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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="OnJoinedInstantiate.cs" company="Exit Games GmbH">
// Part of: Photon Unity Utilities,
// </copyright>
// <summary>
// Very basic component to move a GameObject by WASD and Space.
// </summary>
// <remarks>
// Requires a PhotonView.
// Disables itself on GameObjects that are not owned on Start.
//
// Speed affects movement-speed.
// JumpForce defines how high the object "jumps".
// JumpTimeout defines after how many seconds you can jump again.
// </remarks>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
namespace Photon.Pun.UtilityScripts
{
/// <summary>
/// Very basic component to move a GameObject by WASD and Space.
/// </summary>
/// <remarks>
/// Requires a PhotonView.
/// Disables itself on GameObjects that are not owned on Start.
///
/// Speed affects movement-speed.
/// JumpForce defines how high the object "jumps".
/// JumpTimeout defines after how many seconds you can jump again.
/// </remarks>
[RequireComponent(typeof(PhotonView))]
public class MoveByKeys : Photon.Pun.MonoBehaviourPun
{
public float Speed = 10f;
public float JumpForce = 200f;
public float JumpTimeout = 0.5f;
private bool isSprite;
private float jumpingTime;
private Rigidbody body;
private Rigidbody2D body2d;
public void Start()
{
//enabled = photonView.isMine;
this.isSprite = (GetComponent<SpriteRenderer>() != null);
this.body2d = GetComponent<Rigidbody2D>();
this.body = GetComponent<Rigidbody>();
}
// Update is called once per frame
public void FixedUpdate()
{
if (!photonView.IsMine)
{
return;
}
if ((Input.GetAxisRaw("Horizontal") < -0.1f) || (Input.GetAxisRaw("Horizontal") > 0.1f))
{
transform.position += Vector3.right * (Speed * Time.deltaTime) * Input.GetAxisRaw("Horizontal");
}
// jumping has a simple "cooldown" time but you could also jump in the air
if (this.jumpingTime <= 0.0f)
{
if (this.body != null || this.body2d != null)
{
// obj has a Rigidbody and can jump (AddForce)
if (Input.GetKey(KeyCode.Space))
{
this.jumpingTime = this.JumpTimeout;
Vector2 jump = Vector2.up * this.JumpForce;
if (this.body2d != null)
{
this.body2d.AddForce(jump);
}
else if (this.body != null)
{
this.body.AddForce(jump);
}
}
}
}
else
{
this.jumpingTime -= Time.deltaTime;
}
// 2d objects can't be moved in 3d "forward"
if (!this.isSprite)
{
if ((Input.GetAxisRaw("Vertical") < -0.1f) || (Input.GetAxisRaw("Vertical") > 0.1f))
{
transform.position += Vector3.forward * (Speed * Time.deltaTime) * Input.GetAxisRaw("Vertical");
}
}
}
}
}