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using System;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Game {
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public enum Side {Top, Bottom}
public class Player : NetworkBehaviour {
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public Side Side { get; set; }
private int score;
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protected bool goingLeft, goingRight;
// Units per second
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protected float Speed => 10;
// Unit distance from zero
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private float Border => 10;
private SpeedModification speedModification;
private BorderModification borderModification;
protected float Width => transform.localScale.x;
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private float LeftEdge => X() - Width / 2;
private float RightEdge => X() + Width / 2;
protected float X() {
return transform.position.x;
}
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protected float Y() {
return transform.position.y;
}
protected void ClampInsideBorders() {
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if (LeftEdge < -Border)
transform.Translate(Vector2.right * (-Border - LeftEdge), Space.World);
if (RightEdge > Border)
transform.Translate(Vector2.left * (RightEdge - Border), Space.World);
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}
protected void TryLinearMove(float h) {
Vector2 trans = new Vector2((goingLeft ? -1 : 0) + (goingRight ? 1 : 0), 0);
trans *= Speed * h;
transform.Translate(trans, Space.World);
ClampInsideBorders();
}
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private void Start() {
float y = Side switch {
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Side.Bottom => BorderSize.Singleton.y1,
Side.Top => BorderSize.Singleton.y2,
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_ => throw new ArgumentOutOfRangeException()
};
transform.position = new Vector2(0, y);
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if (Side == Side.Top)
transform.Rotate(transform.forward, 180);
}
}
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public class RealPlayer : Player {
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public bool isThisClient;
private void FixedUpdate() {
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if (!isThisClient)
return;
var keyboard = Keyboard.current;
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goingLeft = keyboard.aKey.isPressed;
goingRight = keyboard.dKey.isPressed;
TryLinearMove(Time.fixedDeltaTime);
}
}
}