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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class Player : MonoBehaviour
- {
- public int id;
- public string username;
- public CharacterController controller;
- public Transform shootOrigin;
- public float gravity = -9.81f;
- public float moveSpeed = 5f;
- public float jumpSpeed = 5f;
- public float health;
- public float maxHealth = 100f;
-
- private float yVelocity = 0;
- private bool[] inputs;
-
- private void Start()
- {
- gravity *= Time.fixedDeltaTime * Time.fixedDeltaTime;
- moveSpeed *= Time.fixedDeltaTime;
- jumpSpeed *= Time.fixedDeltaTime;
- }
-
- public void Initialize(int _id, string _username)
- {
- id = _id;
- username = _username;
- health = maxHealth;
-
- inputs = new bool[5];
- }
-
- public void FixedUpdate()
- {
- if (health <= 0f)
- {
- return;
- }
-
- Vector2 _inputDirection = Vector2.zero;
- if (inputs[0])
- {
- _inputDirection.y += 1;
- }
- if (inputs[1])
- {
- _inputDirection.y -= 1;
- }
- if (inputs[2])
- {
- _inputDirection.x -= 1;
- }
- if (inputs[3])
- {
- _inputDirection.x += 1;
- }
-
- Move(_inputDirection);
- }
-
- private void Move(Vector2 _inputDirection)
- {
- Vector3 _moveDirection = transform.right * _inputDirection.x + transform.forward * _inputDirection.y;
- _moveDirection *= moveSpeed;
-
- if (controller.isGrounded)
- {
- yVelocity = 0f;
- if (inputs[4])
- {
- yVelocity = jumpSpeed;
- }
- }
- yVelocity += gravity;
-
- _moveDirection.y = yVelocity;
- controller.Move(_moveDirection);
-
- ServerSend.PlayerPosition(this);
- ServerSend.PlayerRotation(this);
- }
-
- public void SetInput(bool[] _inputs, Quaternion _rotation)
- {
- inputs = _inputs;
- transform.rotation = _rotation;
- }
-
- public void Shoot(Vector3 _viewDirection)
- {
- if (Physics.Raycast(shootOrigin.position, _viewDirection, out RaycastHit _hit, 25f))
- {
- if (_hit.collider.CompareTag("Player"))
- {
- _hit.collider.GetComponent<Player>().TakeDamage(50f);
- }
- }
- }
-
- public void TakeDamage(float _damage)
- {
- if (health <= 0f)
- {
- return;
- }
-
- health -= _damage;
- if (health <= 0f)
- {
- health = 0f;
- controller.enabled = false;
- transform.position = new Vector3(0f, 25f, 0f);
- ServerSend.PlayerPosition(this);
- StartCoroutine(Respawn());
- }
-
- ServerSend.PlayerHealth(this);
- }
-
- private IEnumerator Respawn()
- {
- yield return new WaitForSeconds(5f);
-
- health = maxHealth;
- controller.enabled = true;
- ServerSend.PlayerRespawned(this);
- }
- }
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