using System; using System.Collections; using System.Collections.Generic; using System.Transactions; using Unity.Netcode; using UnityEditor; using UnityEditor.UIElements; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UIElements; namespace Game { public enum Side {Top, Bottom} public class Player : NetworkBehaviour { public Side Side { get; set; } protected bool goingLeft, goingRight; public VisualElement Panel { get; private set; } public List Modifications { get; } = new(); [SerializeField] public int score = 0; // Units per second protected float Speed => 15; // Unit distance from zero protected float Border => Dimensions.Singleton.Width / 2; protected float Width => transform.localScale.x; private float LeftEdge => X - Width / 2; private float RightEdge => X + Width / 2; protected float X => transform.position.x; protected float Y => transform.position.y; public void GainScore() { score++; UpdatePanel(); } private void UpdatePanel() { Panel.Q("score").text = score.ToString(); } protected void ClampInsideBorders() { if (LeftEdge < -Border) transform.Translate(Vector2.right * (-Border - LeftEdge), Space.World); if (RightEdge > Border) transform.Translate(Vector2.left * (RightEdge - Border), Space.World); } 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(); } private void Start() { float y = Side switch { Side.Bottom => Dimensions.Singleton.boardBottom, Side.Top => Dimensions.Singleton.boardTop, _ => throw new ArgumentOutOfRangeException() }; transform.position = new Vector2(0, y); if (Side == Side.Top) transform.Rotate(transform.forward, 180); Panel = GameUI.Singleton.PlayerPanel(Side); UpdatePanel(); } private void OnCollisionEnter2D(Collision2D other) { other.gameObject.GetComponent().LastContactPlayer = this; } } public class RealPlayer : Player { public bool isThisClient; private void FixedUpdate() { if (!isThisClient) return; var keyboard = Keyboard.current; goingLeft = keyboard.aKey.isPressed; goingRight = keyboard.dKey.isPressed; TryLinearMove(Time.fixedDeltaTime); } } }