Unit spawner
Players are assigned a unit spawner at connect Unit spawner can spawn units. Units has simple path finding Copied a few scripts from Section 1
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- component: {fileID: 1954283568}
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--- !u!4 &1954283568
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- {fileID: 330585546}
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--- !u!1 &2140843247
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@ -927,8 +1102,8 @@ Transform:
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- {fileID: 330585546}
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- {fileID: 410087041}
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- {fileID: 832575519}
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- {fileID: 1954283568}
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- {fileID: 9051835}
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- {fileID: 1904145807}
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- {fileID: 168675456}
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- {fileID: 578241694}
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fileFormatVersion: 2
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userData:
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@ -0,0 +1,35 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Mirror;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class UnitSpawner : NetworkBehaviour, IPointerClickHandler
|
||||
{
|
||||
[SerializeField] private GameObject _unitPrefab;
|
||||
[SerializeField] private Transform _unitSpawnPoint;
|
||||
|
||||
#region Server
|
||||
|
||||
[Command]
|
||||
private void CmdSpawnUnit()
|
||||
{
|
||||
GameObject unitInstance = Instantiate(_unitPrefab, _unitSpawnPoint.position, _unitSpawnPoint.rotation);
|
||||
|
||||
NetworkServer.Spawn(unitInstance, connectionToClient);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Client
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
if (eventData.button != PointerEventData.InputButton.Left) return;
|
||||
if (!isOwned) return;
|
||||
CmdSpawnUnit();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: dffb2386490fea94fb1107c6d89bdc7d
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -0,0 +1,99 @@
|
|||
using Mirror;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class NetworkPlayer : NetworkBehaviour
|
||||
{
|
||||
[Header("Connections")]
|
||||
[SerializeField] private TMP_Text _playerNameObject;
|
||||
|
||||
[Header("Variables")]
|
||||
[SyncVar(hook = nameof(SetPlayerNameTagText))]
|
||||
[SerializeField]
|
||||
private string _displayName = "Missing Name";
|
||||
|
||||
[SyncVar(hook = nameof(SetPlayerNameTagColor))]
|
||||
[SerializeField]
|
||||
private Color _playerColor = Color.black;
|
||||
|
||||
#region Server
|
||||
|
||||
[Server]
|
||||
public void SetDisplayName(string newDisplayName)
|
||||
{
|
||||
_displayName = newDisplayName;
|
||||
}
|
||||
|
||||
[Server]
|
||||
public void SetPlayerColor(Color newPlayerColor)
|
||||
{
|
||||
_playerColor = newPlayerColor;
|
||||
}
|
||||
|
||||
[Command]
|
||||
private void CmdSetDisplayName(string newDisplayName)
|
||||
{
|
||||
if (NameLengthIsCorrect(newDisplayName))
|
||||
{
|
||||
RpcDebugLog($"Setting player names{newDisplayName}");
|
||||
SetDisplayName(newDisplayName);
|
||||
}
|
||||
else
|
||||
{
|
||||
RpcDebugLog($"new name: {newDisplayName} : is too long");
|
||||
}
|
||||
}
|
||||
|
||||
[Command]
|
||||
private void CmdSetNewColor()
|
||||
{
|
||||
Color newColor = ColorManipulation.GetRandomColor();
|
||||
RpcDebugLog($"Setting player color{newColor.ToString()}");
|
||||
SetPlayerColor(newColor);
|
||||
}
|
||||
|
||||
private bool NameLengthIsCorrect(string newDisplayName)
|
||||
{
|
||||
return newDisplayName.Length < 10;
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void RpcDebugLog(string message)
|
||||
{
|
||||
Debug.Log(message);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Client
|
||||
|
||||
private void SetPlayerNameTagText(string oldText, string newText)
|
||||
{
|
||||
if (_playerNameObject != null)
|
||||
{
|
||||
_playerNameObject.text = newText;
|
||||
}
|
||||
}
|
||||
|
||||
private void SetPlayerNameTagColor(Color oldColor, Color newColor)
|
||||
{
|
||||
if (_playerNameObject != null)
|
||||
{
|
||||
_playerNameObject.color = newColor;
|
||||
}
|
||||
}
|
||||
|
||||
[ContextMenu("SetName")]
|
||||
private void SetMyName()
|
||||
{
|
||||
CmdSetDisplayName("New Name");
|
||||
}
|
||||
|
||||
[ContextMenu("NewColor")]
|
||||
private void SetNewColor()
|
||||
{
|
||||
CmdSetNewColor();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 91a604620298dff4fb1301fafef543f7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -1,6 +1,26 @@
|
|||
using Mirror;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class RtsNetworkManager : NetworkManager
|
||||
{
|
||||
[SerializeField] private GameObject _unitSpawnerPrefab;
|
||||
|
||||
public override void OnServerAddPlayer(NetworkConnectionToClient conn)
|
||||
{
|
||||
base.OnServerAddPlayer(conn);
|
||||
|
||||
NetworkPlayer player = conn.identity.GetComponent<NetworkPlayer>();
|
||||
player.SetDisplayName($"Player {numPlayers.ToString()}");
|
||||
player.SetPlayerColor(ColorManipulation.GetRandomColor());
|
||||
|
||||
Transform playerStartPosition = conn.identity.transform;
|
||||
|
||||
GameObject unitSpawner = Instantiate(
|
||||
_unitSpawnerPrefab,
|
||||
playerStartPosition.position,
|
||||
playerStartPosition.rotation);
|
||||
|
||||
NetworkServer.Spawn(unitSpawner, conn);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: f6a1bf87e03927f49bd5326b691031cc
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,6 @@
|
|||
using UnityEngine;
|
||||
|
||||
public static class ColorManipulation
|
||||
{
|
||||
public static Color GetRandomColor() => new(Random.value, Random.value, Random.value);
|
||||
}
|
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5c5b7d3af1f171c46b09250081a08927
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
Loading…
Reference in New Issue