta
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8Assets/BossRoom/Scenes/SampleScene.meta
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651Assets/BossRoom/Scenes/SampleScene.unity
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2Assets/BossRoom/Scenes/SampleScene/NavMesh.asset
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8Assets/BossRoom/Scenes/SampleScene/NavMesh.asset.meta
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8Assets/BossRoom/Scripts/Client.meta
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17Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef
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7Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef.meta
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45Assets/BossRoom/Scripts/Client/ClientCharacterVisualization.cs
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11Assets/BossRoom/Scripts/Client/ClientCharacterVisualization.cs.meta
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48Assets/BossRoom/Scripts/Client/ClientInputSender.cs
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11Assets/BossRoom/Scripts/Client/ClientInputSender.cs.meta
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8Assets/BossRoom/Scripts/Server.meta
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17Assets/BossRoom/Scripts/Server/BossRoom.Server.asmdef
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7Assets/BossRoom/Scripts/Server/BossRoom.Server.asmdef.meta
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108Assets/BossRoom/Scripts/Server/ServerCharacterMovement.cs
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11Assets/BossRoom/Scripts/Server/ServerCharacterMovement.cs.meta
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8Assets/BossRoom/Scripts/Shared.meta
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16Assets/BossRoom/Scripts/Shared/BossRoom.Shared.asmdef
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7Assets/BossRoom/Scripts/Shared/BossRoom.Shared.asmdef.meta
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40Assets/BossRoom/Scripts/Shared/NetworkCharacterState.cs
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11Assets/BossRoom/Scripts/Shared/NetworkCharacterState.cs.meta
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0/Assets/BossRoom/Scenes.meta
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0/Assets/BossRoom/Scripts.meta
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0/Assets/BossRoom/Scenes/SampleScene.unity.meta
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0/Assets/BossRoom/Scripts/Development.meta
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0/Assets/BossRoom/Scripts/Development
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# 3D models |
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*.3dm filter=lfs diff=lfs merge=lfs -text |
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*.3ds filter=lfs diff=lfs merge=lfs -text |
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*.blend filter=lfs diff=lfs merge=lfs -text |
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*.c4d filter=lfs diff=lfs merge=lfs -text |
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*.collada filter=lfs diff=lfs merge=lfs -text |
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*.dae filter=lfs diff=lfs merge=lfs -text |
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*.dxf filter=lfs diff=lfs merge=lfs -text |
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*.fbx filter=lfs diff=lfs merge=lfs -text |
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*.jas filter=lfs diff=lfs merge=lfs -text |
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*.lws filter=lfs diff=lfs merge=lfs -text |
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*.lxo filter=lfs diff=lfs merge=lfs -text |
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*.ma filter=lfs diff=lfs merge=lfs -text |
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*.max filter=lfs diff=lfs merge=lfs -text |
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*.mb filter=lfs diff=lfs merge=lfs -text |
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*.obj filter=lfs diff=lfs merge=lfs -text |
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*.ply filter=lfs diff=lfs merge=lfs -text |
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*.skp filter=lfs diff=lfs merge=lfs -text |
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*.stl filter=lfs diff=lfs merge=lfs -text |
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*.ztl filter=lfs diff=lfs merge=lfs -text |
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# Audio |
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*.aif filter=lfs diff=lfs merge=lfs -text |
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*.aiff filter=lfs diff=lfs merge=lfs -text |
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*.it filter=lfs diff=lfs merge=lfs -text |
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*.mod filter=lfs diff=lfs merge=lfs -text |
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*.mp3 filter=lfs diff=lfs merge=lfs -text |
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*.ogg filter=lfs diff=lfs merge=lfs -text |
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*.s3m filter=lfs diff=lfs merge=lfs -text |
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*.wav filter=lfs diff=lfs merge=lfs -text |
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*.xm filter=lfs diff=lfs merge=lfs -text |
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# Fonts |
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*.otf filter=lfs diff=lfs merge=lfs -text |
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*.ttf filter=lfs diff=lfs merge=lfs -text |
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# Images |
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*.bmp filter=lfs diff=lfs merge=lfs -text |
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*.exr filter=lfs diff=lfs merge=lfs -text |
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*.gif filter=lfs diff=lfs merge=lfs -text |
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*.hdr filter=lfs diff=lfs merge=lfs -text |
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*.iff filter=lfs diff=lfs merge=lfs -text |
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*.jpeg filter=lfs diff=lfs merge=lfs -text |
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*.jpg filter=lfs diff=lfs merge=lfs -text |
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*.pict filter=lfs diff=lfs merge=lfs -text |
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*.png filter=lfs diff=lfs merge=lfs -text |
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*.psd filter=lfs diff=lfs merge=lfs -text |
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*.tga filter=lfs diff=lfs merge=lfs -text |
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*.tif filter=lfs diff=lfs merge=lfs -text |
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*.tiff filter=lfs diff=lfs merge=lfs -text |
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# Unity |
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*.unity filter=lfs diff=lfs merge=lfs text |
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*.prefab binary |
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2
Assets/BossRoom/Scenes/SampleScene/NavMesh.asset
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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assetBundleVariant: |
|
|||
using BossRoom.Shared; |
|||
using MLAPI; |
|||
using UnityEngine; |
|||
|
|||
namespace BossRoom.Client |
|||
{ |
|||
/// <summary>
|
|||
/// <see cref="ClientCharacterVisualization"/> is responsible for displaying a character on the client's screen based on state information sent by the server.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(NetworkCharacterState))] |
|||
public class ClientCharacterVisualization : NetworkedBehaviour |
|||
{ |
|||
private NetworkCharacterState m_NetworkCharacterState; |
|||
|
|||
/// <summary>
|
|||
/// The GameObject which visually represents the character is a child object of the character GameObject. This needs to be the case to support host mode.
|
|||
/// In host mode <see cref="MonoBehaviour.transform"/> is the transform which is relevant for gameplay.
|
|||
/// <see cref="m_ClientVisuals"/> is the visual representation on the client side which has interpolated position values.
|
|||
/// </summary>
|
|||
[SerializeField] |
|||
private Transform m_ClientVisuals; |
|||
|
|||
/// <inheritdoc />
|
|||
public override void NetworkStart() |
|||
{ |
|||
if (!IsClient) |
|||
{ |
|||
enabled = false; |
|||
} |
|||
} |
|||
|
|||
void Awake() |
|||
{ |
|||
m_NetworkCharacterState = GetComponent<NetworkCharacterState>(); |
|||
} |
|||
|
|||
void Update() |
|||
{ |
|||
// TODO [GOMPS-75] Needs core sdk support. This and rotation should grab the interpolated value of network position based on the last received snapshots.
|
|||
m_ClientVisuals.position = m_NetworkCharacterState.NetworkPosition.Value; |
|||
|
|||
m_ClientVisuals.rotation = Quaternion.Euler(0, m_NetworkCharacterState.NetworkRotationY.Value, 0); |
|||
} |
|||
} |
|||
} |
|
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fileFormatVersion: 2 |
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guid: 9520a47fc61d5ab4ca99cdac2d574909 |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
|||
assetBundleVariant: |
|
|||
using BossRoom.Shared; |
|||
using MLAPI; |
|||
using UnityEngine; |
|||
|
|||
namespace BossRoom.Client |
|||
{ |
|||
/// <summary>
|
|||
/// Captures inputs for a character on a client and sends them to the server.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(NetworkCharacterState))] |
|||
public class ClientInputSender : NetworkedBehaviour |
|||
{ |
|||
private NetworkCharacterState m_NetworkCharacter; |
|||
|
|||
public override void NetworkStart() |
|||
{ |
|||
// TODO [GOMPS-81] Don't use NetworkedBehaviour for just NetworkStart
|
|||
if (!IsClient || !IsOwner) |
|||
{ |
|||
enabled = false; |
|||
} |
|||
} |
|||
|
|||
|
|||
void Awake() |
|||
{ |
|||
m_NetworkCharacter = GetComponent<NetworkCharacterState>(); |
|||
} |
|||
|
|||
void FixedUpdate() |
|||
{ |
|||
// TODO [GOMPS-82] replace with new Unity Input System
|
|||
|
|||
// Is mouse button pressed (not just checking for down to allow continuous movement inputs by holding the mouse button down)
|
|||
if (Input.GetMouseButton(0)) |
|||
{ |
|||
RaycastHit hit; |
|||
|
|||
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit)) |
|||
{ |
|||
// The MLAPI_INTERNAL channel is a reliable sequenced channel. Inputs should always arrive and be in order that's why this channel is used.
|
|||
m_NetworkCharacter.InvokeServerRpc(m_NetworkCharacter.SendCharacterInputServerRpc, hit.point, |
|||
"MLAPI_INTERNAL"); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|
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fileFormatVersion: 2 |
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guid: 331c67f15523ad7419792662b9768f44 |
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folderAsset: yes |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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{ |
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"name": "BossRoom.Server", |
|||
"rootNamespace": "", |
|||
"references": [ |
|||
"GUID:1491147abca9d7d4bb7105af628b223e", |
|||
"GUID:16d7768bae8d50d44b658fc9bb9d4a7d" |
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], |
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"includePlatforms": [], |
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"excludePlatforms": [], |
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"allowUnsafeCode": false, |
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"overrideReferences": false, |
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"precompiledReferences": [], |
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"autoReferenced": true, |
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"defineConstraints": [], |
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"versionDefines": [], |
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"noEngineReferences": false |
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} |
|
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fileFormatVersion: 2 |
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guid: e91388c96bf375d4b870c24441e365db |
|||
AssemblyDefinitionImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
|||
using System; |
|||
using System.Linq; |
|||
using BossRoom.Shared; |
|||
using MLAPI; |
|||
using UnityEngine; |
|||
using UnityEngine.AI; |
|||
|
|||
namespace BossRoom.Server |
|||
{ |
|||
public enum MovementState |
|||
{ |
|||
Idle = 0, |
|||
PathFollowing = 1, |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Component responsible for moving a character on the server side based on inputs.
|
|||
/// </summary>
|
|||
[RequireComponent(typeof(NetworkCharacterState), typeof(NavMeshAgent))] |
|||
public class ServerCharacterMovement : NetworkedBehaviour |
|||
{ |
|||
private NavMeshAgent m_NavMeshAgent; |
|||
private NetworkCharacterState m_NetworkCharacterState; |
|||
|
|||
private NavMeshPath m_DesiredMovementPath; |
|||
private MovementState m_MovementState; |
|||
|
|||
[SerializeField] |
|||
private float m_MovementSpeed; // TODO [GOMPS-86] this should be assigned based on character definition
|
|||
|
|||
public override void NetworkStart() |
|||
{ |
|||
if (!IsServer) |
|||
{ |
|||
// Disable server component on clients
|
|||
enabled = false; |
|||
return; |
|||
} |
|||
|
|||
// On the server enable navMeshAgent and initialize
|
|||
m_NavMeshAgent.enabled = true; |
|||
m_NetworkCharacterState.OnReceivedClientInput += SetMovementTarget; |
|||
m_DesiredMovementPath = new NavMeshPath(); |
|||
} |
|||
|
|||
private void SetMovementTarget(Vector3 position) |
|||
{ |
|||
m_MovementState = MovementState.PathFollowing; |
|||
|
|||
// Recalculate navigation path only on target change.
|
|||
m_NavMeshAgent.CalculatePath(position, m_DesiredMovementPath); |
|||
|
|||
} |
|||
|
|||
private void Awake() |
|||
{ |
|||
m_NavMeshAgent = GetComponent<NavMeshAgent>(); |
|||
m_NetworkCharacterState = GetComponent<NetworkCharacterState>(); |
|||
} |
|||
|
|||
private void FixedUpdate() |
|||
{ |
|||
if (m_MovementState == MovementState.PathFollowing) |
|||
{ |
|||
Movement(); |
|||
} |
|||
|
|||
// Send new position values to the client
|
|||
m_NetworkCharacterState.NetworkPosition.Value = transform.position; |
|||
m_NetworkCharacterState.NetworkRotationY.Value = transform.rotation.eulerAngles.y; |
|||
} |
|||
|
|||
private void Movement() |
|||
{ |
|||
var corners = m_DesiredMovementPath.corners; |
|||
|
|||
// If we don't have a movement path stop moving
|
|||
if (corners.Length == 0) |
|||
{ |
|||
m_MovementState = MovementState.Idle; |
|||
return; |
|||
} |
|||
|
|||
var desiredMovementAmount = m_MovementSpeed * Time.fixedDeltaTime; |
|||
|
|||
// If there is less distance to move left in the path than our desired amount
|
|||
if (Vector3.SqrMagnitude(corners[corners.Length - 1] - transform.position) < (desiredMovementAmount * desiredMovementAmount)) |
|||
{ |
|||
// Set to destination and stop moving
|
|||
transform.position = corners[corners.Length - 1]; |
|||
m_MovementState = MovementState.Idle; |
|||
return; |
|||
} |
|||
|
|||
// Get the direction to move along based on the calculated path.
|
|||
var direction = corners.Length > 1 |
|||
? (corners[1] - corners[0]).normalized |
|||
: throw new InvalidOperationException("Navigation path should have a start and end position"); |
|||
|
|||
|
|||
var movementVector = direction * desiredMovementAmount; |
|||
|
|||
m_NavMeshAgent.Move(movementVector); |
|||
transform.rotation = Quaternion.LookRotation(movementVector); |
|||
m_NavMeshAgent.CalculatePath(corners[corners.Length - 1], m_DesiredMovementPath); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
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{ |
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], |
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"excludePlatforms": [], |
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"allowUnsafeCode": false, |
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"overrideReferences": false, |
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"autoReferenced": true, |
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"versionDefines": [], |
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"noEngineReferences": false |
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} |
|
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fileFormatVersion: 2 |
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guid: 16d7768bae8d50d44b658fc9bb9d4a7d |
|||
AssemblyDefinitionImporter: |
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externalObjects: {} |
|||
userData: |
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assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using MLAPI; |
|||
using MLAPI.Messaging; |
|||
using MLAPI.NetworkedVar; |
|||
using UnityEngine; |
|||
|
|||
|
|||
namespace BossRoom.Shared |
|||
{ |
|||
/// <summary>
|
|||
/// Contains all NetworkedVars and RPCs of a character. This component is present on both client and server objects.
|
|||
/// </summary>
|
|||
public class NetworkCharacterState : NetworkedBehaviour |
|||
{ |
|||
/// <summary>
|
|||
/// The networked position of this Character. This reflects the authorative position on the server.
|
|||
/// </summary>
|
|||
public NetworkedVarVector3 NetworkPosition { get;} = new NetworkedVarVector3(); |
|||
|
|||
/// <summary>
|
|||
/// The networked rotation of this Character. This reflects the authorative rotation on the server.
|
|||
/// </summary>
|
|||
public NetworkedVarFloat NetworkRotationY { get; } = new NetworkedVarFloat(); |
|||
|
|||
/// <summary>
|
|||
/// Gets invoked when inputs are received from the client which own this networked character.
|
|||
/// </summary>
|
|||
public event Action<Vector3> OnReceivedClientInput; |
|||
|
|||
/// <summary>
|
|||
/// RPC to send inputs for this character from a client to a server.
|
|||
/// </summary>
|
|||
/// <param name="movementTarget">The position which this character should move towards.</param>
|
|||
[ServerRPC] |
|||
public void SendCharacterInputServerRpc(Vector3 movementTarget) |
|||
{ |
|||
OnReceivedClientInput?.Invoke(movementTarget); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: edb78c1621dad5149bb47b96120d3fbf |
|||
MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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