Added Pong example from Mirror
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@ -0,0 +1,61 @@
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using UnityEngine;
|
||||||
|
|
||||||
|
namespace Mirror.Examples.Pong
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||||||
|
{
|
||||||
|
public class Ball : NetworkBehaviour
|
||||||
|
{
|
||||||
|
public float speed = 30;
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public Rigidbody2D rigidbody2d;
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public override void OnStartServer()
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{
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base.OnStartServer();
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|
|
||||||
|
// only simulate ball physics on server
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|
rigidbody2d.simulated = true;
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||||||
|
|
||||||
|
// Serve the ball from left player
|
||||||
|
rigidbody2d.velocity = Vector2.right * speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
float HitFactor(Vector2 ballPos, Vector2 racketPos, float racketHeight)
|
||||||
|
{
|
||||||
|
// ascii art:
|
||||||
|
// || 1 <- at the top of the racket
|
||||||
|
// ||
|
||||||
|
// || 0 <- at the middle of the racket
|
||||||
|
// ||
|
||||||
|
// || -1 <- at the bottom of the racket
|
||||||
|
return (ballPos.y - racketPos.y) / racketHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
// only call this on server
|
||||||
|
[ServerCallback]
|
||||||
|
void OnCollisionEnter2D(Collision2D col)
|
||||||
|
{
|
||||||
|
// Note: 'col' holds the collision information. If the
|
||||||
|
// Ball collided with a racket, then:
|
||||||
|
// col.gameObject is the racket
|
||||||
|
// col.transform.position is the racket's position
|
||||||
|
// col.collider is the racket's collider
|
||||||
|
|
||||||
|
// did we hit a racket? then we need to calculate the hit factor
|
||||||
|
if (col.transform.GetComponent<Player>())
|
||||||
|
{
|
||||||
|
// Calculate y direction via hit Factor
|
||||||
|
float y = HitFactor(transform.position,
|
||||||
|
col.transform.position,
|
||||||
|
col.collider.bounds.size.y);
|
||||||
|
|
||||||
|
// Calculate x direction via opposite collision
|
||||||
|
float x = col.relativeVelocity.x > 0 ? 1 : -1;
|
||||||
|
|
||||||
|
// Calculate direction, make length=1 via .normalized
|
||||||
|
Vector2 dir = new Vector2(x, y).normalized;
|
||||||
|
|
||||||
|
// Set Velocity with dir * speed
|
||||||
|
rigidbody2d.velocity = dir * speed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,12 @@
|
||||||
|
fileFormatVersion: 2
|
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|
guid: 38b5c2f743cd8034a8beeebf277c92c1
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timeCreated: 1426602353
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||||||
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|
||||||
|
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@ -0,0 +1,45 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/*
|
||||||
|
Documentation: https://mirror-networking.gitbook.io/docs/components/network-manager
|
||||||
|
API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkManager.html
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace Mirror.Examples.Pong
|
||||||
|
{
|
||||||
|
// Custom NetworkManager that simply assigns the correct racket positions when
|
||||||
|
// spawning players. The built in RoundRobin spawn method wouldn't work after
|
||||||
|
// someone reconnects (both players would be on the same side).
|
||||||
|
[AddComponentMenu("")]
|
||||||
|
public class NetworkManagerPong : NetworkManager
|
||||||
|
{
|
||||||
|
public Transform leftRacketSpawn;
|
||||||
|
public Transform rightRacketSpawn;
|
||||||
|
GameObject ball;
|
||||||
|
|
||||||
|
public override void OnServerAddPlayer(NetworkConnectionToClient conn)
|
||||||
|
{
|
||||||
|
// add player at correct spawn position
|
||||||
|
Transform start = numPlayers == 0 ? leftRacketSpawn : rightRacketSpawn;
|
||||||
|
GameObject player = Instantiate(playerPrefab, start.position, start.rotation);
|
||||||
|
NetworkServer.AddPlayerForConnection(conn, player);
|
||||||
|
|
||||||
|
// spawn ball if two players
|
||||||
|
if (numPlayers == 2)
|
||||||
|
{
|
||||||
|
ball = Instantiate(spawnPrefabs.Find(prefab => prefab.name == "Ball"));
|
||||||
|
NetworkServer.Spawn(ball);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnServerDisconnect(NetworkConnectionToClient conn)
|
||||||
|
{
|
||||||
|
// destroy ball
|
||||||
|
if (ball != null)
|
||||||
|
NetworkServer.Destroy(ball);
|
||||||
|
|
||||||
|
// call base functionality (actually destroys the player)
|
||||||
|
base.OnServerDisconnect(conn);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
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@ -0,0 +1,19 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Mirror.Examples.Pong
|
||||||
|
{
|
||||||
|
public class Player : NetworkBehaviour
|
||||||
|
{
|
||||||
|
public float speed = 30;
|
||||||
|
public Rigidbody2D rigidbody2d;
|
||||||
|
|
||||||
|
// need to use FixedUpdate for rigidbody
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
// only let the local player control the racket.
|
||||||
|
// don't control other player's rackets
|
||||||
|
if (isLocalPlayer)
|
||||||
|
rigidbody2d.velocity = new Vector2(0, Input.GetAxisRaw("Vertical")) * speed * Time.fixedDeltaTime;
|
||||||
|
}
|
||||||
|
}
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||||||
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Loading…
Reference in New Issue