// -------------------------------------------------------------------------------------------------------------------- // // Part of: Photon Unity Networking Demos // // // Used in PUN Basics Tutorial to deal with the networked player instance // // developer@exitgames.com // -------------------------------------------------------------------------------------------------------------------- using UnityEngine; using UnityEngine.EventSystems; namespace Photon.Pun.Demo.PunBasics { #pragma warning disable 649 /// /// Player manager. /// Handles fire Input and Beams. /// public class PlayerManager : MonoBehaviourPunCallbacks, IPunObservable { #region Public Fields [Tooltip("The current Health of our player")] public float Health = 1f; [Tooltip("The local player instance. Use this to know if the local player is represented in the Scene")] public static GameObject LocalPlayerInstance; #endregion #region Private Fields [Tooltip("The Player's UI GameObject Prefab")] [SerializeField] private GameObject playerUiPrefab; [Tooltip("The Beams GameObject to control")] [SerializeField] private GameObject beams; //True, when the user is firing bool IsFiring; #endregion #region MonoBehaviour CallBacks /// /// MonoBehaviour method called on GameObject by Unity during early initialization phase. /// public void Awake() { if (this.beams == null) { Debug.LogError("Missing Beams Reference.", this); } else { this.beams.SetActive(false); } // #Important // used in GameManager.cs: we keep track of the localPlayer instance to prevent instanciation when levels are synchronized if (photonView.IsMine) { LocalPlayerInstance = gameObject; } // #Critical // we flag as don't destroy on load so that instance survives level synchronization, thus giving a seamless experience when levels load. DontDestroyOnLoad(gameObject); } /// /// MonoBehaviour method called on GameObject by Unity during initialization phase. /// public void Start() { CameraWork _cameraWork = gameObject.GetComponent(); if (_cameraWork != null) { if (photonView.IsMine) { _cameraWork.OnStartFollowing(); } } else { Debug.LogError("Missing CameraWork Component on player Prefab.", this); } // Create the UI if (this.playerUiPrefab != null) { GameObject _uiGo = Instantiate(this.playerUiPrefab); _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver); } else { Debug.LogWarning("Missing PlayerUiPrefab reference on player Prefab.", this); } #if UNITY_5_4_OR_NEWER // Unity 5.4 has a new scene management. register a method to call CalledOnLevelWasLoaded. UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded; #endif } public override void OnDisable() { // Always call the base to remove callbacks base.OnDisable (); #if UNITY_5_4_OR_NEWER UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded; #endif } /// /// MonoBehaviour method called on GameObject by Unity on every frame. /// Process Inputs if local player. /// Show and hide the beams /// Watch for end of game, when local player health is 0. /// public void Update() { // we only process Inputs and check health if we are the local player if (photonView.IsMine) { this.ProcessInputs(); if (this.Health <= 0f) { GameManager.Instance.LeaveRoom(); } } if (this.beams != null && this.IsFiring != this.beams.activeInHierarchy) { this.beams.SetActive(this.IsFiring); } } /// /// MonoBehaviour method called when the Collider 'other' enters the trigger. /// Affect Health of the Player if the collider is a beam /// Note: when jumping and firing at the same, you'll find that the player's own beam intersects with itself /// One could move the collider further away to prevent this or check if the beam belongs to the player. /// public void OnTriggerEnter(Collider other) { if (!photonView.IsMine) { return; } // We are only interested in Beamers // we should be using tags but for the sake of distribution, let's simply check by name. if (!other.name.Contains("Beam")) { return; } this.Health -= 0.1f; } /// /// MonoBehaviour method called once per frame for every Collider 'other' that is touching the trigger. /// We're going to affect health while the beams are interesting the player /// /// Other. public void OnTriggerStay(Collider other) { // we dont' do anything if we are not the local player. if (!photonView.IsMine) { return; } // We are only interested in Beamers // we should be using tags but for the sake of distribution, let's simply check by name. if (!other.name.Contains("Beam")) { return; } // we slowly affect health when beam is constantly hitting us, so player has to move to prevent death. this.Health -= 0.1f*Time.deltaTime; } #if !UNITY_5_4_OR_NEWER /// See CalledOnLevelWasLoaded. Outdated in Unity 5.4. void OnLevelWasLoaded(int level) { this.CalledOnLevelWasLoaded(level); } #endif /// /// MonoBehaviour method called after a new level of index 'level' was loaded. /// We recreate the Player UI because it was destroy when we switched level. /// Also reposition the player if outside the current arena. /// /// Level index loaded void CalledOnLevelWasLoaded(int level) { // check if we are outside the Arena and if it's the case, spawn around the center of the arena in a safe zone if (!Physics.Raycast(transform.position, -Vector3.up, 5f)) { transform.position = new Vector3(0f, 5f, 0f); } GameObject _uiGo = Instantiate(this.playerUiPrefab); _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver); } #endregion #region Private Methods #if UNITY_5_4_OR_NEWER void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadingMode) { this.CalledOnLevelWasLoaded(scene.buildIndex); } #endif /// /// Processes the inputs. This MUST ONLY BE USED when the player has authority over this Networked GameObject (photonView.isMine == true) /// void ProcessInputs() { if (Input.GetButtonDown("Fire1")) { // we don't want to fire when we interact with UI buttons for example. IsPointerOverGameObject really means IsPointerOver*UI*GameObject // notice we don't use on on GetbuttonUp() few lines down, because one can mouse down, move over a UI element and release, which would lead to not lower the isFiring Flag. if (EventSystem.current.IsPointerOverGameObject()) { // return; } if (!this.IsFiring) { this.IsFiring = true; } } if (Input.GetButtonUp("Fire1")) { if (this.IsFiring) { this.IsFiring = false; } } } #endregion #region IPunObservable implementation public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { // We own this player: send the others our data stream.SendNext(this.IsFiring); stream.SendNext(this.Health); } else { // Network player, receive data this.IsFiring = (bool)stream.ReceiveNext(); this.Health = (float)stream.ReceiveNext(); } } #endregion } }