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using System;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Game {
public class Player : NetworkBehaviour {
public enum ESide {Top, Bottom}
public ESide Side { get; set; }
private int score;
protected bool goingLeft, goingRight;
// Units per second
protected float Speed => 10;
// Unit distance from zero
private float Border => 7;
private SpeedModification speedModification;
private BorderModification borderModification;
protected float Width => transform.localScale.x;
private float LeftSide => X() - Width / 2;
private float RightSide => X() + Width / 2;
protected float X() {
return transform.position.x;
}
protected float Y() {
return transform.position.y;
}
protected void ClampInsideBorders() {
if (LeftSide < -Border)
transform.Translate(Vector2.right * (-Border - LeftSide));
if (RightSide > Border)
transform.Translate(Vector2.left * (RightSide - Border));
}
protected void TryLinearMove(float h) {
Vector2 trans = new Vector2((goingLeft ? -1 : 0) + (goingRight ? 1 : 0), 0);
trans *= Speed * h;
transform.Translate(trans);
ClampInsideBorders();
}
private void Start() {
float y = Side switch {
ESide.Bottom => BorderSize.Singleton.y1,
ESide.Top => BorderSize.Singleton.y2,
_ => throw new ArgumentOutOfRangeException()
};
transform.position = new Vector2(0, y);
}
}
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);
}
}
}