VelNet-Unity/Samples~/Example/PlayerController.cs

83 lines
1.9 KiB
C#

using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using Random = UnityEngine.Random;
namespace VelNet
{
public class PlayerController : NetworkSerializedObjectStream
{
private Renderer rend;
public Color color;
protected override void Awake()
{
base.Awake();
rend = GetComponent<MeshRenderer>();
if (IsMine)
{
color = new Color(Random.Range(0, 1f), Random.Range(0, 1f), Random.Range(0, 1f));
rend.material.color = color;
}
}
// Update is called once per frame
private void Update()
{
if (IsMine)
{
Vector3 movement = new Vector3();
movement.x += Input.GetAxis("Horizontal");
movement.y += Input.GetAxis("Vertical");
movement.z = 0;
transform.Translate(movement * Time.deltaTime);
if (Input.GetKeyDown(KeyCode.Space))
{
VelNetManager.NetworkInstantiate("TestNetworkedGameObject");
}
if (Input.GetKeyDown(KeyCode.BackQuote))
{
foreach (KeyValuePair<string, NetworkObject> kvp in VelNetManager.instance.objects)
{
kvp.Value.TakeOwnership();
}
}
if (Input.GetKeyDown(KeyCode.Backspace))
{
foreach (string key in VelNetManager.instance.objects
.Where(kvp => !kvp.Value.ownershipLocked)
.Select(kvp => kvp.Key).ToArray())
{
VelNetManager.NetworkDestroy(key);
}
}
}
}
protected override void SendState(BinaryWriter binaryWriter)
{
binaryWriter.Write(color);
}
protected override void ReceiveState(BinaryReader binaryReader)
{
// Color newColor = binaryReader.ReadColor();
Color newColor;
newColor.r = binaryReader.ReadSingle();
newColor.g = binaryReader.ReadSingle();
newColor.b = binaryReader.ReadSingle();
newColor.a = binaryReader.ReadSingle();
if (newColor != color)
{
rend.material.color = newColor;
}
color = newColor;
}
}
}