Initial commit

This commit is contained in:
Thorbjoern
2025-05-26 00:46:28 +02:00
commit e5bca03433
3896 changed files with 1434297 additions and 0 deletions
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets;
namespace XRMultiplayer
{
/// <summary>
/// Represents an anti-gravity zone in the game world.
/// Objects and characters within the zone experience anti-gravity effects.
/// </summary>
public class AntiGravityZone : MonoBehaviour
{
[Header("Anti-Gravity Zone Settings")]
/// <summary>
/// The minimum range of float speeds for objects within the zone.
/// </summary>
[SerializeField] Vector2 m_ObjectFloatSpeedRangeMin = new(4.5f, 12.0f);
/// <summary>
/// The maximum range of float speeds for objects within the zone.
/// </summary>
[SerializeField] Vector2 m_ObjectFloatSpeedRangeMax = new Vector2(13.0f, 15.0f);
/// <summary>
/// The minimum range of float speeds for the player within the zone.
/// </summary>
[SerializeField] Vector2 m_PlayerFloatSpeedRangeMin = new Vector2(0, 0);
/// <summary>
/// The maximum range of float speeds for the player within the zone.
/// </summary>
[SerializeField] Vector2 m_PlayerFloatSpeedRangeMax = new Vector2(.025f, .075f);
/// <summary>
/// The range of float speeds for the particle system.
/// </summary>
[SerializeField] Vector2 m_ParticleFloatSpeedMinMax = new Vector2(0, 3);
/// <summary>
/// The maximum velocity for objects within the zone.
/// </summary>
[SerializeField] float m_MaxObjectVelocityThreshold = 4.0f;
/// <summary>
/// The particle system for the zone.
/// </summary>
[SerializeField] ParticleSystem[] m_Particles;
/// <summary>
/// The collider for the zone.
/// </summary>
[SerializeField] SubTrigger m_AntiGravitySubTrigger;
/// <summary>
/// The renderer for the zone.
/// </summary>
[SerializeField] Renderer m_Renderer;
[Header("Powered Settings")]
/// <summary>
/// The renderers for the zone that get colored when powered on.
/// </summary>
[SerializeField] Renderer[] m_PoweredOnRends;
/// <summary>
/// The audio source for the zone.
/// </summary>
[SerializeField] AudioSource m_PoweredOnAudio;
/// <summary>
/// The material for the zone when powered on.
/// </summary>
[SerializeField] Material m_PoweredOnMaterial;
/// <summary>
/// The material for the zone when powered off.
/// </summary>
[SerializeField] Material m_PoweredOffMaterial;
[Header("Black Hole Settings")]
[SerializeField] GameObject[] m_BlackHoleObjects;
float currentSpeed;
/// <summary>
/// The float speed range for objects within the zone.
/// </summary>
Vector2 m_FloatSpeedRange;
/// <summary>
/// The float speed range for the player within the zone.
/// </summary>
Vector2 m_PlayerFloatSpeedRange;
/// <summary>
/// The list of rigidbodies within the zone.
/// </summary>
CharacterController m_CharacterController;
/// <summary>
/// The list of rigidbodies within the zone.
/// </summary>
List<Rigidbody> m_RigidbodyList = new List<Rigidbody>();
bool m_IsBlackHole = false;
bool m_IsPowered = false;
/// <inheritdoc/>
private void Awake()
{
PowerOff();
UpdateSpeed(0);
m_AntiGravitySubTrigger.OnTriggerAction += SubTriggered;
ToggleBlackHoles(false);
}
/// <inheritdoc/>
void Update()
{
if (m_IsBlackHole) return;
if (m_CharacterController != null)
{
m_CharacterController.transform.position += Vector3.up * Random.Range(m_PlayerFloatSpeedRange.x, m_PlayerFloatSpeedRange.y);
}
}
/// <inheritdoc/>
void FixedUpdate()
{
if (m_IsBlackHole) return;
foreach (var rigidbody in m_RigidbodyList)
{
if (rigidbody == null) continue;
if (!rigidbody.isKinematic)
{
// If the rigidbody is not kinematic and it's Y velocity is under the threshold, apply a force to simulate floating.
if (rigidbody.linearVelocity.y < m_MaxObjectVelocityThreshold)
{
currentSpeed = Random.Range(m_FloatSpeedRange.x, m_FloatSpeedRange.y);
rigidbody.AddForce(Vector3.up * currentSpeed);
}
}
}
}
/// <summary>
/// Turns off the anti-gravity zone.
/// </summary>
///<remarks> Called from the Socket Interactor.</remarks>
public void PowerOff()
{
m_IsPowered = false;
m_AntiGravitySubTrigger.subTriggerCollider.enabled = false;
m_Renderer.enabled = false;
m_PoweredOnAudio.enabled = false;
m_RigidbodyList.Clear();
foreach (var p in m_Particles)
{
p.Stop(false, ParticleSystemStopBehavior.StopEmitting);
}
foreach (Renderer r in m_PoweredOnRends)
{
if (r == null) continue;
r.material = m_PoweredOffMaterial;
}
if (m_CharacterController != null)
{
m_CharacterController.GetComponentInChildren<DynamicMoveProvider>().useGravity = true;
m_CharacterController = null;
}
ToggleBlackHoles(false);
}
/// <summary>
/// Turns on the anti-gravity zone.
/// </summary>
///<remarks> Called from the Socket Interactor.</remarks>
public void PowerOn()
{
m_IsPowered = true;
m_PoweredOnAudio.enabled = true;
foreach (Renderer r in m_PoweredOnRends)
{
r.material = m_PoweredOnMaterial;
}
if (m_IsBlackHole)
{
m_Renderer.enabled = false;
ToggleBlackHoles(true);
}
else
{
m_Renderer.enabled = true;
m_AntiGravitySubTrigger.subTriggerCollider.enabled = true;
foreach (var p in m_Particles)
{
p.Play();
}
}
}
/// <summary>
/// Updates the speed of the anti-gravity effects based on the given value.
/// </summary>
/// <param name="value">The value used to interpolate the speed range.</param>
public void UpdateSpeed(float value)
{
m_FloatSpeedRange = new Vector2(Mathf.Lerp(m_ObjectFloatSpeedRangeMin.x, m_ObjectFloatSpeedRangeMax.x, value), Mathf.Lerp(m_ObjectFloatSpeedRangeMin.y, m_ObjectFloatSpeedRangeMax.y, value));
m_PlayerFloatSpeedRange = new Vector2(Mathf.Lerp(m_PlayerFloatSpeedRangeMin.x, m_PlayerFloatSpeedRangeMax.x, value), Mathf.Lerp(m_PlayerFloatSpeedRangeMin.y, m_PlayerFloatSpeedRangeMax.y, value));
for (int i = 0; i < m_Particles.Length; i++)
{
var main = m_Particles[i].main;
main.startSpeed = Mathf.Lerp(m_ParticleFloatSpeedMinMax.x / (i + 1), m_ParticleFloatSpeedMinMax.y / (i + 1), value);
}
}
/// <summary>
/// Callback for the SubTrigger action.
/// </summary>
/// <param name="other"></param>
/// <param name="entered"></param>
void SubTriggered(Collider other, bool entered)
{
if (entered)
{
SubTriggerEntered(other);
}
else
{
SubTriggerExited(other);
}
}
/// <summary>
/// Callback for the SubTrigger OnTriggerEnter.
/// </summary>
/// <param name="other"></param>
private void SubTriggerEntered(Collider other)
{
Rigidbody body = other.GetComponentInParent<Rigidbody>();
if (body != null)
{
if (m_RigidbodyList.Contains(body)) return;
// If the object is an interactable and it throws on detach, add it to the list.
if (body.TryGetComponent(out UnityEngine.XR.Interaction.Toolkit.Interactables.XRGrabInteractable interactable))
{
if (interactable.throwOnDetach)
{
m_RigidbodyList.Add(body);
}
}
else
{
m_RigidbodyList.Add(body);
}
}
else
{
// If the object is a character controller, add it to the list.
if (other.TryGetComponent(out CharacterController controller))
{
m_CharacterController = controller;
m_CharacterController.GetComponentInChildren<DynamicMoveProvider>().useGravity = false;
}
}
}
/// <summary>
/// Callback for the SubTrigger OnTriggerExit.
/// </summary>
/// <param name="other"></param>
private void SubTriggerExited(Collider other)
{
Rigidbody body = other.GetComponentInParent<Rigidbody>();
if (body != null)
{
if (m_RigidbodyList.Contains(body))
{
m_RigidbodyList.Remove(body);
}
}
else
{
if (other.TryGetComponent(out CharacterController controller))
{
controller.GetComponentInChildren<DynamicMoveProvider>().useGravity = true;
m_CharacterController = null;
}
}
}
/// <summary>
/// Toggles the black hole effect.
/// This is used to destroy objects within the zone.
/// </summary>
/// <param name="toggle"></param>
public void ToggleBlackHole(bool toggle)
{
m_IsBlackHole = toggle;
if (m_IsBlackHole)
{
m_Renderer.enabled = false;
if (m_IsPowered)
{
m_AntiGravitySubTrigger.subTriggerCollider.enabled = false;
foreach (var p in m_Particles)
{
p.Stop();
}
ToggleBlackHoles(true);
}
}
else
{
if (m_IsPowered)
{
m_Renderer.enabled = true;
m_AntiGravitySubTrigger.subTriggerCollider.enabled = true;
foreach (var p in m_Particles)
{
p.Play();
}
ToggleBlackHoles(false);
}
}
}
void ToggleBlackHoles(bool toggle)
{
foreach (GameObject g in m_BlackHoleObjects)
{
g.SetActive(toggle);
}
}
}
}
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using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Interactables;
namespace XRMultiplayer
{
[RequireComponent(typeof(TrailRenderer))]
public class PenTrail : MonoBehaviour
{
public TrailRenderer trailRenderer => m_TrailRenderer;
TrailRenderer m_TrailRenderer;
[SerializeField] bool m_UseLifetime = false;
[SerializeField] float m_ObjectLifetimeInSeconds = 900.0f;
GameObject m_SpawnedInteractableObject;
Color m_StartColor;
float m_StartWidth;
// Start is called before the first frame update
void Awake()
{
if (!TryGetComponent(out m_TrailRenderer))
{
Utils.Log("Missing Components! Disabling Now.", 2);
enabled = false;
return;
}
}
public void SetColor(Color color)
{
m_StartColor = color;
UpdateColor(m_StartColor);
}
void UpdateColor(Color color)
{
m_TrailRenderer.material.color = color;
m_TrailRenderer.startColor = color;
m_TrailRenderer.endColor = color;
}
public void CreateInteractableTrail()
{
m_StartWidth = m_TrailRenderer.startWidth;
Mesh mesh = new();
m_TrailRenderer.BakeMesh(mesh, true);
m_SpawnedInteractableObject = new();
m_SpawnedInteractableObject.transform.position = Vector3.zero;
m_SpawnedInteractableObject.AddComponent<MeshFilter>().mesh = mesh;
m_SpawnedInteractableObject.AddComponent<MeshCollider>().sharedMesh = mesh;
m_SpawnedInteractableObject.transform.parent = transform;
XRSimpleInteractable interactable = m_SpawnedInteractableObject.AddComponent<XRSimpleInteractable>();
interactable.activated.AddListener(DestroyTrail);
interactable.hoverEntered.AddListener(HoverEntered);
interactable.hoverExited.AddListener(HoverExited);
if (m_UseLifetime)
Destroy(gameObject, m_ObjectLifetimeInSeconds);
}
void HoverEntered(HoverEnterEventArgs args)
{
m_TrailRenderer.startWidth = m_StartWidth * 3.0f;
m_TrailRenderer.endWidth = m_StartWidth * 3.0f;
UpdateColor(Color.red);
}
void HoverExited(HoverExitEventArgs args)
{
m_TrailRenderer.startWidth = m_StartWidth;
m_TrailRenderer.endWidth = m_StartWidth;
UpdateColor(m_StartColor);
}
void DestroyTrail(ActivateEventArgs args)
{
Destroy(gameObject);
}
}
}
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using System.Collections.Generic;
using UnityEngine;
using XRMultiplayer;
public class SimplePen : MonoBehaviour
{
[SerializeField] PenTrail m_TrailRendererPrefab;
[SerializeField] Transform m_PenTipTransform;
[SerializeField] Renderer m_PenTipRenderer;
NetworkPhysicsInteractable m_NetworkInteractable;
PenTrail m_CurrentTrailRenderer;
Color m_CurrentColor;
List<PenTrail> m_PenTrails = new();
void Awake()
{
TryGetComponent(out m_NetworkInteractable);
}
void Start()
{
SetColor();
XRINetworkGameManager.Connected.Subscribe(ConnectedToNetworkGame);
}
void OnDestroy()
{
XRINetworkGameManager.Connected.Unsubscribe(ConnectedToNetworkGame);
}
void ConnectedToNetworkGame(bool connected)
{
if (!connected)
{
foreach (var trail in m_PenTrails)
{
Destroy(trail.gameObject);
}
}
}
public void ToggleDrawing(bool toggle)
{
if (toggle && m_CurrentTrailRenderer == null)
{
m_CurrentTrailRenderer = Instantiate(m_TrailRendererPrefab, m_PenTipTransform.position, m_PenTipTransform.rotation, m_PenTipTransform);
m_CurrentTrailRenderer.SetColor(m_CurrentColor);
}
else if (!toggle && m_CurrentTrailRenderer != null)
{
m_CurrentTrailRenderer.transform.SetParent(null);
m_CurrentTrailRenderer.CreateInteractableTrail();
m_CurrentTrailRenderer = null;
}
}
public void SetColor()
{
if (XRINetworkGameManager.Instance.GetPlayerByID(m_NetworkInteractable.OwnerClientId, out XRINetworkPlayer player))
{
m_CurrentColor = player.playerColor;
}
// Failed to get player, might be offline
else
{
m_CurrentColor = XRINetworkGameManager.LocalPlayerColor.Value;
}
m_PenTipRenderer.material.color = m_CurrentColor;
}
}
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using UnityEngine;
using TMPro;
namespace XRMultiplayer
{
/// <summary>
/// Represents a message text on a message board.
/// </summary>
public class MessageText : MonoBehaviour
{
/// <summary>
/// The text component to display the message.
/// </summary>
[SerializeField] private TMP_Text text;
/// <summary>
/// The text component to display the time.
/// </summary>
[SerializeField] private TMP_Text timeText;
/// <summary>
/// Use this value for any headers or offsets that need to be added to the message text when calculating height.
/// </summary>
[SerializeField, Tooltip("Use this value for any headers or offsets that need to be added to the message text when calculating height.")]
float m_BonusScale = 1.0f;
[SerializeField] RectTransform m_RectTransform;
/// <summary>
/// Sets the message and time to be displayed.
/// </summary>
/// <param name="message">The message to be displayed.</param>
/// <param name="time">The time to be displayed.</param>
public void SetMessage(string message, string time)
{
text.SetText(message);
timeText.SetText(time);
Canvas.ForceUpdateCanvases();
SnapHeight();
}
[ContextMenu("Snap Height")]
void SnapHeight()
{
m_RectTransform.sizeDelta = new Vector2(m_RectTransform.sizeDelta.x, text.preferredHeight * m_BonusScale /* * text.fontSize*/);
Canvas.ForceUpdateCanvases();
}
}
}
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using UnityEngine;
using Unity.Netcode;
using Unity.Collections;
using System;
using UnityEngine.XR.Interaction.Toolkit.Samples.SpatialKeyboard;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace XRMultiplayer
{
/// <summary>
/// Represents a message board that allows players to submit and display messages in a networked environment.
/// </summary>
public class NetworkMessageBoard : NetworkBehaviour
{
/// <summary>
/// The prefab for the message text.
/// </summary>
[SerializeField] GameObject m_MessagePrefab;
/// <summary>
/// The transform that contains the viewport for the messages.
/// </summary>
[SerializeField] Transform m_ContentViewport;
/// <summary>
/// The maximum number of messages that can be displayed.
/// </summary>
[SerializeField] int m_MaxMessageCount = 100;
/// <summary>
/// The maximum number of characters that can be displayed in a message.
/// </summary>
[SerializeField] int m_MaxCharacterCount = 256;
/// <summary>
/// The list of current messages.
/// </summary>
NetworkList<FixedString512Bytes> messageList;
/// <inheritdoc/>
void Start()
{
XRINetworkGameManager.Connected.Subscribe(ConnectedToNetwork);
messageList = new NetworkList<FixedString512Bytes>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
}
/// <summary>
/// Called when the network connection status changes.
/// </summary>
/// <param name="connected">Indicates whether the player is connected to the network.</param>
void ConnectedToNetwork(bool connected)
{
if (!connected)
{
foreach (Transform t in m_ContentViewport)
{
Destroy(t.gameObject);
}
}
}
// Called from XRIKeyboardDisplay
public void ToggleKeyboardOpen(bool toggle)
{
GlobalNonNativeKeyboard.instance.keyboard.closeOnSubmit = !toggle;
}
/// <inheritdoc/>
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
if (IsServer)
{
messageList.Clear();
}
foreach (FixedString512Bytes message in messageList)
{
CreateText(message.ToString());
}
}
/// <summary>
/// Submits a text message locally.
/// </summary>
/// <param name="text">The text message to submit.</param>
public void SubmitTextLocal(string text)
{
if (string.IsNullOrEmpty(text) || string.IsNullOrWhiteSpace(text)) return;
string textToSend = $"<b>{XRINetworkPlayer.LocalPlayer.playerName}</b>:<br><br>{text}";
if (textToSend.Length > m_MaxCharacterCount)
{
textToSend = textToSend.Substring(0, m_MaxCharacterCount);
}
FixedString512Bytes newText = new FixedString512Bytes(textToSend);
SubmitMessageServerRpc(newText);
}
/// <summary>
/// Submits a message to the server.
/// </summary>
/// <param name="text">The message to submit.</param>
[ServerRpc(RequireOwnership = false)]
void SubmitMessageServerRpc(FixedString512Bytes text)
{
messageList.Add(text);
if (messageList.Count > m_MaxMessageCount)
{
messageList.RemoveAt(0);
}
SubmitMessageClientRpc(text);
}
/// <summary>
/// Submits a message to the clients.
/// </summary>
/// <param name="text">The message to submit.</param>
[ClientRpc]
void SubmitMessageClientRpc(FixedString512Bytes text)
{
CreateText(text.ToString());
}
/// <summary>
/// Creates a text message and adds it to the message board.
/// </summary>
/// <param name="text">The text of the message.</param>
void CreateText(string text)
{
Instantiate(m_MessagePrefab, m_ContentViewport).GetComponent<MessageText>().SetMessage(text, DateTime.Now.ToString("h:mm tt"));
// message.SetMessage(text, DateTime.Now.ToString("h:mm tt"));
if (m_ContentViewport.childCount > m_MaxMessageCount)
{
Destroy(m_ContentViewport.GetChild(0).gameObject);
}
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(NetworkMessageBoard), true), CanEditMultipleObjects]
public class NetworkMessageBoardEditor : Editor
{
[SerializeField, TextArea(10, 15)] string m_DebugText;
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
GUILayout.Space(10);
GUILayout.Label("Debug Area", EditorStyles.boldLabel);
GUI.enabled = XRINetworkGameManager.Connected.Value;
if(!XRINetworkGameManager.Connected.Value)
{
GUILayout.Label("Connect to a network to submit messages.", EditorStyles.helpBox);
}
else
{
GUILayout.Label("Debug Text");
m_DebugText = GUILayout.TextArea(m_DebugText);
}
if (GUILayout.Button("Submit Text Debug"))
{
((NetworkMessageBoard)target).SubmitTextLocal(m_DebugText);
}
GUI.enabled = true;
}
}
#endif
}
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using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace XRMultiplayer
{
/// <summary>
/// This class is responsible for handling the networked despawning of objects based within
/// a trigger volume. It also resets the player controller if they are within the bounds.
/// It also handles the spawning of particles when an object is despawned.
/// </summary>
public class NetworkObjectDestroyer : NetworkBehaviour
{
/// <summary>
/// The sub-trigger that triggers the action.
/// </summary>
[SerializeField] SubTrigger m_SubTrigger;
/// <summary>
/// The Y offset for the particles that are spawned.
/// </summary>
[SerializeField] float m_YOffset = .1f;
/// <summary>
/// The list of scene interactables that cannot be destroyed.
/// </summary>
[SerializeField] List<NetworkBaseInteractable> m_UndestroyableInteractables;
readonly List<NetworkBaseInteractable> m_DestroyedInteractables = new();
Pooler m_ParticlePooler;
/// <summary>
/// Awake is called when the script instance is being loaded.
/// </summary>
void Awake()
{
if (!TryGetComponent(out m_ParticlePooler))
{
Utils.LogError("NetworkObjectDestroyer requires a Pooler component to be attached to the same GameObject.");
return;
};
m_SubTrigger.OnTriggerAction += Triggered;
}
public override void OnDestroy()
{
base.OnDestroy();
m_SubTrigger.OnTriggerAction -= Triggered;
}
/// <summary>
/// Event handler for the trigger action.
/// </summary>
/// <param name="other">The collider that triggered the action.</param>
/// <param name="entered">A flag indicating if the collider entered or exited the trigger.</param>
void Triggered(Collider other, bool entered)
{
if (!entered) return;
NetworkBaseInteractable networkBaseInteractable = other.GetComponentInParent<NetworkBaseInteractable>();
if (networkBaseInteractable != null)
{
if (m_UndestroyableInteractables.Contains(networkBaseInteractable) || networkBaseInteractable.isInteracting) return;
// This will prevent objects with multiple colliders from being destroyed multiple times.
if (m_DestroyedInteractables.Contains(networkBaseInteractable)) return;
m_DestroyedInteractables.Add(networkBaseInteractable);
Vector3 position = networkBaseInteractable.transform.position + Vector3.up * m_YOffset;
if (!networkBaseInteractable.IsSpawned)
{
Destroy(networkBaseInteractable);
PlayDestroyEffect(position);
// PlayDestroyEffectRpc(position);
}
else if (IsServer)
{
networkBaseInteractable.NetworkObject.Despawn();
PlayDestroyEffectRpc(position);
}
}
else
{
if (other.TryGetComponent(out CharacterResetter playerResetter))
{
PlayDestroyEffectRpc(playerResetter.transform.position);
// PlayDestroyEffectServerRpc(playerResetter.transform.position, NetworkManager.Singleton.LocalClientId);
playerResetter.ResetPlayer();
}
if (other.TryGetComponent(out Projectile projectile))
{
PlayDestroyEffectRpc(projectile.transform.position);
// Destroy(Instantiate(m_DestroyParticles, projectile.transform.position, Quaternion.identity), 1.0f);
projectile.ResetProjectile();
}
}
}
/// <summary>
/// Plays the destroy effect at the specified position.
/// </summary>
/// <param name="position">The position at which to play the destroy effect.</param>
void PlayDestroyEffect(Vector3 position)
{
GameObject particleObject = m_ParticlePooler.GetItem();
particleObject.transform.position = position;
StartCoroutine(ReturnParticleToPool(particleObject));
// var particles = particleObject.GetComponent<ParticleSystem>();
// particles.Play();
// var main = particles.main;
// main.stopAction = m_ParticlePooler.ReturnItem(particleObject);
// Destroy(Instantiate(m_DestroyParticles, position, Quaternion.identity), 1.0f);
// PlayDestroyEffectServerRpc(position, NetworkManager.Singleton.LocalClientId);
}
IEnumerator ReturnParticleToPool(GameObject particleObject)
{
yield return new WaitForSeconds(1.0f);
m_ParticlePooler.ReturnItem(particleObject);
}
// /// <summary>
// /// Server RPC method for playing the destroy effect on the server.
// /// </summary>
// /// <param name="position">The position at which to play the destroy effect.</param>
// /// <param name="clientId">The client ID of the player triggering the effect.</param>
// [ServerRpc(RequireOwnership = false)]
// void PlayDestroyEffectServerRpc(Vector3 position, ulong clientId)
// {
// PlayDestroyEffectClientRpc(position, clientId);
// }
// /// <summary>
// /// Client RPC method for playing the destroy effect on the clients.
// /// </summary>
// /// <param name="position">The position at which to play the destroy effect.</param>
// /// <param name="clientId">The client ID of the player triggering the effect.</param>
// [ClientRpc]
// void PlayDestroyEffectClientRpc(Vector3 position, ulong clientId)
// {
// if (clientId != NetworkManager.Singleton.LocalClientId)
// Destroy(Instantiate(m_DestroyParticles, position, Quaternion.identity), 1.0f);
// }
[Rpc(SendTo.Everyone)]
void PlayDestroyEffectRpc(Vector3 position)
{
PlayDestroyEffect(position);
// if (clientId != NetworkManager.Singleton.LocalClientId)
// Destroy(Instantiate(m_DestroyParticles, position, Quaternion.identity), 1.0f);
}
}
}
@@ -0,0 +1,11 @@
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#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
#endif
namespace XRMultiplayer
{
#if UNITY_EDITOR
[CustomEditor(typeof(NetworkObjectDispenser))]
public class NetworkObjectDispenserEditor : Editor
{
public override VisualElement CreateInspectorGUI()
{
return DrawBaseContainer();
}
VisualElement DrawBaseContainer()
{
var root = new VisualElement();
Box backgroundBox = new();
Foldout foldout = new Foldout
{
name = "Dispenser Panels Foldout",
text = "Dispenser Spawn Groups",
};
// Creating a second nested foldout to help with the layout
Foldout persistentFoldout = new Foldout
{
name = "Persistent Panel Foldout",
text = "Persistent Spawn Group",
};
persistentFoldout.style.paddingLeft = 11.0f;
persistentFoldout.Add(new PropertyField(serializedObject.FindProperty("m_PersistentPanel")));
foldout.Add(persistentFoldout);
var togglePanels = new PropertyField(serializedObject.FindProperty("m_Panels"), "Toggleable Spawn Groups");
foldout.Add(togglePanels);
backgroundBox.Add(foldout);
root.Add(backgroundBox);
var capacityContainer = GetCapacityContainer();
root.Add(capacityContainer);
capacityContainer.PlaceBehind(backgroundBox);
return root;
}
VisualElement GetCapacityContainer()
{
var container = new VisualElement();
container.Add(new PropertyField(serializedObject.FindProperty("m_ClearButton")));
container.Add(new PropertyField(serializedObject.FindProperty("m_Capacity")));
container.Add(new PropertyField(serializedObject.FindProperty("m_CountText")));
container.Add(new PropertyField(serializedObject.FindProperty("m_DistanceCheckTimeInterval")));
return container;
}
}
[CustomPropertyDrawer(typeof(DispenserPanel))]
public class DispenserPanelDrawer : PropertyDrawer
{
NetworkObjectDispenser m_target = null;
public override VisualElement CreatePropertyGUI(SerializedProperty property)
{
if(Selection.activeGameObject != null && Selection.activeGameObject.GetComponent<NetworkObjectDispenser>() != null)
{
m_target = (NetworkObjectDispenser)Selection.activeGameObject.GetComponent(typeof(NetworkObjectDispenser));
}
var container = new VisualElement();
int panelId = property.FindPropertyRelative("panelId").intValue;
Box backgroundBox = new();
backgroundBox.style.backgroundColor = new UnityEngine.Color(0.1f, 0.1f, 0.1f, .5f);
backgroundBox.Add(new PropertyField(property.FindPropertyRelative("panelName"), "Group Name"));
backgroundBox.Add(new PropertyField(property.FindPropertyRelative("panel"), "Group GameObject"));
if(m_target == null)
{
Label errorLabel = new Label("Please select a NetworkObjectDispenser GameObject to Spawn Previews.");
backgroundBox.Add(errorLabel);
container.Add(backgroundBox);
return container;
}
var buttonContainer = new VisualElement();
buttonContainer.style.flexDirection = FlexDirection.Row;
TextElement textElement = new()
{
style =
{
fontSize = 12,
marginTop = 5.0f,
marginLeft = 5.0f,
marginBottom = 5.0f
},
text = "Group Preview"
};
buttonContainer.Add(textElement);
var showButton = ObjectDispenserEditorButton.CreateDefaultButton("Show");
showButton.style.marginLeft = 50.0f;
showButton.style.alignSelf = Align.FlexEnd;
var hideButton = ObjectDispenserEditorButton.CreateDefaultButton("Hide");
hideButton.style.alignSelf = Align.FlexEnd;
PanelToggleGroup panelToggle = new(showButton, hideButton, panelId, -1);
showButton.clicked += () => SpawnPanel(panelToggle);
hideButton.clicked += () => ClearPanel(panelToggle);
m_target.OnProxiesUpdated += () => UpdateButtonsState(panelToggle);
UpdateButtonsState(panelToggle);
buttonContainer.Add(showButton);
buttonContainer.Add(hideButton);
backgroundBox.Add(buttonContainer);
backgroundBox.Add(new PropertyField(property.FindPropertyRelative("dispenserSlots"), "Spawn Slots"));
container.Add(backgroundBox);
return container;
}
void SpawnPanel(PanelToggleGroup panelToggle)
{
if(m_target != null)
m_target.SpawnProxyPanel(panelToggle.panelId);
UpdateButtonsState(panelToggle);
}
void ClearPanel(PanelToggleGroup panelToggle)
{
if(m_target != null)
m_target.ClearProxyPanel(panelToggle.panelId);
UpdateButtonsState(panelToggle);
}
void UpdateButtonsState(PanelToggleGroup panelToggle)
{
bool isShowing = m_target.IsProxyPanelShowing(panelToggle.panelId);
bool IsFull = m_target.IsProxyPanelFull(panelToggle.panelId);
panelToggle.showButton.SetEnabled(!IsFull);
panelToggle.hideButton.SetEnabled(isShowing);
}
}
[CustomPropertyDrawer(typeof(DispenserSlot))]
public class DispenserSlotDrawer : PropertyDrawer
{
NetworkObjectDispenser m_target = null;
public override VisualElement CreatePropertyGUI(SerializedProperty property)
{
if(Selection.activeGameObject != null && Selection.activeGameObject.GetComponent<NetworkObjectDispenser>() != null)
{
m_target = (NetworkObjectDispenser)Selection.activeGameObject.GetComponent(typeof(NetworkObjectDispenser));
}
var container = new VisualElement();
int slotId = property.FindPropertyRelative("slotId").intValue;
int panelId = property.FindPropertyRelative("panelId").intValue;
bool hasSpawnedProxy = property.FindPropertyRelative("hasSpawnedProxy").boolValue;
Box backgroundBox = new();
backgroundBox.style.backgroundColor = new UnityEngine.Color(0.1f, 0.1f, 0.1f, .5f);
backgroundBox.Add(new PropertyField(property.FindPropertyRelative("freezeOnSpawn"), "Freeze On Spawn"));
backgroundBox.Add(new PropertyField(property.FindPropertyRelative("distanceToSpawnNew"), "Distance To Spawn New"));
backgroundBox.Add(new PropertyField(property.FindPropertyRelative("spawnCooldown"), "Spawn Cooldown"));
backgroundBox.Add(new PropertyField(property.FindPropertyRelative("dispenserSlotTransform"), "Spawn Transform"));
backgroundBox.Add(new PropertyField(property.FindPropertyRelative("spawnableInteractablePrefab"), "Spawn Prefab"));
if(m_target == null)
{
Label errorLabel = new Label("Please select a NetworkObjectDispenser GameObject to Spawn Previews.");
backgroundBox.Add(errorLabel);
container.Add(backgroundBox);
return container;
}
var buttonContainer = new VisualElement();
buttonContainer.style.flexDirection = FlexDirection.Row;
TextElement textElement = new()
{
style =
{
fontSize = 12,
marginTop = 5.0f,
marginLeft = 5.0f,
marginBottom = 5.0f
},
text = "Object Preview"
};
buttonContainer.Add(textElement);
var showButton = ObjectDispenserEditorButton.CreateDefaultButton("Show");
showButton.style.marginLeft = 50.0f;
var hideButton = ObjectDispenserEditorButton.CreateDefaultButton("Hide");
PanelToggleGroup panelToggle = new(showButton, hideButton, panelId, slotId);
showButton.clicked += () => SpawnButton(panelToggle);
hideButton.clicked += () => ClearButton(panelToggle);
m_target.OnProxiesUpdated += () => UpdateButtonsState(panelToggle);
UpdateButtonsState(panelToggle);
buttonContainer.Add(showButton);
buttonContainer.Add(hideButton);
backgroundBox.Add(buttonContainer);
container.Add(backgroundBox);
return container;
}
void SpawnButton(PanelToggleGroup panelToggle)
{
if(m_target != null)
{
m_target.SpawnProxy(panelToggle.panelId, panelToggle.slotId);
}
UpdateButtonsState(panelToggle);
}
void ClearButton(PanelToggleGroup panelToggle)
{
if(m_target != null)
{
m_target.ClearProxy(panelToggle.panelId, panelToggle.slotId);
}
UpdateButtonsState(panelToggle);
}
void UpdateButtonsState(PanelToggleGroup panelToggle)
{
bool isProxyShowing = m_target.IsProxySlotShowing(panelToggle.panelId, panelToggle.slotId);
panelToggle.showButton.SetEnabled(!isProxyShowing);
panelToggle.hideButton.SetEnabled(isProxyShowing);
}
}
public static class ObjectDispenserEditorButton
{
public static Button CreateDefaultButton(string buttonText)
{
var button = new Button
{
text = buttonText,
style =
{
height = 20.0f,
width = 75.0f,
}
};
return button;
}
}
public struct PanelToggleGroup
{
public Button showButton;
public Button hideButton;
public int panelId;
public int slotId;
public PanelToggleGroup(Button showButton, Button hideButton, int panelId, int slotId)
{
this.showButton = showButton;
this.hideButton = hideButton;
this.panelId = panelId;
this.slotId = slotId;
}
}
#endif
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,614 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using Unity.Netcode;
using System;
using UnityEngine.Events;
#if UNITY_EDITOR
using UnityEditor.SceneManagement;
#endif
namespace XRMultiplayer
{
/// <summary>
/// Represents a networked object dispenser that can spawn and despawn interactable objects.
/// </summary>
public class NetworkObjectDispenser : NetworkBehaviour
{
const int k_NonToggleablePanelId = -1;
public Action OnProxiesUpdated;
/// <summary>
/// The button used to clear the current interactables.
/// </summary>
[SerializeField] UnityEngine.UI.Button m_ClearButton;
// [SerializeField] bool m_UseCapacity = false;
/// <summary>
/// The maximum capacity of the dispenser.
/// </summary>
[SerializeField] int m_Capacity;
[SerializeField] float m_DistanceCheckTimeInterval = .5f;
/// <summary>
/// The text component displaying the current capacity.
/// </summary>
[SerializeField] TMP_Text m_CountText;
/// <summary>
/// The network variable representing the current capacity.
/// </summary>
NetworkVariable<int> m_CurrentCapacityNetworked = new NetworkVariable<int>(0, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
/// <summary>
/// The network variable representing the current panel ID.
/// </summary>
NetworkVariable<int> m_CurrentPanelIdNetworked = new NetworkVariable<int>(-1, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
/// <summary>
/// The list of currently active interactables.
/// </summary>
List<NetworkBaseInteractable> m_ActiveInteractables = new List<NetworkBaseInteractable>();
// /// <summary>
// /// The panels containing the dispenser slots.
// /// </summary>
[SerializeField] DispenserPanel[] m_Panels;
// /// <summary>
// /// This panel is persistent and does not switch on or off.
// /// /// </summary>
[SerializeField] DispenserPanel m_PersistentPanel;
[SerializeField] Transform m_DefaultSpawnTransform;
///<inheritdoc/>
private void Start()
{
CheckForProxies();
m_CurrentCapacityNetworked.OnValueChanged += UpdateCapacity;
}
///<inheritdoc/>
public override void OnDestroy()
{
base.OnDestroy();
m_CurrentCapacityNetworked.OnValueChanged -= UpdateCapacity;
}
#if UNITY_EDITOR
void OnValidate()
{
CheckForProxies(false);
PrefabStage.prefabStageOpened -= (PrefabStage stage) => CheckForProxies();
PrefabStage.prefabStageOpened += (PrefabStage stage) => CheckForProxies();
for(int i = 0; i < m_Panels.Length; i++)
{
m_Panels[i].panelId = i;
for(int j = 0; j < m_Panels[i].dispenserSlots.Length; j++)
{
if(m_Panels[i].dispenserSlots[j] == null) continue;
m_Panels[i].dispenserSlots[j].panelId = i;
m_Panels[i].dispenserSlots[j].slotId = j;
}
}
m_PersistentPanel.panelId = k_NonToggleablePanelId;
for(int j = 0; j < m_PersistentPanel.dispenserSlots.Length; j++)
{
if(m_PersistentPanel.dispenserSlots[j] == null) continue;
m_PersistentPanel.dispenserSlots[j].panelId = k_NonToggleablePanelId;
m_PersistentPanel.dispenserSlots[j].slotId = j;
}
}
#endif
IEnumerator ServerSpawnCooldownRoutine()
{
float deltaTime;
while (IsServer)
{
deltaTime = Time.deltaTime;
foreach (DispenserPanel panel in m_Panels)
{
foreach (DispenserSlot slot in panel.dispenserSlots)
{
if (!slot.dispenserSlotTransform.gameObject.activeInHierarchy) continue;
if (slot.CanSpawn(deltaTime))
{
AddInteractableToDispenser(panel, slot.slotId);
}
}
}
foreach (DispenserSlot slot in m_PersistentPanel.dispenserSlots)
{
if (!slot.dispenserSlotTransform.gameObject.activeInHierarchy) continue;
if (slot.CanSpawn(deltaTime))
{
AddInteractableToDispenser(m_PersistentPanel, slot.slotId);
}
}
yield return new WaitForEndOfFrame();
}
}
IEnumerator ServerDistanceCheckRoutine()
{
while (IsServer)
{
foreach (DispenserPanel panel in m_Panels)
{
foreach (DispenserSlot slot in panel.dispenserSlots)
{
if (slot.CheckInteractablePosition())
{
m_ActiveInteractables.Add(slot.currentInteractable);
m_CurrentCapacityNetworked.Value = m_ActiveInteractables.Count;
slot.currentInteractable = null;
}
}
}
foreach (DispenserSlot slot in m_PersistentPanel.dispenserSlots)
{
if (slot.CheckInteractablePosition())
{
m_ActiveInteractables.Add(slot.currentInteractable);
m_CurrentCapacityNetworked.Value = m_ActiveInteractables.Count;
slot.currentInteractable = null;
}
}
yield return new WaitForSeconds(m_DistanceCheckTimeInterval);
}
}
///<inheritdoc/>
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
m_ActiveInteractables.Clear();
if (IsServer)
{
EnablePanel(0);
StartCoroutine(ServerDistanceCheckRoutine());
StartCoroutine(ServerSpawnCooldownRoutine());
m_CurrentCapacityNetworked.Value = 0;
}
else if (m_CurrentPanelIdNetworked.Value != -1)
{
EnablePanel(m_CurrentPanelIdNetworked.Value);
if (m_CountText != null)
m_CountText.text = $"Current Capacity: {m_CurrentCapacityNetworked.Value} / {m_Capacity}";
}
}
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
StopAllCoroutines();
}
/// <summary>
/// Updates the capacity UI based on the current capacity value.
/// </summary>
/// <param name="old">The old capacity value.</param>
/// <param name="current">The current capacity value.</param>
void UpdateCapacity(int old, int current)
{
if (m_CountText != null)
{
m_CountText.text = $"Current Capacity: {m_CurrentCapacityNetworked.Value} / {m_Capacity}";
m_CountText.color = m_CurrentCapacityNetworked.Value > m_Capacity ? Color.red : Color.white;
}
if (m_ClearButton != null)
m_ClearButton.interactable = m_CurrentCapacityNetworked.Value > 0;
}
/// <summary>
/// Clears the current interactables on the server.
/// </summary>
public void ClearCurrentInteractables()
{
if (IsServer)
{
for (int i = m_ActiveInteractables.Count - 1; i >= 0; i--)
{
if (m_ActiveInteractables[i] != null & !m_ActiveInteractables[i].isInteracting)
{
m_ActiveInteractables[i].NetworkObject.Despawn();
m_ActiveInteractables.Remove(m_ActiveInteractables[i]);
}
}
m_CurrentCapacityNetworked.Value = m_ActiveInteractables.Count;
}
}
/// <summary>
/// Picks up an object from a dispenser panel slot.
/// </summary>
/// <param name="panel">The dispenser panel.</param>
/// <param name="slotId">The slot ID.</param>
void PickupObject(UnityAction<bool> bindingAction, int panelId, int slotId)
{
var panel = GetPanelById(panelId);
if (!IsServer) { Utils.Log("Trying to Spawn Object from Non-Server Client"); return; }
NetworkBaseInteractable netInteractable = panel.dispenserSlots[slotId].currentInteractable;
if (netInteractable == null) return;
netInteractable.OnInteractingChanged.RemoveListener(bindingAction);
if (netInteractable.TryGetComponent(out Rigidbody rb))
{
rb.constraints = RigidbodyConstraints.None;
}
}
/// <summary>
/// Adds an interactable to a dispenser panel slot on the server.
/// </summary>
/// <param name="panel">The dispenser panel.</param>
/// <param name="slotId">The slot ID.</param>
/// <param name="prefabId">The prefab ID, if default (-1) it will spawn based on the index of the prefab list.</param>
void AddInteractableToDispenser(DispenserPanel panel, int slotId)
{
if (panel.dispenserSlots[slotId].currentInteractable != null)
{
Utils.Log($"Cannot Spawn. Interactable already exists in Panel {panel.panelId}, slot {panel.dispenserSlots[slotId].slotId}");
return;
}
Transform spawnerTransform = panel.dispenserSlots[slotId].dispenserSlotTransform;
panel.dispenserSlots[slotId].m_SpawnCooldownTimer = panel.dispenserSlots[slotId].spawnCooldown;
NetworkBaseInteractable spawnedInteractable = panel.dispenserSlots[slotId].SpawnInteractablePrefab(spawnerTransform);
panel.dispenserSlots[slotId].currentInteractable = spawnedInteractable;
panel.dispenserSlots[slotId].currentInteractable.NetworkObject.Spawn();
// Creates a UnityAction<bool> that calls PickupObject with the correct parameters
void PickupBinding(bool arg0)
{
PickupObject(PickupBinding, panel.panelId, slotId);
}
spawnedInteractable.OnInteractingChanged.AddListener(PickupBinding);
if (panel.dispenserSlots[slotId].freezeOnSpawn && spawnedInteractable.TryGetComponent(out Rigidbody rb))
{
rb.constraints = RigidbodyConstraints.FreezeAll;
}
}
DispenserPanel GetPanelById(int Id)
{
if (Id == k_NonToggleablePanelId) return m_PersistentPanel;
return m_Panels[Id];
}
/// <summary>
/// Clears the current panel on the server.
/// </summary>
void ClearPanel()
{
StopAllCoroutines();
foreach (var slot in m_Panels[m_CurrentPanelIdNetworked.Value].dispenserSlots)
{
if (slot.currentInteractable != null)
{
slot.currentInteractable.NetworkObject.Despawn();
slot.currentInteractable = null;
}
}
StartCoroutine(ServerDistanceCheckRoutine());
StartCoroutine(ServerSpawnCooldownRoutine());
}
/// <summary>
/// Enables a specific panel and adds interactables to its slots on the server.
/// </summary>
/// <param name="panelId">The panel ID.</param>
public void EnablePanel(int panelId)
{
for (int i = 0; i < m_Panels.Length; i++)
{
m_Panels[i].panel.SetActive(i == panelId);
}
if (IsServer)
{
if (m_CurrentPanelIdNetworked.Value != -1)
{
ClearPanel();
}
m_CurrentPanelIdNetworked.Value = panelId;
}
}
[ContextMenu("Spawn Random Object")]
void SpawnRandomObject()
{
SpawnRandomRpc(m_DefaultSpawnTransform.position, m_DefaultSpawnTransform.rotation);
}
[Rpc(SendTo.Server)]
public void SpawnRandomRpc(Vector3 spawnPosition, Quaternion spawnRotation)
{
var spawnObject = m_PersistentPanel.dispenserSlots[UnityEngine.Random.Range(0, m_PersistentPanel.dispenserSlots.Length)].spawnableInteractablePrefab;
if (UnityEngine.Random.value < .85f)
{
int randomPanel = UnityEngine.Random.Range(0, m_Panels.Length);
int randomSlot = UnityEngine.Random.Range(0, m_Panels[randomPanel].dispenserSlots.Length);
spawnObject = m_Panels[randomPanel].dispenserSlots[randomSlot].spawnableInteractablePrefab;
}
NetworkPhysicsInteractable spawnedObject = Instantiate(spawnObject.gameObject, spawnPosition, spawnRotation).GetComponent<NetworkPhysicsInteractable>();
spawnedObject.spawnLocked = false;
spawnedObject.NetworkObject.Spawn();
m_ActiveInteractables.Add(spawnedObject.GetComponent<NetworkBaseInteractable>());
m_CurrentCapacityNetworked.Value = m_ActiveInteractables.Count;
}
[ContextMenu("Clear Proxies")]
public void ClearProxies()
{
foreach (var panel in m_Panels)
{
foreach (var slot in panel.dispenserSlots)
{
slot.ClearProxy();
}
}
foreach (var slot in m_PersistentPanel.dispenserSlots)
{
slot.ClearProxy();
}
}
public void ClearProxyPanel(int panelId)
{
(panelId == k_NonToggleablePanelId ? m_PersistentPanel : m_Panels[panelId]).ClearProxyPanel();
OnProxiesUpdated?.Invoke();
}
public void ClearProxy(int panelId, int slotId)
{
(panelId == k_NonToggleablePanelId ? m_PersistentPanel : m_Panels[panelId]).dispenserSlots[slotId].ClearProxy();
OnProxiesUpdated?.Invoke();
}
public void SpawnProxyPanel(int panelId)
{
if (panelId != k_NonToggleablePanelId)
{
for (int i = 0; i < m_Panels.Length; i++)
{
if (panelId != i)
{
m_Panels[i].ClearProxyPanel();
}
}
}
(panelId == k_NonToggleablePanelId ? m_PersistentPanel : m_Panels[panelId]).SpawnProxyPanel();
OnProxiesUpdated?.Invoke();
}
public void SpawnProxy(int panelId, int slotId)
{
(panelId == k_NonToggleablePanelId ? m_PersistentPanel : m_Panels[panelId]).dispenserSlots[slotId].SpawnProxy();
NetworkBaseInteractable interactable = (panelId == k_NonToggleablePanelId ? m_PersistentPanel : m_Panels[panelId]).dispenserSlots[slotId].currentInteractable;
OnProxiesUpdated?.Invoke();
}
public bool IsProxyPanelShowing(int panelId)
{
if (m_Panels.Length == 0) return false;
DispenserPanel panel = panelId == k_NonToggleablePanelId ? m_PersistentPanel : m_Panels[panelId];
foreach (var slot in panel.dispenserSlots)
{
if (slot.hasSpawnedProxy) return true;
}
return false;
}
public bool IsProxyPanelFull(int panelId)
{
if (m_Panels.Length == 0) return false;
DispenserPanel panel = panelId == k_NonToggleablePanelId ? m_PersistentPanel : m_Panels[panelId];
foreach (var slot in panel.dispenserSlots)
{
if (!slot.hasSpawnedProxy) return false;
}
return true;
}
public bool IsProxySlotShowing(int panelId, int slotId)
{
if (m_Panels.Length == 0) return false;
return (panelId == k_NonToggleablePanelId ? m_PersistentPanel : m_Panels[panelId]).dispenserSlots[slotId].hasSpawnedProxy;
}
public void CheckForProxies(bool clearAllProxies = true)
{
foreach (var panel in m_Panels)
{
foreach (var slot in panel.dispenserSlots)
{
if (slot.currentInteractable == null && slot.dispenserSlotTransform != null)
{
if (slot.dispenserSlotTransform.parent.GetComponentInChildren<NetworkBaseInteractable>() != null)
{
slot.currentInteractable = slot.dispenserSlotTransform.parent.GetComponentInChildren<NetworkBaseInteractable>();
}
}
}
}
foreach (var slot in m_PersistentPanel.dispenserSlots)
{
if (slot.currentInteractable == null && slot.dispenserSlotTransform != null)
{
if (slot.dispenserSlotTransform.parent.GetComponentInChildren<NetworkBaseInteractable>() != null)
{
slot.currentInteractable = slot.dispenserSlotTransform.parent.GetComponentInChildren<NetworkBaseInteractable>();
}
}
}
if (clearAllProxies)
ClearProxies();
OnProxiesUpdated?.Invoke();
}
}
[Serializable]
/// <summary>
/// Represents a dispenser panel.
/// </summary>
public class DispenserPanel
{
/// <summary>
/// The type of physics used by this panel.
/// </summary>
public string panelName;
/// <summary>
/// The panel game object associated with the object dispenser.
/// </summary>
public GameObject panel;
/// <summary>
/// The array of dispenser slots used by the object dispenser.
/// </summary>
[SerializeField] public DispenserSlot[] dispenserSlots;
public int panelId;
public void SpawnProxyPanel()
{
for (int i = 0; i < dispenserSlots.Length; i++)
{
dispenserSlots[i].SpawnProxy();
}
}
public void ClearProxyPanel()
{
for (int i = 0; i < dispenserSlots.Length; i++)
{
dispenserSlots[i].ClearProxy();
}
}
}
[Serializable]
/// <summary>
/// Represents a dispenser slot.
/// </summary>
public class DispenserSlot
{
/// <summary>
/// The transform of the dispenser slot.
/// </summary>
public Transform dispenserSlotTransform;
public NetworkBaseInteractable spawnableInteractablePrefab;
public NetworkObjectSpawner objectSpawner;
public int panelId;
public int slotId;
public bool freezeOnSpawn = true;
public float distanceToSpawnNew = .5f;
public float spawnCooldown = .5f;
internal float m_SpawnCooldownTimer = 0f;
[SerializeField] public bool hasSpawnedProxy = false;
/// <summary>
/// The current network interactable object in the dispenser slot.
/// </summary>
[SerializeField] public NetworkBaseInteractable currentInteractable;
public void ClearProxy()
{
if (currentInteractable == null) return;
if (Application.isPlaying)
{
UnityEngine.Object.Destroy(currentInteractable.gameObject);
}
else
{
UnityEngine.Object.DestroyImmediate(currentInteractable.gameObject);
}
hasSpawnedProxy = false;
}
public void SpawnProxy()
{
if (currentInteractable != null) ClearProxy();
NetworkBaseInteractable spawnedInteractable = UnityEngine.Object.Instantiate(spawnableInteractablePrefab, dispenserSlotTransform.position, dispenserSlotTransform.rotation);
spawnedInteractable.transform.localScale = dispenserSlotTransform.localScale;
spawnedInteractable.transform.parent = dispenserSlotTransform.transform;
currentInteractable = spawnedInteractable;
hasSpawnedProxy = true;
}
public bool CheckInteractablePosition()
{
if (currentInteractable == null)
return false;
float currentDistance = Vector3.Distance(currentInteractable.transform.position, dispenserSlotTransform.position);
if (objectSpawner != null && currentDistance > 0.001f)
objectSpawner.OnSpawnDistanceUpdated.Invoke(Mathf.Clamp01(currentDistance / distanceToSpawnNew));
return currentDistance > distanceToSpawnNew;
}
public bool CanSpawn(float deltaTime)
{
if (currentInteractable != null) return false;
if (m_SpawnCooldownTimer > 0)
{
UpdateCooldown(m_SpawnCooldownTimer - deltaTime);
return false;
}
UpdateCooldown(spawnCooldown);
return true;
}
void UpdateCooldown(float newTime)
{
m_SpawnCooldownTimer = newTime;
if (objectSpawner != null)
objectSpawner.OnSpawnCooldownUpdated.Invoke(Mathf.Clamp01(1 - (m_SpawnCooldownTimer / spawnCooldown)));
}
public NetworkBaseInteractable SpawnInteractablePrefab(Transform spawnerTransform)
{
UpdateCooldown(spawnCooldown);
NetworkBaseInteractable spawnedInteractable = UnityEngine.Object.Instantiate
(
spawnableInteractablePrefab,
spawnerTransform.position,
spawnerTransform.rotation
);
spawnedInteractable.transform.localScale = spawnerTransform.localScale;
if (objectSpawner != null)
objectSpawner.OnObjectSpawned.Invoke();
return spawnedInteractable;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,31 @@
using UnityEngine;
using UnityEngine.Events;
namespace XRMultiplayer
{
public class NetworkObjectSpawner : MonoBehaviour
{
public UnityEvent<float> OnSpawnDistanceUpdated;
public UnityEvent<float> OnSpawnCooldownUpdated;
public UnityEvent OnObjectSpawned;
public Renderer fadeRenderer;
Vector2 minMax = new Vector2(-1.0f, -0.25f);
public void UpdateDistance(float distance)
{
fadeRenderer.material.SetFloat("_FadeOffset", Mathf.Lerp(minMax.x, minMax.y, distance));
if (distance >= 1.0f)
{
fadeRenderer.gameObject.SetActive(false);
}
}
public void ResetDistance()
{
fadeRenderer.material.SetFloat("_FadeOffset", minMax.x);
fadeRenderer.gameObject.SetActive(true);
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,425 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Unity.Netcode;
namespace XRMultiplayer
{
/// <summary>
/// Controls the music playback in a room.
/// </summary>
public class RoomMusic : NetworkBehaviour
{
/// <summary>
/// Indicates whether the music should start playing automatically.
/// </summary>
[SerializeField] bool m_AutoPlay;
/// <summary>
/// The list of music clips to play.
/// </summary>
[SerializeField, Tooltip("Format clip name to 'Song Title-Artist Name'")] AudioClip[] m_MusicClips;
/// <summary>
/// The audio source to play the music.
/// </summary>
[SerializeField] AudioSource m_AudioSource;
/// <summary>
/// The slider to control the timeline of the current playing track.
/// </summary>
[SerializeField] Slider m_TimelineSlider;
/// <summary>
/// The slider to control the volume of the current playing track.
/// </summary>
[SerializeField] Slider m_VolumeSlider;
/// <summary>
/// The dropdown to select the current track to play.
/// </summary>
[SerializeField] TMP_Dropdown m_Dropdown;
/// <summary>
/// The text to display the current playing track.
/// </summary>
[SerializeField] TMP_Text[] m_CurrentSongText;
/// <summary>
/// The toggle to play/pause the current track.
/// </summary>
[SerializeField] Toggle m_PlayPauseToggle;
/// <summary>
/// The toggle to shuffle the music.
/// </summary>
[SerializeField] Toggle m_ShuffleToggle;
/// <summary>
/// The button to play the next track.
/// </summary>
[SerializeField] Button m_NextButton;
/// <summary>
/// The button to play the previous track.
/// </summary>
[SerializeField] Button m_PreviousButton;
/// <summary>
/// The image to display the play/pause state.
/// </summary>
[SerializeField] Image m_PlayPauseImage;
/// <summary>
/// The sprite to display the pause state.
/// </summary>
[SerializeField] Sprite m_PauseSprite;
/// <summary>
/// The sprite to display the play state.
/// </summary>
[SerializeField] Sprite m_PlaySprite;
/// <summary>
/// The network variable to store the current song ID.
/// </summary>
readonly NetworkVariable<int> m_CurrentSongIdNetworked = new NetworkVariable<int>(0, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
/// <summary>
/// The network variable to store the state of whether or not we are actively playing music.
/// </summary>
readonly NetworkVariable<bool> m_IsPlayingNetworked = new NetworkVariable<bool>(false, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
/// <summary>
/// Indicates whether the music should be shuffled.
/// </summary>
bool m_Shuffle;
/// <summary>
/// The current song ID.
/// </summary>
int currentSongId = 0;
/// <inheritdoc/>
void Start()
{
// Clear the dropdown options
m_Dropdown.ClearOptions();
if (m_MusicClips == null || m_MusicClips.Length == 0)
{
Utils.LogWarning("No music clips found in RoomMusic script. Please add some music clips to the RoomMusic script.");
enabled = false;
return;
}
// Add the music clip names as options to the dropdown
foreach (var c in m_MusicClips)
{
TMP_Dropdown.OptionData optionData = new TMP_Dropdown.OptionData(c.name);
m_Dropdown.options.Add(optionData);
}
// If auto play is enabled, pick a random song
if (m_AutoPlay)
{
PickRandomSong();
}
// Set the initial volume and clip for the audio source
m_AudioSource.volume = m_VolumeSlider.value;
m_AudioSource.clip = m_MusicClips[Random.Range(0, m_MusicClips.Length)];
SetupUIListeners();
// Update the song title text
UpdateSongTitleText();
}
/// <inheritdoc/>
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
// Set the volume of the audio source
m_AudioSource.volume = m_VolumeSlider.value;
// Add listeners for the network variable change events
m_CurrentSongIdNetworked.OnValueChanged += CurrentSongUpdated;
m_IsPlayingNetworked.OnValueChanged += OnIsPlayingChanged;
if (IsServer)
{
m_IsPlayingNetworked.Value = m_AutoPlay;
if (!m_AutoPlay)
{
m_CurrentSongIdNetworked.Value = 0;
SetClipTime(0.0f);
m_TimelineSlider.SetValueWithoutNotify(0.0f);
}
}
else
{
if (m_IsPlayingNetworked.Value)
{
SetSong(m_CurrentSongIdNetworked.Value);
GetCurrentSongPercFromServerRpc();
}
OnIsPlayingChanged(false, m_IsPlayingNetworked.Value);
}
CurrentSongUpdated(0, m_CurrentSongIdNetworked.Value);
}
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
OnIsPlayingChanged(false, false);
// Remove listeners for the network variable change events
m_CurrentSongIdNetworked.OnValueChanged -= CurrentSongUpdated;
m_IsPlayingNetworked.OnValueChanged -= OnIsPlayingChanged;
SetClipTime(0.0f);
m_TimelineSlider.SetValueWithoutNotify(0.0f);
if (IsServer)
{
if (m_CurrentSongIdNetworked != null)
m_CurrentSongIdNetworked.Value = 0;
if (m_IsPlayingNetworked != null)
m_IsPlayingNetworked.Value = false;
}
}
/// <inheritdoc/>
private void Update()
{
if (!m_IsPlayingNetworked.Value || !NetworkManager.Singleton.IsConnectedClient)
return;
// Calculate the current playback percentage
float perc = m_AudioSource.time / m_AudioSource.clip.length;
m_TimelineSlider.SetValueWithoutNotify(perc);
// If the playback is near the end, pick a new song
if (perc >= .999f)
{
PickNewSong();
}
}
/// <inheritdoc/>
public override void OnDestroy()
{
base.OnDestroy();
RemoveUIListeners();
}
/// <summary>
/// Sets up the listeners for UI events.
/// </summary>
void SetupUIListeners()
{
m_TimelineSlider.onValueChanged.AddListener(SetClipTime);
m_VolumeSlider.onValueChanged.AddListener(UpdateVolume);
m_Dropdown.onValueChanged.AddListener(PickSong);
m_PlayPauseToggle.onValueChanged.AddListener(TogglePlay);
m_ShuffleToggle.onValueChanged.AddListener(ToggleShuffle);
m_NextButton.onClick.AddListener(delegate { PickNewSong(1); });
m_PreviousButton.onClick.AddListener(delegate { PickNewSong(-1); });
}
/// <summary>
/// Removes the listeners for UI events.
/// </summary>
void RemoveUIListeners()
{
m_TimelineSlider.onValueChanged.RemoveListener(SetClipTime);
m_VolumeSlider.onValueChanged.RemoveListener(UpdateVolume);
m_Dropdown.onValueChanged.RemoveListener(PickSong);
m_PlayPauseToggle.onValueChanged.RemoveListener(TogglePlay);
m_ShuffleToggle.onValueChanged.RemoveListener(ToggleShuffle);
m_NextButton.onClick.RemoveListener(delegate { PickNewSong(1); });
m_PreviousButton.onClick.RemoveListener(delegate { PickNewSong(-1); });
}
/// <summary>
/// Updates the volume of the audio source.
/// </summary>
/// <param name="volume">The new volume value.</param>
void UpdateVolume(float volume)
{
m_AudioSource.volume = volume;
}
/// <summary>
/// Toggles the shuffle mode.
/// </summary>
/// <param name="toggle">The new toggle state.</param>
void ToggleShuffle(bool toggle)
{
m_Shuffle = toggle;
}
/// <summary>
/// Toggles the play/pause state of the audio source.
/// </summary>
/// <param name="toggle">The new toggle state.</param>
void TogglePlay(bool toggle)
{
if (IsServer)
{
m_IsPlayingNetworked.Value = toggle;
}
}
/// <summary>
/// Picks a new song based on the shuffle mode and direction.
/// </summary>
/// <param name="dir">The direction to pick the new song (-1 for previous, 1 for next).</param>
void PickNewSong(int dir = 1)
{
if (!IsServer)
return;
if (m_Shuffle)
{
PickRandomSong();
}
else
{
int nextSongId = Utils.RealMod(m_Dropdown.value + dir, m_MusicClips.Length);
PickSong(nextSongId);
}
}
/// <summary>
/// Picks a random song to play.
/// </summary>
void PickRandomSong()
{
int tries = 10;
int randomSongId = m_CurrentSongIdNetworked.Value;
while (tries > 0)
{
tries--;
randomSongId = Random.Range(0, m_MusicClips.Length);
if (randomSongId != m_CurrentSongIdNetworked.Value)
{
break;
}
}
PickSong(randomSongId);
}
/// <summary>
/// Picks a song to play based on the selected dropdown option.
/// </summary>
/// <param name="songId">The ID of the song to play.</param>
void PickSong(int songId)
{
m_Dropdown.value = songId;
SetClipTime(0.0f);
if (IsServer)
{
m_CurrentSongIdNetworked.Value = songId;
m_IsPlayingNetworked.Value = true;
}
}
/// <summary>
/// Plays a song based on the given song ID.
/// </summary>
/// <param name="oldSongId">The ID of the previous song.</param>
/// <param name="songId">The ID of the new song.</param>
void CurrentSongUpdated(int oldSongId, int songId)
{
if (songId >= 0 && songId < m_MusicClips.Length)
{
SetSong(songId);
if (m_IsPlayingNetworked.Value)
{
SetClipTime(0.0f);
m_AudioSource.Play();
m_PlayPauseImage.sprite = m_PauseSprite;
m_PlayPauseToggle.SetIsOnWithoutNotify(true);
}
}
}
void SetSong(int songId)
{
m_AudioSource.clip = m_MusicClips[songId];
currentSongId = songId;
UpdateSongTitleText();
}
void OnIsPlayingChanged(bool oldValue, bool newValue)
{
if (newValue)
{
m_AudioSource.Play();
m_PlayPauseImage.sprite = m_PauseSprite;
}
else
{
m_AudioSource.Pause();
m_PlayPauseImage.sprite = m_PlaySprite;
}
m_PlayPauseToggle.SetIsOnWithoutNotify(newValue);
}
/// <summary>
/// Sets the clip time of the audio source based on the timeline slider value.
/// </summary>
/// <param name="value">The new value of the timeline slider.</param>
void SetClipTime(float value)
{
if (!enabled)
return;
m_AudioSource.time = Mathf.Clamp(value, .01f, .99f) * m_AudioSource.clip.length;
}
[Rpc(SendTo.Server)]
void GetCurrentSongPercFromServerRpc(RpcParams rpcParams = default)
{
SendCurrentSongPercToClientRpc(m_AudioSource.time / m_AudioSource.clip.length, RpcTarget.Single(rpcParams.Receive.SenderClientId, RpcTargetUse.Temp));
}
[Rpc(SendTo.SpecifiedInParams)]
void SendCurrentSongPercToClientRpc(float perc, RpcParams rpcParams = default)
{
m_AudioSource.time = perc * m_AudioSource.clip.length;
m_TimelineSlider.SetValueWithoutNotify(perc / m_AudioSource.clip.length);
}
/// <summary>
/// Updates the song title text.
/// </summary>
void UpdateSongTitleText()
{
string songName = m_MusicClips[currentSongId == -1 ? 0 : currentSongId].name;
string[] songNameSplit = m_MusicClips[currentSongId == -1 ? 0 : currentSongId].name.Split('-');
if (songNameSplit.Length > 1)
{
songName = $"<b>{songNameSplit[0]}</b>\n{songNameSplit[1]}";
}
foreach (TMP_Text text in m_CurrentSongText)
{
text.text = songName;
}
}
}
}
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using System;
using System.Collections;
using UnityEngine;
namespace XRMultiplayer
{
/// <summary>
/// Represents a projectile in the game.
/// </summary>
public class Projectile : MonoBehaviour
{
/// <summary>
/// The trail renderer for the projectile.
/// </summary>
[SerializeField] protected TrailRenderer m_TrailRenderer;
[SerializeField] protected float m_Lifetime = 10.0f;
/// <summary>
/// The previous position of the projectile.
/// </summary>
Vector3 m_PrevPos = Vector3.zero;
/// <summary>
/// The raycast hit for the projectile.
/// </summary>
RaycastHit m_Hit;
/// <summary>
/// Indicates whether the projectile has hit a target.
/// </summary>
bool m_HasHitTarget = false;
/// <summary>
/// Indicates whether the projectile belongs to the local player.
/// </summary>
bool m_LocalPlayerProjectile;
Action<Projectile> m_OnReturnToPool;
Rigidbody m_Rigidybody;
/// <summary>
/// Sets up the projectile with the specified parameters.
/// </summary>
/// <param name="localPlayer">Indicates whether the projectile belongs to the local player.</param>
/// <param name="playerColor">The color of the player.</param>
public void Setup(bool localPlayer, Color playerColor, Action<Projectile> returnToPoolAction = null)
{
if (m_Rigidybody == null)
{
TryGetComponent(out m_Rigidybody);
}
m_LocalPlayerProjectile = localPlayer;
m_TrailRenderer.startColor = playerColor;
m_TrailRenderer.endColor = playerColor;
m_TrailRenderer.Clear();
m_PrevPos = transform.position;
if (returnToPoolAction != null)
{
m_OnReturnToPool = returnToPoolAction;
StartCoroutine(ResetProjectileAfterTime());
}
}
IEnumerator ResetProjectileAfterTime()
{
yield return new WaitForSeconds(m_Lifetime);
ResetProjectile();
}
/// <inheritdoc/>
private void FixedUpdate()
{
if (!m_LocalPlayerProjectile || m_HasHitTarget) return;
if (Physics.Linecast(m_PrevPos, transform.position, out m_Hit))
{
if (m_Hit.transform.CompareTag("Target"))
{
HitTarget(m_Hit.transform.GetComponentInParent<Target>());
}
CheckForInteractableHit(m_Hit.transform);
}
m_PrevPos = transform.position;
}
/// <inheritdoc/>
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Target"))
{
HitTarget(other.GetComponentInParent<Target>());
}
}
void OnCollisionEnter(Collision collision)
{
if (!m_LocalPlayerProjectile) return;
CheckForInteractableHit(collision.transform);
}
void CheckForInteractableHit(Transform t)
{
NetworkPhysicsInteractable networkPhysicsInteractable = t.GetComponentInParent<NetworkPhysicsInteractable>();
if (networkPhysicsInteractable != null)
{
networkPhysicsInteractable.RequestOwnership();
}
}
/// <summary>
/// Called when the projectile hits a target.
/// </summary>
/// <param name="target">The target that was hit.</param>
protected virtual void HitTarget(Target target)
{
target.TargetHitLocal();
m_HasHitTarget = true;
}
public void ResetProjectile()
{
StopAllCoroutines();
m_OnReturnToPool?.Invoke(this);
}
}
}
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using System.Collections;
using Unity.Netcode;
using UnityEngine;
namespace XRMultiplayer
{
/// <summary>
/// Represents a target object in the target practice gameplay.
/// </summary>
public class Target : MonoBehaviour
{
/// <summary>
/// The target value.
/// </summary>
public int targetValue = 1;
/// <summary>
/// The animator for the target.
/// </summary>
[SerializeField] Animator m_Animator;
/// <summary>
/// The collider for the target.
/// </summary>
[SerializeField] Collider m_TriggerCollider;
/// <summary>
/// The particle system for the target.
/// </summary>
[SerializeField] ParticleSystem m_Particles;
/// <summary>
/// The target manager for the target.
/// </summary>
TargetManager m_TargetManager;
/// <inheritdoc/>
void Start()
{
m_TargetManager = GetComponentInParent<TargetManager>();
}
/// <summary>
/// Enables the target object.
/// </summary>
public void EnableTarget()
{
m_Animator.SetTrigger("Activate");
m_TriggerCollider.enabled = true;
}
/// <summary>
/// Handles the local target hit event.
/// </summary>
public void TargetHitLocal()
{
m_TargetManager.HitTargetServerRpc(NetworkManager.Singleton.LocalClientId, XRINetworkGameManager.LocalPlayerColor.Value);
PlayHitEffects(XRINetworkGameManager.LocalPlayerColor.Value);
}
/// <summary>
/// Handles the network target hit event.
/// </summary>
/// <param name="clientId">The ID of the client that hit the target.</param>
/// <param name="playerColor">The color of the player who hit the target.</param>
public void TargetHitNetwork(ulong clientId, Color playerColor)
{
if (NetworkManager.Singleton.LocalClientId != clientId)
{
PlayHitEffects(playerColor);
}
if (m_TargetManager.IsServer)
{
StartCoroutine(TargetHitSequence());
}
}
/// <summary>
/// Plays the hit effects for the target.
/// </summary>
/// <param name="playerColor"></param>
void PlayHitEffects(Color playerColor)
{
m_Animator.SetTrigger("Hit");
m_TriggerCollider.enabled = false;
var main = m_Particles.main;
main.startColor = playerColor;
m_Particles.Play();
StartCoroutine(HideAfterHit());
}
IEnumerator HideAfterHit()
{
yield return new WaitForSeconds(3.0f);
gameObject.SetActive(false);
}
/// <summary>
/// Handles the target hit sequence.
/// </summary>
/// <returns></returns>
IEnumerator TargetHitSequence()
{
yield return new WaitForSeconds(2.25f);
m_TargetManager.ServerIncreaseDifficulty();
}
}
}
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using Unity.Netcode;
using UnityEngine;
namespace XRMultiplayer
{
/// <summary>
/// Manages the targets in the target practice game.
/// </summary>
public class TargetManager : NetworkBehaviour
{
/// <summary>
/// The targets in the game.
/// </summary>
public Target[] targets;
/// <summary>
/// The difficulty level of the game.
/// </summary>
protected NetworkVariable<int> m_DifficultyLevel = new NetworkVariable<int>(-1, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
/// <summary>
/// Indicates whether the targets are activated.
/// </summary>
protected bool m_activated = false;
/// <inheritdoc/>
public virtual void Start()
{
// Subscribe to difficulty level change events
m_DifficultyLevel.OnValueChanged += OnDifficultyChanged;
// Deactivate all targets
for (int i = 0; i < targets.Length; i++)
{
targets[i].gameObject.SetActive(false);
}
}
/// <inheritdoc/>
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
// If the difficulty level is already set, manually trigger the difficulty change event
if (m_DifficultyLevel.Value != -1)
{
OnDifficultyChanged(-1, m_DifficultyLevel.Value);
}
}
/// <summary>
/// Activates the targets.
/// </summary>
public void ActivateTargets()
{
m_activated = true;
// Set the difficulty level to 0 on the server
if (IsServer)
{
m_DifficultyLevel.Value = 0;
}
}
/// <summary>
/// Deactivates the targets.
/// </summary>
public void DeactivateTargets()
{
m_activated = false;
// Set the difficulty level to -1 on the server
if (IsServer)
{
m_DifficultyLevel.Value = -1;
}
}
/// <summary>
/// Called when the difficulty level changes.
/// </summary>
/// <param name="old">The old difficulty level.</param>
/// <param name="current">The current difficulty level.</param>
void OnDifficultyChanged(int old, int current)
{
// Activate the target corresponding to the current difficulty level and enable it
for (int i = 0; i < targets.Length; i++)
{
targets[i].gameObject.SetActive(current == i);
if (current == i)
{
targets[i].EnableTarget();
}
}
}
/// <summary>
/// Sets the difficulty level on the server.
/// </summary>
/// <param name="newDifficulty">The new difficulty level.</param>
public void ServerSetDifficulty(int newDifficulty)
{
m_DifficultyLevel.Value = newDifficulty;
}
/// <summary>
/// Increases the difficulty level on the server.
/// </summary>
public void ServerIncreaseDifficulty()
{
m_DifficultyLevel.Value = (m_DifficultyLevel.Value + 1) % targets.Length;
}
/// <summary>
/// Server RPC method called when a target is hit.
/// </summary>
/// <param name="clientId">The client ID of the player who hit the target.</param>
/// <param name="playerColor">The color of the player who hit the target.</param>
[ServerRpc(RequireOwnership = false)]
public void HitTargetServerRpc(ulong clientId, Color playerColor)
{
HitTargetClientRpc(clientId, playerColor);
}
/// <summary>
/// Client RPC method called when a target is hit.
/// </summary>
/// <param name="clientId">The client ID of the player who hit the target.</param>
/// <param name="playerColor">The color of the player who hit the target.</param>
[ClientRpc]
public void HitTargetClientRpc(ulong clientId, Color playerColor)
{
// Call the TargetHitNetwork method on the target corresponding to the current difficulty level
targets[Mathf.Clamp(m_DifficultyLevel.Value, 0, targets.Length - 1)].TargetHitNetwork(clientId, playerColor);
}
}
}
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