Modified the Gates and KickController to sync kicks and apply force

- Now the kicking of gates will sync over the network
- Needs review from Justin to verify this won't break other kickable
  items
This commit is contained in:
2022-02-03 23:14:58 -06:00
parent 8d5b2c9193
commit e846ebc8c8
8 changed files with 530 additions and 229 deletions

View File

@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using MLAPI;
using MLAPI.Messaging;
using UnityEngine;
public class KickController : NetworkBehaviour
@@ -29,7 +30,7 @@ public class KickController : NetworkBehaviour
}
void Kick(){
//if (!IsLocalPlayer) { return; }
if (!IsLocalPlayer) { return; }
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
//custom is grounded
//If F is pressed or gamepad right trigger is pulled
@@ -77,16 +78,16 @@ public class KickController : NetworkBehaviour
private void OnCollisionEnter(Collision collision)
{
//if (!IsLocalPlayer) { return; }
if (!IsLocalPlayer) { return; }
Collider myCollider = collision.contacts[0].thisCollider;
if (collision.transform.CompareTag("kickable") && myCollider == legHitbox.GetComponent<Collider>()){
if(collision.gameObject.GetComponent<Rigidbody>().isKinematic == true){
collision.gameObject.GetComponent<Rigidbody>().isKinematic = false;
}
// Kickable items must be handled through the server since they need to modify the NetworkTransform
if (collision.transform.CompareTag("kickable") && myCollider == legHitbox.GetComponent<Collider>()) {
Vector3 direction = this.transform.forward;
Debug.Log(direction);
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
ulong prefabHash = collision.gameObject.GetComponent<NetworkObject>().PrefabHash;
ApplyKickServerRPC(direction, prefabHash);
}
if (collision.transform.CompareTag("destroyable") && myCollider == legHitbox.GetComponent<Collider>()){
collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);
}
@@ -99,9 +100,29 @@ public class KickController : NetworkBehaviour
}
else{
legRotation = -90;
Debug.Log("Kick Full Extension");
}
}
[ServerRpc(RequireOwnership = false)]
private void ApplyKickServerRPC(Vector3 direction, ulong prefabHash) {
GameObject[] kickables = GameObject.FindGameObjectsWithTag("kickable");
foreach (GameObject kickedItem in kickables) {
// First check to make sure this is the item we kicked
if (kickedItem.GetComponent<NetworkObject>() != null && kickedItem.GetComponent<NetworkObject>().PrefabHash == prefabHash) {
// First turn off kinematic
if (kickedItem.gameObject.GetComponent<Rigidbody>().isKinematic == true) {
kickedItem.gameObject.GetComponent<Rigidbody>().isKinematic = false;
}
// Then apply the force
kickedItem.gameObject.GetComponent<Rigidbody>().AddForce(direction * pStats.KickPow, ForceMode.Impulse);
// Then return since we only kicked one item and don't need to check the remainder of the items
return;
}
}
}
}