Add StickGame Assets
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using UnityEngine;
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namespace FishNet.Example.ColliderRollbacks
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{
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public class DestroyAfterDelay : MonoBehaviour
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{
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[SerializeField]
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private float _delay = 1f;
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private void Awake()
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{
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Destroy(gameObject, _delay);
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}
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}
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}
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fileFormatVersion: 2
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 7a9331e21bfaa0a4aaac4ffe7d8d644c
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folderAsset: yes
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userData:
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@@ -0,0 +1,67 @@
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using FishNet.Object;
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using UnityEngine;
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namespace FishNet.Example.ColliderRollbacks
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{
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/// <summary>
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/// DEMO. CODE IS NOT OPTIMIZED.
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/// Aims the camera.
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/// </summary>
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public class Aim : NetworkBehaviour
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{
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public PlayerCamera PlayerCamera { get; private set; }
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private readonly Vector3 _offset = new Vector3(0f, 1.65f, 0f);
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public override void OnStartClient()
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{
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if (base.IsOwner)
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PlayerCamera = Camera.main.transform.GetComponent<PlayerCamera>();
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}
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private void Update()
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{
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if (!base.IsOwner || PlayerCamera == null)
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return;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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MoveAim();
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MoveCamera();
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}
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/// <summary>
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/// Aims camera.
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/// </summary>
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private void MoveAim()
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{
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float speed = 2f;
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//Yaw.
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transform.Rotate(new Vector3(0f, Input.GetAxis("Mouse X") * speed, 0f));
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//Pitch.
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float pitch = PlayerCamera.transform.eulerAngles.x - (Input.GetAxis("Mouse Y") * speed);
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/* If not signed on X then make it
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* signed for easy clamping. */
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if (pitch > 180f)
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pitch -= 360f;
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pitch = Mathf.Clamp(pitch, -89f, 89f);
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PlayerCamera.transform.eulerAngles = new Vector3(pitch, transform.eulerAngles.y, transform.eulerAngles.z);
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}
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/// <summary>
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/// Moves camera.
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/// </summary>
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private void MoveCamera()
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{
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PlayerCamera.transform.position = transform.position + _offset;
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PlayerCamera.transform.rotation = Quaternion.Euler(PlayerCamera.transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
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}
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}
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}
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fileFormatVersion: 2
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guid: e6d656f377f37164d8d7431aa4e43cdb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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userData:
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using FishNet.Component.ColliderRollback;
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using FishNet.Managing.Timing;
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using FishNet.Object;
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using UnityEngine;
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namespace FishNet.Example.ColliderRollbacks
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{
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/// <summary>
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/// DEMO. CODE IS NOT OPTIMIZED.
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/// Fires at objects.
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/// </summary>
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public class Fire : NetworkBehaviour
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{
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9d3558aad46c24549bea48d0e3938264
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@@ -0,0 +1,19 @@
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using UnityEngine;
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namespace FishNet.Example.ColliderRollbacks
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{
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/// <summary>
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/// DEMO. CODE IS NOT OPTIMIZED.
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/// Doesn't do much...
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/// </summary>
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public class PlayerCamera : MonoBehaviour
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{
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/// <summary>
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/// MuzzleFlash on the weapon.
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/// </summary>
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public Transform MuzzleFlash;
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}
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}
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fileFormatVersion: 2
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guid: fe0209d73083bf744ba4925f8cad7144
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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@@ -0,0 +1,50 @@
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using FishNet.Object;
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using UnityEngine;
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namespace FishNet.Example.ColliderRollbacks
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{
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/// <summary>
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/// DEMO. CODE IS NOT OPTIMIZED.
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/// Moves the player around.
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/// </summary>
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public class PlayerMotor : NetworkBehaviour
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{
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[SerializeField]
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private float _moveRate = 3f;
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private CharacterController _characterController;
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public override void OnStartClient()
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{
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if (base.IsOwner)
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_characterController = GetComponent<CharacterController>();
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}
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private void Update()
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{
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if (base.IsOwner)
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{
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Move();
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}
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}
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private void Move()
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{
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if (_characterController == null)
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return;
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Vector3 gravity = new Vector3(0f, -10f, 0f);
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Vector3 inputs = transform.TransformDirection(
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new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"))
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);
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_characterController.Move((gravity + inputs) * _moveRate * Time.deltaTime);
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}
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}
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}
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fileFormatVersion: 2
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 9b80990f4a80a944c9394e21c9c2187c
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,95 @@
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using FishNet.Connection;
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using FishNet.Managing;
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using FishNet.Managing.Timing;
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using FishNet.Object;
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using System;
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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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namespace FishNet.Example.ColliderRollbacks
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{
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/// <summary>
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/// DEMO. CODE IS NOT OPTIMIZED.
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/// Shows where an object was when client hit it, and where it was after server rolled it back.
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/// </summary>
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public class RollbackVisualizer : NetworkBehaviour
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{
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[SerializeField]
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private GameObject _originalPrefab;
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[SerializeField]
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private GameObject _rollbackPrefab;
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[SerializeField]
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private TextCanvas _textCanvasPrefab;
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/// <summary>
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/// Average accuracy over the past 30 shots.
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/// </summary>
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private List<float> _accuracyAverage = new List<float>();
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private void OnDisable()
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{
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_accuracyAverage.Clear();
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}
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/// <summary>
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/// Shows difference between where object was when client shot it, and where it was after rollback.
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/// </summary>
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/// <param name="original"></param>
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/// <param name="rolledBack"></param>
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[Server]
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public void ShowDifference(NetworkObject clientObject, Vector3 original, Vector3 rolledBack)
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{
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//Only send to client if not host.
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if (!base.IsHost)
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{
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float difference = Vector3.Distance(original, rolledBack);
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PrintAverage(false, difference, base.NetworkManager);
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TargetShowDifference(clientObject.Owner, original, rolledBack);
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}
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}
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[TargetRpc]
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private void TargetShowDifference(NetworkConnection conn, Vector3 original, Vector3 rollback)
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{
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Instantiate(_originalPrefab, original, transform.rotation);
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Instantiate(_rollbackPrefab, rollback, transform.rotation);
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float difference = Vector3.Distance(original, rollback);
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string accuracyText = PrintAverage(true, difference, base.NetworkManager);
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TextCanvas tc = Instantiate(_textCanvasPrefab);
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tc.SetText(accuracyText);
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}
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/// <summary>
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/// Prints an average accuracy, returning what was printed.
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/// </summary>
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/// <param name="fromServer">True if difference is received from the server.</param>
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private string PrintAverage(bool fromServer, float difference, NetworkManager nm)
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{
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//If clientHost...
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if (nm.IsHost)
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{
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string result = $"Accuracy will not show properly when as clientHost.{Environment.NewLine}Use a separate client and server for testing.";
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Debug.Log(result);
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return result;
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}
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else
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{
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_accuracyAverage.Add(difference);
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if (_accuracyAverage.Count > 20)
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_accuracyAverage.RemoveAt(0);
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string currentHit = $"Accuracy is within {difference.ToString("0.0000")} units.";
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string allHit = $"{_accuracyAverage.Count} hit average is {(_accuracyAverage.Sum() / _accuracyAverage.Count).ToString("0.0000")}.";
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string result = $"{currentHit} {allHit}";
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Debug.Log(result);
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return result;
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}
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}
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}
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}
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@@ -0,0 +1,29 @@
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using UnityEngine;
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using UnityEngine.UI;
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namespace FishNet.Example.ColliderRollbacks
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{
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public class TextCanvas : MonoBehaviour
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{
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[SerializeField]
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private Text _text;
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private static TextCanvas _instance;
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private void Awake()
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{
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if (_instance != null)
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Destroy(_instance.gameObject);
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_instance = this;
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}
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public void SetText(string text)
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{
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_text.text = text;
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}
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,35 @@
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using FishNet.Object;
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using UnityEngine;
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namespace FishNet.Example.ColliderRollbacks
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{
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public class Strafe : NetworkBehaviour
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{
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public float MoveRate = 2f;
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public float MoveDistance = 3f;
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private bool _movingRight = true;
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private float _startX;
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public override void OnStartServer()
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{
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_startX = transform.position.x;
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}
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private void Update()
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{
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if (base.IsServer)
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{
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float x = (_movingRight) ? _startX + MoveDistance : _startX - MoveDistance;
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Vector3 goal = new Vector3(x, transform.position.y, transform.position.z);
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transform.position = Vector3.MoveTowards(transform.position, goal, MoveRate * Time.deltaTime);
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if (transform.position == goal)
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_movingRight = !_movingRight;
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}
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}
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}
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}
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Block a user