mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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215 lines
8.1 KiB
C#
215 lines
8.1 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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using System.Collections;
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using Hashtable = ExitGames.Client.Photon.Hashtable;
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/// <summary>
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/// Makes a scene object pickup-able. Needs a PhotonView which belongs to the scene.
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/// </summary>
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/// <remarks>Includes a OnPhotonSerializeView implementation that </remarks>
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[RequireComponent(typeof(PhotonView))]
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public class PickupItem : Photon.MonoBehaviour, IPunObservable
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{
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///<summary>Enables you to define a timeout when the picked up item should re-spawn at the same place it was before.</summary>
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/// <remarks>
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/// Set in Inspector per GameObject! The value in code is just the default.
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///
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/// If you don't want an item to respawn, set SecondsBeforeRespawn == 0.
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/// If an item does not respawn, it could be consumed or carried around and dropped somewhere else.
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///
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/// A respawning item should stick to a fixed position. It should not be observed at all (in any PhotonView).
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/// It can only be consumed and can't be dropped somewhere else (cause that would double the item).
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///
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/// This script uses PunRespawn() as RPC and as method that gets called by Invoke() after a timeout.
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/// No matter if the item respawns timed or by Drop, that method makes sure (temporary) owner and other status-values
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/// are being re-set.
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/// </remarks>
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public float SecondsBeforeRespawn = 2;
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/// <summary>The most likely trigger to pick up an item. Set in inspector!</summary>
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/// <remarks>Edit the collider and set collision masks to avoid pickups by random objects.</remarks>
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public bool PickupOnTrigger;
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/// <summary>If the pickup item is currently yours. Interesting in OnPickedUp(PickupItem item).</summary>
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public bool PickupIsMine;
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/// <summary>GameObject to send an event "OnPickedUp(PickupItem item)" to.</summary>
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/// <remarks>
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/// Implement OnPickedUp(PickupItem item) {} in some script on the linked game object.
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/// The item will be "this" and item.PickupIsMine will help you to find if this pickup was done by "this player".
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/// </remarks>
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public MonoBehaviour OnPickedUpCall;
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// these values are internally used. they are public for debugging only
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/// <summary>If this client sent a pickup. To avoid sending multiple pickup requests before reply is there.</summary>
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public bool SentPickup;
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/// <summary>Timestamp when to respawn the item (compared to PhotonNetwork.time). </summary>
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public double TimeOfRespawn; // needed when we want to update new players when a PickupItem respawns
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/// <summary></summary>
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public int ViewID { get { return this.photonView.viewID; } }
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public static HashSet<PickupItem> DisabledPickupItems = new HashSet<PickupItem>();
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public void OnTriggerEnter(Collider other)
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{
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// we only call Pickup() if "our" character collides with this PickupItem.
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// note: if you "position" remote characters by setting their translation, triggers won't be hit.
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PhotonView otherpv = other.GetComponent<PhotonView>();
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if (this.PickupOnTrigger && otherpv != null && otherpv.isMine)
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{
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//Debug.Log("OnTriggerEnter() calls Pickup().");
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this.Pickup();
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}
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}
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public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
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{
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// read the description in SecondsBeforeRespawn
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if (stream.isWriting && SecondsBeforeRespawn <= 0)
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{
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stream.SendNext(this.gameObject.transform.position);
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}
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else
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{
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// this will directly apply the last received position for this PickupItem. No smoothing. Usually not needed though.
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Vector3 lastIncomingPos = (Vector3)stream.ReceiveNext();
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this.gameObject.transform.position = lastIncomingPos;
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}
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}
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public void Pickup()
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{
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if (this.SentPickup)
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{
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// skip sending more pickups until the original pickup-RPC got back to this client
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return;
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}
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this.SentPickup = true;
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this.photonView.RPC("PunPickup", PhotonTargets.AllViaServer);
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}
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/// <summary>Makes use of RPC PunRespawn to drop an item (sent through server for all).</summary>
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public void Drop()
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{
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if (this.PickupIsMine)
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{
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this.photonView.RPC("PunRespawn", PhotonTargets.AllViaServer);
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}
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}
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/// <summary>Makes use of RPC PunRespawn to drop an item (sent through server for all).</summary>
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public void Drop(Vector3 newPosition)
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{
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if (this.PickupIsMine)
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{
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this.photonView.RPC("PunRespawn", PhotonTargets.AllViaServer, newPosition);
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}
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}
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[PunRPC]
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public void PunPickup(PhotonMessageInfo msgInfo)
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{
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// when this client's RPC gets executed, this client no longer waits for a sent pickup and can try again
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if (msgInfo.sender.IsLocal) this.SentPickup = false;
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// In this solution, picked up items are disabled. They can't be picked up again this way, etc.
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// You could check "active" first, if you're not interested in failed pickup-attempts.
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if (!this.gameObject.GetActive())
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{
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// optional logging:
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Debug.Log("Ignored PU RPC, cause item is inactive. " + this.gameObject + " SecondsBeforeRespawn: " + SecondsBeforeRespawn + " TimeOfRespawn: " + this.TimeOfRespawn + " respawn in future: " + (TimeOfRespawn > PhotonNetwork.time));
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return; // makes this RPC being ignored
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}
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// if the RPC isn't ignored by now, this is a successful pickup. this might be "my" pickup and we should do a callback
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this.PickupIsMine = msgInfo.sender.IsLocal;
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// call the method OnPickedUp(PickupItem item) if a GameObject was defined as callback target
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if (this.OnPickedUpCall != null)
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{
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// you could also skip callbacks for items that are not picked up by this client by using: if (this.PickupIsMine)
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this.OnPickedUpCall.SendMessage("OnPickedUp", this);
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}
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// setup a respawn (or none, if the item has to be dropped)
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if (SecondsBeforeRespawn <= 0)
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{
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this.PickedUp(0.0f); // item doesn't auto-respawn. must be dropped
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}
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else
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{
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// how long it is until this item respanws, depends on the pickup time and the respawn time
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double timeSinceRpcCall = (PhotonNetwork.time - msgInfo.timestamp);
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double timeUntilRespawn = SecondsBeforeRespawn - timeSinceRpcCall;
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//Debug.Log("msg timestamp: " + msgInfo.timestamp + " time until respawn: " + timeUntilRespawn);
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if (timeUntilRespawn > 0)
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{
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this.PickedUp((float)timeUntilRespawn);
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}
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}
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}
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internal void PickedUp(float timeUntilRespawn)
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{
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// this script simply disables the GO for a while until it respawns.
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this.gameObject.SetActive(false);
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PickupItem.DisabledPickupItems.Add(this);
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this.TimeOfRespawn = 0;
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if (timeUntilRespawn > 0)
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{
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this.TimeOfRespawn = PhotonNetwork.time + timeUntilRespawn;
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Invoke("PunRespawn", timeUntilRespawn);
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}
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}
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[PunRPC]
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internal void PunRespawn(Vector3 pos)
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{
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Debug.Log("PunRespawn with Position.");
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this.PunRespawn();
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this.gameObject.transform.position = pos;
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}
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[PunRPC]
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internal void PunRespawn()
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{
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#if DEBUG
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// debugging: in some cases, the respawn is "late". it's unclear why! just be aware of this.
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double timeDiffToRespawnTime = PhotonNetwork.time - this.TimeOfRespawn;
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if (timeDiffToRespawnTime > 0.1f) Debug.LogWarning("Spawn time is wrong by: " + timeDiffToRespawnTime + " (this is not an error. you just need to be aware of this.)");
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#endif
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// if this is called from another thread, we might want to do this in OnEnable() instead of here (depends on Invoke's implementation)
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PickupItem.DisabledPickupItems.Remove(this);
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this.TimeOfRespawn = 0;
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this.PickupIsMine = false;
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if (this.gameObject != null)
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{
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this.gameObject.SetActive(true);
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}
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}
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}
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