Added PlayerHealth and PlayerShoot

This commit is contained in:
2026-06-18 18:04:22 +03:00
parent c9c6c3e032
commit 87762d1721
19 changed files with 1600 additions and 754 deletions
+136
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@@ -16,14 +16,14 @@ public class MainMenuUIController : MonoBehaviour
private void HostGame()
{
Debug.Log("Hosting game...");
NetworkManager.Singleton.StartHost();
NetworkManager.Singleton.SceneManager.LoadScene("DEV-Game", LoadSceneMode.Single);
Debug.Log("Hosting game...");
}
private void JoinGame()
{
Debug.Log("Joining game...");
NetworkManager.Singleton.StartClient();
Debug.Log("Joining game...");
}
}
File diff suppressed because it is too large Load Diff
@@ -5,47 +5,70 @@ using Unity.Collections;
public class PlayerController : NetworkBehaviour
{
[SerializeField] private TMP_InputField PlayerNameInputField;
[SerializeField] private TMP_Text PlayerNameText;
[SerializeField] private float moveSpeed = 5f;
public NetworkVariable<FixedString128Bytes> PlayerName = new NetworkVariable<FixedString128Bytes>(
"Джон Бляк",
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Owner
);
[SerializeField] private Camera playerCamera;
[SerializeField] private float mouseSensitivity = 2f;
[SerializeField] private Transform cameraRoot;
float verticalRotation = 0f;
public override void OnNetworkSpawn()
{
PlayerName.OnValueChanged += OnPlayerNameChanged;
SetPlayerNameText();
if (playerCamera != null)
{
playerCamera.enabled = IsOwner;
playerCamera.GetComponent<AudioListener>().enabled = IsOwner;
}
if (!IsOwner) return;
if (IsOwner)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
this.transform.position = new Vector3(Random.Range(-10f, 10f), 1f, Random.Range(-10f, 10f));
PlayerNameInputField.onValueChanged.AddListener(OnPlayerNameInputChanged);
if (IsOwner)
{
GetComponent<Renderer>().material.color = Color.blue;
}
else
{
GetComponent<Renderer>().material.color = Color.red;
}
if (IsOwner)
{
transform.position = new Vector3(Random.Range(-10f, 10f), 1f, Random.Range(-10f, 10f));
}
}
private void OnPlayerNameChanged(FixedString128Bytes previousValue, FixedString128Bytes newValue)
public void Update()
{
Debug.Log($"Player name changed from {previousValue} to {newValue}");
SetPlayerNameText();
if(!IsOwner) return;
HandleMovement();
HandleRotation();
}
private void OnPlayerNameInputChanged(string value)
private void HandleMovement()
{
Debug.Log($"Player name input changed to {value}");
SetPlayerNameText();
float _moveX = Input.GetAxis("Horizontal");
float _moveZ = Input.GetAxis("Vertical");
Vector3 move = transform.right * _moveX + transform.forward * _moveZ;
transform.position += move * moveSpeed * Time.deltaTime;
}
public override void OnNetworkDespawn()
private void HandleRotation()
{
PlayerName.OnValueChanged -= OnPlayerNameChanged;
if(IsOwner)
PlayerNameInputField.onValueChanged.RemoveListener(OnPlayerNameInputChanged);
}
float _mouseX = Input.GetAxis("Mouse X") * mouseSensitivity;
float _mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
private void SetPlayerNameText()
{
PlayerNameText.text = PlayerName.Value.ToString();
transform.Rotate(Vector3.up * _mouseX);
verticalRotation -= _mouseY;
verticalRotation = Mathf.Clamp(verticalRotation, -90f, 90f);
cameraRoot.localRotation = Quaternion.Euler(verticalRotation, 0f, 0f);
}
}
@@ -0,0 +1,62 @@
using UnityEngine;
using Unity.Netcode;
using TMPro;
public class PlayerHealth : NetworkBehaviour
{
[SerializeField] private int maxHealth = 100;
[SerializeField] private TMP_Text healthText;
public NetworkVariable<int> currentHealth = new NetworkVariable<int>(
100,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Owner
);
public override void OnNetworkSpawn()
{
currentHealth.OnValueChanged += OnHealthChanged;
if (IsServer)
{
currentHealth.Value = maxHealth;
healthText.text = $"Health: {maxHealth}";
}
}
private void OnHealthChanged(int _previousValue, int _newValue)
{
Debug.Log($"Health changed from {_previousValue} to {_newValue}");
healthText.text = $"Health: {_newValue}";
}
public void TakeDamage(int _damageAmount)
{
if (!IsServer) return;
currentHealth.Value -= _damageAmount;
if (currentHealth.Value <= 0)
{
Die();
}
}
private void Die()
{
OnDiedClientRpc();
}
[ClientRpc]
private void OnDiedClientRpc()
{
Debug.Log($"Player {OwnerClientId} died");
gameObject.SetActive(false);
}
public override void OnNetworkDespawn()
{
currentHealth.OnValueChanged -= OnHealthChanged;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 89a166e74678da94ba61fa76b7f4a790
@@ -0,0 +1,49 @@
using Unity.Netcode;
using UnityEngine;
public class PlayerShoot : NetworkBehaviour
{
[SerializeField] float damageAmount = 10f;
[SerializeField] float range = 100f;
[SerializeField] Transform cameraRoot;
[SerializeField] GameObject hitEffectPrefab;
void Update()
{
if (!IsOwner) return;
if (Input.GetMouseButtonDown(0))
{
ShootServerRpc(cameraRoot.position, cameraRoot.forward);
}
}
[ServerRpc]
private void ShootServerRpc(Vector3 _origin, Vector3 _direction)
{
Collider[] ownerColliders = GetComponentsInChildren<Collider>();
if (Physics.Raycast(_origin, _direction, out RaycastHit _hit, range))
{
if (System.Array.Exists(ownerColliders, c => c == _hit.collider))
{
return;
}
if (_hit.collider.TryGetComponent(out PlayerHealth _playerHealth))
{
_playerHealth.TakeDamage((int)damageAmount);
}
SpawnHitEffectClientRpc(_hit.point);
}
}
[ClientRpc]
private void SpawnHitEffectClientRpc(Vector3 _hitPosition)
{
Debug.Log($"Spawning hit effect at {_hitPosition}");
NetworkBehaviour.Instantiate(hitEffectPrefab, _hitPosition, Quaternion.identity);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a8abb30d1d764eb41b7bb2555d480955
@@ -0,0 +1,10 @@
using UnityEngine;
using Unity.Netcode;
public class PlayerUIController : NetworkBehaviour
{
public override void OnNetworkSpawn()
{
GetComponent<Canvas>().enabled = IsOwner;
}
}
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