mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-23 19:04:32 -05:00
Fixed NetworkTransforms and Added Host IP
- Fixed placement of NetworkTransform on Prefab - Needs to be on the same level as the character controller and movement - Added a display of the host IP address in the lobby
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@@ -1,10 +1,11 @@
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using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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public class Blink : MonoBehaviour{
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public class Blink : NetworkBehaviour {
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// Start is called before the first frame update
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@@ -42,6 +43,8 @@ public class Blink : MonoBehaviour{
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//blinks the player forwards
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private void BlinkMove()
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{
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if (!IsLocalPlayer) { return; }
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if (Input.GetMouseButton(1))
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{
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// Finding the origin and end point of laser.
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@@ -1,9 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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public class Dash : MonoBehaviour{
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public class Dash : NetworkBehaviour {
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public Vector3 moveDirection;
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public const float maxDashTime = 1.0f;
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@@ -20,6 +21,8 @@ public class Dash : MonoBehaviour{
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//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
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void FixedUpdate(){
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if (!IsLocalPlayer) { return; }
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if (Input.GetKeyDown(KeyCode.E))
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{
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currentDashTime = 0;
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@@ -1,9 +1,10 @@
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using UnityEngine;
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using System.Linq;
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using MLAPI;
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using UnityEngine.Rendering;
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[RequireComponent (typeof(PlayerMovement))]
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public class WallRun : MonoBehaviour
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public class WallRun : NetworkBehaviour
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{
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public float wallMaxDistance = 1;
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@@ -67,6 +68,8 @@ public class WallRun : MonoBehaviour
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public void WallRunRoutine()
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{
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if (!IsLocalPlayer) { return; }
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isWallRunning = false;
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if(playerMovementController.GetJumpPressed())
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@@ -1,8 +1,9 @@
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using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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public class PlayerCam : MonoBehaviour
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public class PlayerCam : NetworkBehaviour
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{
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public GameObject player;
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@@ -16,6 +17,8 @@ public class PlayerCam : MonoBehaviour
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void Update ()
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{
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if (!IsLocalPlayer) { return; }
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offset = transform.parent.forward * rad.magnitude;
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transform.position = new Vector3((player.transform.position.x - offset.x),((player.transform.position.y - offset.y)+2),(player.transform.position.z - offset.z));
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@@ -165,11 +165,8 @@ public class PlayerMovement : NetworkBehaviour
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//Checks if player should respawn
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Respawn();
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}
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//Reads inputs and moves player
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private void InputController()
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{
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@@ -235,6 +232,8 @@ public class PlayerMovement : NetworkBehaviour
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//Applies impact in a direction with the given force
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public void AddImpact(Vector3 dir, float force)
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{
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if (!IsLocalPlayer) { return; }
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dir.Normalize();
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if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
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impact += dir.normalized * force / mass;
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