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107 lines
3.5 KiB
C#

// using UnityEngine;
// using Fusion;
// using Fusion.Addons.SimpleKCC;
// namespace Example
// {
// /// <summary>
// /// Player implementation, processes input and controls KCC.
// /// </summary>
// [DefaultExecutionOrder(-5)]
// public sealed class Player : NetworkBehaviour
// {
// public SimpleKCC KCC;
// public PlayerInput Input;
// public Transform CameraPivot;
// public Transform CameraHandle;
// [Header("Movement")]
// public float MoveSpeed = 10.0f;
// public float SprintSpeed = 20.0f;
// public float JumpImpulse = 10.0f;
// public float UpGravity = -25.0f;
// public float DownGravity = -40.0f;
// public float GroundAcceleration = 55.0f;
// public float GroundDeceleration = 25.0f;
// public float AirAcceleration = 25.0f;
// public float AirDeceleration = 1.3f;
// private float _targetSpeed = 0f;
// [Networked]
// private Vector3 _moveVelocity { get; set; }
// public override void Spawned()
// {
// base.Spawned();
// // Input = Runner.GetComponent<PlayerInput>();
// }
// public override void FixedUpdateNetwork()
// {
// if(Input == null)
// return;
// _targetSpeed = Input.CurrentInput.Sprint == true ? SprintSpeed : MoveSpeed;
// // Apply look rotation delta. This propagates to Transform component immediately.
// KCC.AddLookRotation(Input.CurrentInput.LookRotationDelta);
// // Set default world space input direction and jump impulse.
// Vector3 inputDirection = KCC.TransformRotation * new Vector3(Input.CurrentInput.MoveDirection.x, 0.0f, Input.CurrentInput.MoveDirection.y);
// float jumpImpulse = default;
// // Comparing current input to previous input - this prevents glitches when input is lost.
// if (Input.CurrentInput.Actions.WasPressed(Input.PreviousInput.Actions, GameplayInput.JUMP_BUTTON) == true)
// {
// if (KCC.IsGrounded == true)
// {
// // Set world space jump vector.
// jumpImpulse = JumpImpulse;
// }
// }
// // It feels better when the player falls quicker.
// KCC.SetGravity(KCC.RealVelocity.y >= 0.0f ? UpGravity : DownGravity);
// Vector3 desiredMoveVelocity = inputDirection * _targetSpeed;
// if (KCC.ProjectOnGround(desiredMoveVelocity, out Vector3 projectedDesiredMoveVelocity) == true)
// {
// desiredMoveVelocity = Vector3.Normalize(projectedDesiredMoveVelocity) * _targetSpeed;
// }
// float acceleration;
// if (desiredMoveVelocity == Vector3.zero)
// {
// // No desired move velocity - we are stopping.
// acceleration = KCC.IsGrounded == true ? GroundDeceleration : AirDeceleration;
// }
// else
// {
// acceleration = KCC.IsGrounded == true ? GroundAcceleration : AirAcceleration;
// }
// _moveVelocity = Vector3.Lerp(_moveVelocity, desiredMoveVelocity, acceleration * Runner.DeltaTime);
// KCC.Move(_moveVelocity, jumpImpulse);
// }
// private void LateUpdate()
// {
// // Only InputAuthority needs to update camera.
// if (HasInputAuthority == false)
// return;
// // Update camera pivot and transfer properties from camera handle to Main Camera.
// // Render() is executed before KCC because of [OrderBefore(typeof(KCC))].
// // So we have to do it from LateUpdate() - which is called after Render().
// Vector2 pitchRotation = KCC.GetLookRotation(true, false);
// CameraPivot.localRotation = Quaternion.Euler(pitchRotation);
// Camera.main.transform.SetPositionAndRotation(CameraHandle.position, CameraHandle.rotation);
// }
// }
// }