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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="PlayerControl.cs" company="Exit Games GmbH">
// Part of: Photon Unity Networking Demos
// </copyright>
// <summary>
// Used in SlotRacer Demo
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using System.Collections;
using Photon.Pun.Demo.SlotRacer.Utils;
using Photon.Pun.UtilityScripts;
namespace Photon.Pun.Demo.SlotRacer
{
/// <summary>
/// Player control.
/// Interface the User Inputs and PUN
/// Handle the Car instance
/// </summary>
[RequireComponent(typeof(SplineWalker))]
public class PlayerControl : MonoBehaviourPun, IPunObservable
{
/// <summary>
/// The car prefabs to pick depending on the grid position.
/// </summary>
public GameObject[] CarPrefabs;
/// <summary>
/// The maximum speed. Maximum speed is reached with a 1 unit per seconds acceleration
/// </summary>
public float MaximumSpeed = 20;
/// <summary>
/// The drag when user is not accelerating
/// </summary>
public float Drag = 5;
/// <summary>
/// The current speed.
/// Only used for locaPlayer
/// </summary>
private float CurrentSpeed;
/// <summary>
/// The current distance on the spline
/// Only used for locaPlayer
/// </summary>
private float CurrentDistance;
/// <summary>
/// The car instance.
/// </summary>
private GameObject CarInstance;
/// <summary>
/// The spline walker. Must be on this GameObject
/// </summary>
private SplineWalker SplineWalker;
/// <summary>
/// flag to force latest data to avoid initial drifts when player is instantiated.
/// </summary>
private bool m_firstTake = true;
private float m_input;
#region IPunObservable implementation
/// <summary>
/// this is where data is sent and received for this Component from the PUN Network.
/// </summary>
/// <param name="stream">Stream.</param>
/// <param name="info">Info.</param>
void IPunObservable.OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
// currently there is no strategy to improve on bandwidth, just passing the current distance and speed is enough,
// Input could be passed and then used to better control speed value
// Data could be wrapped as a vector2 or vector3 to save a couple of bytes
if (stream.IsWriting)
{
stream.SendNext(this.CurrentDistance);
stream.SendNext(this.CurrentSpeed);
stream.SendNext(this.m_input);
}
else
{
if (this.m_firstTake)
{
this.m_firstTake = false;
}
this.CurrentDistance = (float) stream.ReceiveNext();
this.CurrentSpeed = (float) stream.ReceiveNext();
this.m_input = (float) stream.ReceiveNext();
}
}
#endregion IPunObservable implementation
#region private
/// <summary>
/// Setups the car on track.
/// </summary>
/// <param name="gridStartIndex">Grid start index.</param>
private void SetupCarOnTrack(int gridStartIndex)
{
// Setup the SplineWalker to be on the right starting grid position.
this.SplineWalker.spline = SlotLanes.Instance.GridPositions[gridStartIndex].Spline;
this.SplineWalker.currentDistance = SlotLanes.Instance.GridPositions[gridStartIndex].currentDistance;
this.SplineWalker.ExecutePositioning();
// create a new car
this.CarInstance = (GameObject) Instantiate(this.CarPrefabs[gridStartIndex], this.transform.position, this.transform.rotation);
// We'll wait for the first serializatin to pass, else we'll have a glitch where the car is positioned at the wrong position.
if (!this.photonView.IsMine)
{
this.CarInstance.SetActive(false);
}
// depending on wether we control this instance locally, we force the car to become active ( because when you are alone in the room, serialization doesn't happen, but still we want to allow the user to race around)
if (PhotonNetwork.CurrentRoom.PlayerCount == 1)
{
this.m_firstTake = false;
}
this.CarInstance.transform.SetParent(this.transform);
}
#endregion private
#region Monobehaviour
/// <summary>
/// Cache the SplineWalker and flag context for clean serialization when joining late.
/// </summary>
private void Awake()
{
this.SplineWalker = this.GetComponent<SplineWalker>();
this.m_firstTake = true;
}
/// <summary>
/// Start this instance as a coroutine
/// Waits for a Playernumber to be assigned and only then setup the car and put it on the right starting position on the lane.
/// </summary>
private IEnumerator Start()
{
// Wait until a Player Number is assigned
// PlayerNumbering component must be in the scene.
yield return new WaitUntil(() => this.photonView.Owner.GetPlayerNumber() >= 0);
// now we can set it up.
this.SetupCarOnTrack(this.photonView.Owner.GetPlayerNumber());
}
/// <summary>
/// Make sure we delete instances linked to this component, else when user is leaving the room, its car instance would remain
/// </summary>
private void OnDestroy()
{
Destroy(this.CarInstance);
}
// Update is called once per frame
private void Update()
{
if (this.SplineWalker == null || this.CarInstance == null)
{
return;
}
if (this.photonView.IsMine)
{
this.m_input = Input.GetAxis("Vertical");
if (this.m_input == 0f)
{
this.CurrentSpeed -= Time.deltaTime * this.Drag;
}
else
{
this.CurrentSpeed += this.m_input;
}
this.CurrentSpeed = Mathf.Clamp(this.CurrentSpeed, 0f, this.MaximumSpeed);
this.SplineWalker.Speed = this.CurrentSpeed;
this.CurrentDistance = this.SplineWalker.currentDistance;
}
else
{
if (this.m_input == 0f)
{
this.CurrentSpeed -= Time.deltaTime * this.Drag;
}
this.CurrentSpeed = Mathf.Clamp (this.CurrentSpeed, 0f, this.MaximumSpeed);
this.SplineWalker.Speed = this.CurrentSpeed;
if (this.CurrentDistance != 0 && this.SplineWalker.currentDistance != this.CurrentDistance)
{
//Debug.Log ("SplineWalker.currentDistance=" + SplineWalker.currentDistance + " CurrentDistance=" + CurrentDistance);
this.SplineWalker.Speed += (this.CurrentDistance - this.SplineWalker.currentDistance) * Time.deltaTime * 50f;
}
}
// Only activate the car if we are sure we have the proper positioning, else it will glitch visually during the initialisation process.
if (!this.m_firstTake && !this.CarInstance.activeSelf)
{
this.CarInstance.SetActive(true);
this.SplineWalker.Speed = this.CurrentSpeed;
this.SplineWalker.SetPositionOnSpline (this.CurrentDistance);
}
}
#endregion Monobehaviour
}
}