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@StevenPhoton
Created June 25, 2017 17:30
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VR Photon Tanks 程式參考
using UnityEngine;
using UnityEngine.UI;
using Rewired;
namespace Complete
{
public class TankShooting : Photon.MonoBehaviour
{
public int m_PlayerNumber = 1; // Used to identify the different players.
public Rigidbody m_Shell; // Prefab of the shell.
public Transform m_FireTransform; // A child of the tank where the shells are spawned.
public Slider m_AimSlider; // A child of the tank that displays the current launch force.
public AudioSource m_ShootingAudio; // Reference to the audio source used to play the shooting audio. NB: different to the movement audio source.
public AudioClip m_ChargingClip; // Audio that plays when each shot is charging up.
public AudioClip m_FireClip; // Audio that plays when each shot is fired.
public float m_MinLaunchForce = 15f; // The force given to the shell if the fire button is not held.
public float m_MaxLaunchForce = 30f; // The force given to the shell if the fire button is held for the max charge time.
public float m_MaxChargeTime = 0.75f; // How long the shell can charge for before it is fired at max force.
private string m_FireButton; // The input axis that is used for launching shells.
private float m_CurrentLaunchForce; // The force that will be given to the shell when the fire button is released.
private float m_ChargeSpeed; // How fast the launch force increases, based on the max charge time.
private bool m_Fired; // Whether or not the shell has been launched with this button press.
private Player player;
private void OnEnable()
{
// When the tank is turned on, reset the launch force and the UI
m_CurrentLaunchForce = m_MinLaunchForce;
m_AimSlider.value = m_MinLaunchForce;
}
private void Start ()
{
// The fire axis is based on the player number.
m_FireButton = "Fire" + m_PlayerNumber;
// The rate that the launch force charges up is the range of possible forces by the max charge time.
m_ChargeSpeed = (m_MaxLaunchForce - m_MinLaunchForce) / m_MaxChargeTime;
if( photonView.isMine ) {
player = ReInput.players.GetPlayer(0);
}
}
private void Update ()
{
if( ! photonView.isMine ) {
return;
}
// The slider should have a default value of the minimum launch force.
m_AimSlider.value = m_MinLaunchForce;
// If the max force has been exceeded and the shell hasn't yet been launched...
if (m_CurrentLaunchForce >= m_MaxLaunchForce && !m_Fired)
{
// ... use the max force and launch the shell.
m_CurrentLaunchForce = m_MaxLaunchForce;
FireB ();
}
// Otherwise, if the fire button has just started being pressed...
else if (player.GetButtonDown ("Fire"))
{
// ... reset the fired flag and reset the launch force.
m_Fired = false;
m_CurrentLaunchForce = m_MinLaunchForce;
// Change the clip to the charging clip and start it playing.
m_ShootingAudio.clip = m_ChargingClip;
m_ShootingAudio.Play ();
}
// Otherwise, if the fire button is being held and the shell hasn't been launched yet...
else if (player.GetButton("Fire") && !m_Fired)
{
// Increment the launch force and update the slider.
m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime;
m_AimSlider.value = m_CurrentLaunchForce;
}
// Otherwise, if the fire button is released and the shell hasn't been launched yet...
else if (player.GetButtonUp("Fire") && !m_Fired)
{
// ... launch the shell.
FireB ();
}
}
// ------------------------------------------------------------------------------------------------------------------------------------------
private void Fire ()
{
// Set the fired flag so only Fire is only called once.
m_Fired = true;
// Create an instance of the shell and store a reference to it's rigidbody.
Rigidbody shellInstance =
Instantiate (m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
// Set the shell's velocity to the launch force in the fire position's forward direction.
shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward;
// Change the clip to the firing clip and play it.
m_ShootingAudio.clip = m_FireClip;
m_ShootingAudio.Play ();
// Reset the launch force. This is a precaution in case of missing button events.
m_CurrentLaunchForce = m_MinLaunchForce;
}
// ------------------------------------------------------------------------------------------------------------------------------------------
private void FireA ()
{
// Set the fired flag so only Fire is only called once.
m_Fired = true;
// Create an instance of the shell and store a reference to it's rigidbody.
// Rigidbody shellInstance =
// Instantiate (m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
GameObject shellInstance = PhotonNetwork.Instantiate(
"CompleteShellPUN",
m_FireTransform.position,
m_FireTransform.rotation,
0);
// Set the shell's velocity to the launch force in the fire position's forward direction.
// shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward;
Rigidbody body = shellInstance.GetComponent<Rigidbody>();
body.velocity = m_CurrentLaunchForce * m_FireTransform.forward;
// Change the clip to the firing clip and play it.
m_ShootingAudio.clip = m_FireClip;
m_ShootingAudio.Play ();
// Reset the launch force. This is a precaution in case of missing button events.
m_CurrentLaunchForce = m_MinLaunchForce;
}
// ------------------------------------------------------------------------------------------------------------------------------------------
private void FireB()
{
// Set the fired flag so only Fire is only called once.
m_Fired = true;
// Create an instance of the shell and store a reference to it's rigidbody.
Rigidbody shellInstance =
Instantiate (m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
photonView.RPC("FireOther", PhotonTargets.Others, m_FireTransform.position);
// Set the shell's velocity to the launch force in the fire position's forward direction.
shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward;
// Change the clip to the firing clip and play it.
m_ShootingAudio.clip = m_FireClip;
m_ShootingAudio.Play ();
// Reset the launch force. This is a precaution in case of missing button events.
m_CurrentLaunchForce = m_MinLaunchForce;
}
[PunRPC]
void FireOther(Vector3 pos)
{
// Set the fired flag so only Fire is only called once.
m_Fired = true;
Rigidbody shellInstance =
Instantiate (m_Shell, pos, m_FireTransform.rotation) as Rigidbody;
// Set the shell's velocity to the launch force in the fire position's forward direction.
shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward;
// Reset the launch force. This is a precaution in case of missing button events.
m_CurrentLaunchForce = m_MinLaunchForce;
}
}
}
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