2024-10-17 17:23:05 +03:00

88 lines
2.7 KiB
C#

using UnityEngine;
namespace Mirror.Examples.BenchmarkIdle
{
public class Player : NetworkBehaviour
{
// automated movement.
// player may switch to manual movement any time
[Header("Automated Movement")]
public bool autoMove = true;
public float autoSpeed = 2;
public float movementProbability = 0.5f;
public float movementDistance = 20;
bool moving;
Vector3 start;
Vector3 destination;
[Header("Manual Movement")]
public float manualSpeed = 10;
// cache .transform for benchmark demo.
// Component.get_transform shows in profiler otherwise.
Transform tf;
public override void OnStartLocalPlayer()
{
tf = transform;
start = tf.position;
}
void AutoMove()
{
if (moving)
{
if (Vector3.Distance(tf.position, destination) <= 0.01f)
{
moving = false;
}
else
{
tf.position = Vector3.MoveTowards(tf.position, destination, autoSpeed * Time.deltaTime);
}
}
else
{
float r = Random.value;
if (r < movementProbability * Time.deltaTime)
{
// calculate a random position in a circle
float circleX = Mathf.Cos(Random.value * Mathf.PI);
float circleZ = Mathf.Sin(Random.value * Mathf.PI);
Vector2 circlePos = new Vector2(circleX, circleZ);
Vector3 dir = new Vector3(circlePos.x, 0, circlePos.y);
// set destination on random pos in a circle around start.
// (don't want to wander off)
destination = start + dir * movementDistance;
moving = true;
}
}
}
void ManualMove()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector3 direction = new Vector3(h, 0, v);
transform.position += direction.normalized * (Time.deltaTime * manualSpeed);
}
static bool Interrupted() =>
Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0;
void Update()
{
if (!isLocalPlayer) return;
// player may interrupt auto movement to switch to manual
if (Interrupted()) autoMove = false;
// move
if (autoMove) AutoMove();
else ManualMove();
}
}
}