mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-22 01:34:22 -05:00
148 lines
6.2 KiB
C#
148 lines
6.2 KiB
C#
using MLAPI;
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using MLAPI.Exceptions;
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using MLAPI.Messaging;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class Pitfall : NetworkBehaviour
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{
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[SerializeField] private Transform RespawnPoint; //Where player will respawn to, set in GUI
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public Transform runnerPrefab;
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private GameObject _runner;
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private bool cooldown = false;
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private void OnTriggerEnter(Collider other) {
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if (cooldown == false && other.transform.gameObject.tag == "PlayerTrigger" && other.gameObject.transform.root.gameObject.GetComponent<NetworkObject>().OwnerClientId == NetworkManager.Singleton.LocalClientId) {
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other.transform.root.GetComponentInChildren<PlayerStats>().IsRespawning = true;
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RespawnPlayerServerRPC(other.gameObject.transform.root.gameObject.GetComponent<NetworkObject>().OwnerClientId);
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cooldown = true;
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StartCoroutine(CoolItDown());
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}
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}
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IEnumerator CoolItDown()
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{
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yield return new WaitForSecondsRealtime(1f);
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cooldown = false;
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}
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[ServerRpc(RequireOwnership = false)]
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private void RespawnPlayerServerRPC(ulong clientID, ServerRpcParams serverRpcParams = default)
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{
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// Get all players in the scene
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GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
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// Find our player first
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foreach (GameObject character in playableCharacters)
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{
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if (character.GetComponent<NetworkObject>().OwnerClientId == clientID)
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{
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// Player found
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// Despawn them
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try
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{
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character.GetComponent<NetworkObject>().Despawn(true);
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} catch (SpawnStateException e) {
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Debug.LogError("Spawn State Exception Exception:");
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Debug.LogError(e);
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return;
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}
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// Spawn the player
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if (ServerGameNetPortal.Instance.clientIdToGuid.TryGetValue(clientID, out string clientGuid))
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{
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if (ServerGameNetPortal.Instance.clientData.TryGetValue(clientGuid, out PlayerData playerData))
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{
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// Spawn as player
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_runner = Instantiate(runnerPrefab, RespawnPoint.position, Quaternion.Euler(0, -90, 0)).gameObject;
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_runner.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientID, null, true);
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// Handle Client Spawning Locally
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string itemsAsString = string.Join(",", playerData.pInv.NetworkItemList);
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StartCoroutine(SpawnClient(clientID, itemsAsString));
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}
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}
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}
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}
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}
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// The client respawning needs a slight delay to allow for the spawn to properly sync up
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IEnumerator SpawnClient(ulong clientID, string itemsAsString) {
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// First notify the player they are respawning (so we display stuff on screen)
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ClientRpcParams clientRpcParams = new ClientRpcParams
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{
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Send = new ClientRpcSendParams
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{
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TargetClientIds = new ulong[] { clientID }
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}
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};
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UIRespawningClientRpc(clientID, clientRpcParams);
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// 3 Second Respawn Delay
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yield return new WaitForSecondsRealtime(3f);
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// Now actually respawn the player
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clientRpcParams = new ClientRpcParams
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{
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Send = new ClientRpcSendParams
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{
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TargetClientIds = new ulong[] { clientID }
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}
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};
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SpawnPlayerClientRpc(clientID, itemsAsString, clientRpcParams);
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}
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[ClientRpc]
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private void UIRespawningClientRpc(ulong clientId, ClientRpcParams clientRpcParams = default) {
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GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().setRespawnPanelVisibility(true);
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GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().countdown_text.enabled = false;
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}
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// Spawn in each player
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[ClientRpc]
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public void SpawnPlayerClientRpc(ulong clientId, string itemsAsString, ClientRpcParams clientRpcParams = default) {
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GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
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foreach (GameObject character in playableCharacters)
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{
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if (character.GetComponent<NetworkObject>().OwnerClientId == clientId)
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{
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// Rebuild inventory
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List<string> itemList = itemsAsString.Split(',').ToList();
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character.GetComponentInChildren<PlayerInventory>().UpdateEquips(itemList, this.gameObject.GetComponent<InventoryManager>().ItemDict);
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GameObject UICamera = GameHandler.FindGameObjectInChildWithTag(character, "UICam");
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GameHandler.FindGameObjectInChildWithTag(character, "UICam").GetComponent<Camera>().enabled = true;
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GameHandler.FindGameObjectInChildWithTag(UICamera, "PlayerCam").GetComponent<Camera>().enabled = true;
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GameHandler.FindGameObjectInChildWithTag(UICamera, "PlayerCam").GetComponent<AudioListener>().enabled = true;
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GameHandler.FindGameObjectInChildWithTag(UICamera, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
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character.GetComponentInChildren<MoveStateManager>().enabled = true;
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character.GetComponentInChildren<DashStateManager>().enabled = true;
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character.GetComponentInChildren<NitroStateManager>().enabled = true;
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character.GetComponentInChildren<AerialStateManager>().enabled = true;
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character.GetComponentInChildren<OffenseStateManager>().enabled = true;
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character.GetComponentInChildren<CoolDown>().populatePlayerCanvas();
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character.GetComponentInChildren<PlayerStats>().IsRespawning = false;
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}
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}
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// Also turn off the respawning UI and back on the UI for the timer
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GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().setRespawnPanelVisibility(false);
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GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().countdown_text.enabled = true;
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}
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}
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