David Woodruff
4 年前
当前提交
36fa2ccc
共有 190 个文件被更改,包括 4795 次插入 和 9 次删除
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57Packages/packages-lock.json
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9ProjectSettings/DynamicsManager.asset
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8ProjectSettings/EditorBuildSettings.asset
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7ProjectSettings/ProjectSettings.asset
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8Assets/Prefabs.meta
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16ProjectSettings/BurstAotSettings_StandaloneWindows.json
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7Assets/Prefabs/PlayerCharacter.prefab.meta
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259Assets/Prefabs/PlayerCharacter.prefab
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1001Assets/Scenes/MainMenu.unity
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7Assets/Scenes/MainMenu.unity.meta
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8Assets/Scenes/SampleScene.meta
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648Assets/Scenes/SampleScene.unity
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2Assets/Scenes/SampleScene/NavMesh.asset
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8Assets/Scenes/SampleScene/NavMesh.asset.meta
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88Assets/Scripts/Character.cs
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11Assets/Scripts/Character.cs.meta
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8Assets/Scripts/Client.meta
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8Assets/Scripts/Client/UI.meta
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8Assets/Scripts/Client/Game.meta
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8Assets/Scripts/Client/Net.meta
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11Assets/Scripts/Client/Game/ClientCharSelectBRState.cs.meta
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11Assets/Scripts/Client/Game/ClientGameBRState.cs.meta
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11Assets/Scripts/Client/Game/ClientMainMenuBRState.cs.meta
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31Assets/Scripts/Client/Game/ClientCharSelectBRState.cs
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28Assets/Scripts/Client/Game/ClientGameBRState.cs
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37Assets/Scripts/Client/Game/ClientMainMenuBRState.cs
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11Assets/Scripts/Client/Net/ClientGNHLogic.cs.meta
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78Assets/Scripts/Client/Net/ClientGNHLogic.cs
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11Assets/Scripts/Client/UI/MainMenuUI.cs.meta
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60Assets/Scripts/Client/UI/MainMenuUI.cs
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25Assets/Scripts/Interpolation.cs
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11Assets/Scripts/Interpolation.cs.meta
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40Assets/Scripts/PlayerInput.cs
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11Assets/Scripts/PlayerInput.cs.meta
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19Assets/Scripts/PositionInterpolation.cs
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11Assets/Scripts/PositionInterpolation.cs.meta
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8Assets/Scripts/Server.meta
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8Assets/Scripts/Server/Game.meta
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8Assets/Scripts/Server/Net.meta
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102Assets/Scripts/Server/Net/ServerGNHLogic.cs
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11Assets/Scripts/Server/Net/ServerGNHLogic.cs.meta
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11Assets/Scripts/Server/Game/ServerCharSelectBRState.cs.meta
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11Assets/Scripts/Server/Game/ServerGameBRState.cs.meta
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31Assets/Scripts/Server/Game/ServerCharSelectBRState.cs
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33Assets/Scripts/Server/Game/ServerGameBRState.cs
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8Assets/Scripts/Shared.meta
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8Assets/Scripts/Shared/Net.meta
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11Assets/Scripts/Shared/Net/GameNetHub.cs.meta
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149Assets/Scripts/Shared/Net/GameNetHub.cs
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8Assets/Scripts/Shared/Game.meta
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152Assets/Scripts/Shared/Game/BossRoomStateManager.cs
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11Assets/Scripts/Shared/Game/BossRoomStateManager.cs.meta
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35Assets/Scripts/Shared/Game/CharSelectBRState.cs
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11Assets/Scripts/Shared/Game/CharSelectBRState.cs.meta
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11Assets/Scripts/Shared/Game/GameBRState.cs.meta
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33Assets/Scripts/Shared/Game/IBossRoomState.cs
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11Assets/Scripts/Shared/Game/IBossRoomState.cs.meta
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36Assets/Scripts/Shared/Game/GameBRState.cs
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49Assets/Scripts/SimulationManager.cs
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11Assets/Scripts/SimulationManager.cs.meta
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5Packages/com.unity.multiplayer.transport.photon-realtime/CHANGELOG.md
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7Packages/com.unity.multiplayer.transport.photon-realtime/CHANGELOG.md.meta
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9Packages/com.unity.multiplayer.transport.photon-realtime/README.md
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7Packages/com.unity.multiplayer.transport.photon-realtime/README.md.meta
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8Packages/com.unity.multiplayer.transport.photon-realtime/Runtime.meta
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8Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon.meta
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8Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat.meta
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8Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code.meta
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18Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChannelCreationOptions.cs
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11Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChannelCreationOptions.cs.meta
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14Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChannelWellKnownProperties.cs
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11Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChannelWellKnownProperties.cs.meta
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191Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChatChannel.cs
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11Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChatChannel.cs.meta
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1001Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChatClient.cs
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11Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChatClient.cs.meta
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36Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChatDisconnectCause.cs
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11Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChatDisconnectCause.cs.meta
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33Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChatEventCode.cs
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11Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChatEventCode.cs.meta
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36Packages/com.unity.multiplayer.transport.photon-realtime/Runtime/Photon/PhotonChat/Code/ChatOperationCode.cs
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Assets/Scenes/MainMenu.unity
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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2
Assets/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
|
|||
fileFormatVersion: 2 |
|||
guid: c7720ceef5c5df34c98168df9d4f695e |
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NativeFormatImporter: |
|||
externalObjects: {} |
|||
mainObjectFileID: 0 |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using MLAPI; |
|||
using MLAPI.Messaging; |
|||
using System; |
|||
using System.IO; |
|||
using System.Linq; |
|||
using UnityEngine; |
|||
using UnityEngine.AI; |
|||
|
|||
public class Character : NetworkedBehaviour |
|||
{ |
|||
[SerializeField] |
|||
private float movementSpeed; |
|||
|
|||
private NavMeshAgent _navMeshAgent; |
|||
private NavMeshPath _path; |
|||
|
|||
private PositionInterpolation _interpolation; |
|||
|
|||
public void Awake() |
|||
{ |
|||
_path = new NavMeshPath(); |
|||
_navMeshAgent = GetComponent<NavMeshAgent>(); |
|||
_interpolation = GetComponentInChildren<PositionInterpolation>(); |
|||
} |
|||
|
|||
///<inheritdoc/>
|
|||
public override void NetworkStart() |
|||
{ |
|||
base.NetworkStart(); |
|||
|
|||
SimulationManager.Singleton.OnSimulationUpdate += SimulationUpdate; |
|||
SimulationManager.Singleton.OnSyncNetworkEvents += SyncNetworkEvents; |
|||
|
|||
_navMeshAgent.updateRotation = false; |
|||
_navMeshAgent.updatePosition = true; |
|||
|
|||
if (!IsServer) |
|||
{ |
|||
Destroy(_navMeshAgent); |
|||
} |
|||
} |
|||
|
|||
private void SyncNetworkEvents(float time, float deltaTime) |
|||
{ |
|||
if (IsServer) |
|||
{ |
|||
_interpolation.AddValue(time, transform.position); |
|||
InvokeClientRpcOnEveryoneExcept<float, Vector3>(ReplicatePosition, NetworkingManager.Singleton.ServerClientId, time, transform.position); |
|||
} |
|||
|
|||
} |
|||
|
|||
public void SetMovementTarget(Vector3 position) |
|||
{ |
|||
_navMeshAgent.CalculatePath(position, _path); |
|||
} |
|||
|
|||
private void SimulationUpdate(float time, float deltaTime) |
|||
{ |
|||
if (IsServer) |
|||
{ |
|||
NavigationMovement(deltaTime); |
|||
} |
|||
} |
|||
|
|||
private void NavigationMovement(float deltaTime) |
|||
{ |
|||
var corners = _path.corners; // TODO: maybe use non-alloc version
|
|||
|
|||
if (corners.Any() && Vector3.SqrMagnitude(corners[corners.Length - 1]- transform.position) < 1) |
|||
{ |
|||
_path = new NavMeshPath(); |
|||
corners = _path.corners; |
|||
} |
|||
|
|||
var direction = corners.Length > 1 ? (corners[1]- corners[0]).normalized : Vector3.zero; |
|||
var movement = direction * movementSpeed * deltaTime; |
|||
|
|||
_navMeshAgent.Move(movement); |
|||
} |
|||
|
|||
[ClientRPC] |
|||
private void ReplicatePosition(float time, Vector3 value) |
|||
{ |
|||
// The time which we receive here is server time. TODO We need to match it with our client time.
|
|||
_interpolation.AddValue(time, value); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 5ef335173735a554a98a17d4ef9b21c2 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 422ec0f4d28e6d4468624a9c76adab77 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 3d8dd27d96315be4c9c7413bc17b82c7 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 96e5af1f6fcbe144a99396d22b4f7dbf |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 834e4dadbaf194f45a280e71aace6a16 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 5c5d294b879617e448dbe34b7f09616d |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: fb79a8334ba58754c98a2ee9fc2a5dee |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 5a65bc8be73a02c42a41f5efef95fbae |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
|
|||
using BossRoom; |
|||
|
|||
|
|||
namespace BossRoomClient |
|||
{ |
|||
class ClientCharSelectBRState : CharSelectBRState |
|||
{ |
|||
// !! STUB CLASS !!
|
|||
// this will be fleshed out with all client-side logic for the character select BossRoom state.
|
|||
|
|||
public override void Destroy() |
|||
{ |
|||
base.Destroy(); |
|||
} |
|||
|
|||
public override void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams) |
|||
{ |
|||
base.Initialize(manager, stateParams); |
|||
} |
|||
|
|||
public override void Update() |
|||
{ |
|||
base.Update(); |
|||
} |
|||
} |
|||
} |
|||
|
|||
|
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
|
|||
using BossRoom; |
|||
|
|||
namespace BossRoomClient |
|||
{ |
|||
class ClientGameBRState : GameBRState |
|||
{ |
|||
// !! STUB CLASS !!
|
|||
// this will be fleshed out with all client-side logic for the Game BossRoom state.
|
|||
|
|||
public override void Destroy() |
|||
{ |
|||
base.Destroy(); |
|||
} |
|||
|
|||
public override void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams) |
|||
{ |
|||
base.Initialize(manager, stateParams); |
|||
} |
|||
|
|||
public override void Update() |
|||
{ |
|||
base.Update(); |
|||
} |
|||
} |
|||
} |
|
|||
using System; |
|||
using System.Collections.Generic; |
|||
|
|||
using BossRoom; |
|||
|
|||
|
|||
namespace BossRoomClient |
|||
{ |
|||
/// <summary>
|
|||
/// The BossRoom state logic that runs during MainMenu. Unlike most states, there is only a client variant of this (you are always
|
|||
/// a client when sitting at the Main Menu screen).
|
|||
/// </summary>
|
|||
class ClientMainMenuBRState : IBossRoomState |
|||
{ |
|||
private BossRoomStateManager m_manager; |
|||
|
|||
public BossRoomState State { get { return BossRoomState.MAINMENU; } } |
|||
|
|||
public void Destroy() |
|||
{ |
|||
} |
|||
|
|||
public void Initialize(BossRoomStateManager manager, Dictionary<string, object> stateParams) |
|||
{ |
|||
m_manager = manager; |
|||
|
|||
UnityEngine.Application.targetFrameRate = 60; |
|||
} |
|||
|
|||
public void Update() |
|||
{ |
|||
|
|||
} |
|||
} |
|||
} |
|||
|
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: 5bd31edc1b1fd1342b3bf8193a5a03b2 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
using BossRoom; |
|||
|
|||
namespace BossRoomClient |
|||
{ |
|||
/// <summary>
|
|||
/// Client logic for the GameNetHub. Contains implementations for all of GameNetHub's S2C RPCs.
|
|||
/// </summary>
|
|||
public class ClientGNHLogic |
|||
{ |
|||
private GameNetHub m_hub; |
|||
|
|||
public ClientGNHLogic(GameNetHub hub) |
|||
{ |
|||
m_hub = hub; |
|||
} |
|||
|
|||
public void RecvConnectFinished( ConnectStatus status, BossRoomState targetState ) |
|||
{ |
|||
//on success, there is nothing to do (the MLAPI scene management system will take us to the next scene).
|
|||
//on failure, we must raise an event so that the UI layer can display something.
|
|||
Debug.Log("RecvConnectFinished Got status: " + status); |
|||
m_hub.GetComponent<BossRoomStateManager>().ChangeState(targetState, null); |
|||
} |
|||
|
|||
|
|||
/// <summary>
|
|||
/// Either loads a Guid string from Unity preferences, or creates one and checkpoints it, then returns it.
|
|||
/// </summary>
|
|||
/// <returns>The Guid that uniquely identifies this client install, in string form. </returns>
|
|||
private static string GetOrCreateGuid() |
|||
{ |
|||
if( PlayerPrefs.HasKey("client_guid")) |
|||
{ |
|||
return PlayerPrefs.GetString("client_guid"); |
|||
} |
|||
|
|||
System.Guid g = System.Guid.NewGuid(); |
|||
string guid_string = g.ToString(); |
|||
|
|||
PlayerPrefs.SetString("client_guid", guid_string); |
|||
return guid_string; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Wraps the invocation of NetworkingManager.StartClient, including our GUID as the payload.
|
|||
/// </summary>
|
|||
/// <remarks>
|
|||
/// This method must be static because, when it is invoked, the client still doesn't know it's a client yet, and in particular, GameNetHub hasn't
|
|||
/// yet initialized its client and server GNHLogic objects yet (which it does in NetworkStart, based on the role that the current player is performing).
|
|||
/// </remarks>
|
|||
/// <param name="ipaddress">the IP address of the host to connect to. (currently IPV4 only)</param>
|
|||
/// <param name="port">The port of the host to connect to. </param>
|
|||
public static void StartClient(GameNetHub hub, string ipaddress, int port) |
|||
{ |
|||
string client_guid = GetOrCreateGuid(); |
|||
string payload = $"client_guid={client_guid}\n"; //minimal format where key=value pairs are separated by newlines.
|
|||
|
|||
byte[] payload_bytes = System.Text.Encoding.UTF8.GetBytes(payload); |
|||
|
|||
//DMW_NOTE: non-portable. We need to be updated when moving to UTP transport.
|
|||
var transport = hub.NetworkingManagerGO.GetComponent<MLAPI.Transports.UNET.UnetTransport>(); |
|||
transport.ConnectAddress = ipaddress; |
|||
transport.ConnectPort = port; |
|||
|
|||
hub.NetManager.NetworkConfig.ConnectionData = payload_bytes; |
|||
|
|||
//and...we're off! MLAPI will establish a socket connection to the host.
|
|||
// If the socket connection fails, we'll hear back by [???] (FIXME: GOMPS-79, need to handle transport layer failures too).
|
|||
// If the socket connection succeeds, we'll get our RecvConnectFinished invoked. This is where game-layer failures will be reported.
|
|||
hub.NetManager.StartClient(); |
|||
} |
|||
|
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: f6144e8dd0fc8ec4cb23a1a49059aa08 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
namespace BossRoomViz |
|||
{ |
|||
/// <summary>
|
|||
/// Provides backing logic for all of the UI that runs in the MainMenu stage.
|
|||
/// </summary>
|
|||
public class MainMenuUI : MonoBehaviour |
|||
{ |
|||
public GameObject GameHubGO; |
|||
public GameObject InputTextGO; |
|||
|
|||
private BossRoom.GameNetHub m_netHub; |
|||
|
|||
// Start is called before the first frame update
|
|||
void Start() |
|||
{ |
|||
m_netHub = GameHubGO.GetComponent<BossRoom.GameNetHub>(); |
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update() |
|||
{ |
|||
|
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Gets the IP Address the user set in the UI, or returns 127.0.0.1 if IP is not present.
|
|||
/// </summary>
|
|||
/// <returns>IP address entered by user, in string form. </returns>
|
|||
private string GetIPAddress() |
|||
{ |
|||
string iptext = InputTextGO.GetComponent<UnityEngine.UI.Text>().text; |
|||
if( iptext == "" ) |
|||
{ |
|||
return "127.0.0.1"; |
|||
} |
|||
|
|||
return iptext; |
|||
} |
|||
|
|||
public void OnHostClicked() |
|||
{ |
|||
Debug.Log("Host Clicked"); |
|||
|
|||
GetIPAddress(); |
|||
|
|||
m_netHub.StartHost(GetIPAddress(), 9998); |
|||
} |
|||
|
|||
public void OnConnectClicked() |
|||
{ |
|||
Debug.Log("Connect Clicked"); |
|||
m_netHub.StartClient(GetIPAddress(), 9998); |
|||
} |
|||
} |
|||
} |
|||
|
|
|||
using System; |
|||
using UnityEngine; |
|||
|
|||
public abstract class Interpolation<T> : MonoBehaviour |
|||
{ |
|||
public abstract Func<T, T, float, T> LerpFunction { get;} |
|||
|
|||
private (float, T) _last; |
|||
private (float, T) _previous; |
|||
|
|||
public T GetValueForTime(float time) |
|||
{ |
|||
float timeSincePrevious = time - _previous.Item1; |
|||
float t = (timeSincePrevious / (_last.Item1 - _previous.Item1) - 1f); |
|||
|
|||
return LerpFunction(_previous.Item2, _last.Item2, t); |
|||
} |
|||
|
|||
public void AddValue(float time, T value) |
|||
{ |
|||
_previous = _last; |
|||
_last = (time, value); |
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 4be874942db508e4bb7c4481d0ffb727 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using MLAPI; |
|||
using MLAPI.Messaging; |
|||
using System; |
|||
using UnityEngine; |
|||
|
|||
public class PlayerInput : NetworkedBehaviour |
|||
{ |
|||
private Character character; |
|||
|
|||
public void Awake() |
|||
{ |
|||
character = GetComponent<Character>(); |
|||
} |
|||
|
|||
public override void NetworkStart() |
|||
{ |
|||
if (IsClient) |
|||
{ |
|||
SimulationManager.Singleton.OnSimulationUpdate += SimulationUpdate; |
|||
} |
|||
} |
|||
|
|||
private void SimulationUpdate(float time, float deltaTime) |
|||
{ |
|||
if (Input.GetMouseButton(0)) |
|||
{ |
|||
RaycastHit hit; |
|||
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit)) |
|||
{ |
|||
InvokeServerRpc(SendPlayerInput, hit.point); |
|||
} |
|||
} |
|||
} |
|||
|
|||
[ServerRPC] |
|||
public void SendPlayerInput(Vector3 position) |
|||
{ |
|||
character.SetMovementTarget(position); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 0eaaa5f4790dfc64ebc62ee85984bab9 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System; |
|||
using UnityEngine; |
|||
using MLAPI; |
|||
|
|||
[DefaultExecutionOrder(200)] |
|||
public class PositionInterpolation : Interpolation<Vector3> |
|||
{ |
|||
public override Func<Vector3, Vector3, float, Vector3> LerpFunction => Vector3.LerpUnclamped; |
|||
|
|||
private void Update() |
|||
{ |
|||
var value = GetValueForTime(NetworkingManager.Singleton.NetworkTime); |
|||
if (!float.IsNaN(value.x)) |
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transform.position = value; |
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} |
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} |
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} |
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using System.Collections; |
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using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
using BossRoom; |
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|
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