using System; using Unity.Netcode; using UnityEngine; using UnityEngine.InputSystem; namespace Game { public enum Side {Top, Bottom} public class Player : NetworkBehaviour { public Side Side { get; set; } private int score; protected bool goingLeft, goingRight; // Units per second protected float Speed => 15; // Unit distance from zero protected float Border => 10; private SpeedModification speedModification; private BorderModification borderModification; protected float Width => transform.localScale.x; private float LeftEdge => X() - Width / 2; private float RightEdge => X() + Width / 2; protected float X() { return transform.position.x; } protected float Y() { return transform.position.y; } 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 => BorderSize.Singleton.y1, Side.Top => BorderSize.Singleton.y2, _ => throw new ArgumentOutOfRangeException() }; transform.position = new Vector2(0, y); if (Side == Side.Top) transform.Rotate(transform.forward, 180); } } 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); } } }