Add StickGame Assets

This commit is contained in:
Dzejkobik007
2024-03-24 22:21:16 +01:00
parent 5a5812c0c7
commit 6c8b523d1f
6643 changed files with 596260 additions and 0 deletions

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using FishNet.Object;
using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
/// <summary>
/// DEMO. CODE IS NOT OPTIMIZED.
/// Aims the camera.
/// </summary>
public class Aim : NetworkBehaviour
{
public PlayerCamera PlayerCamera { get; private set; }
private readonly Vector3 _offset = new Vector3(0f, 1.65f, 0f);
public override void OnStartClient()
{
if (base.IsOwner)
PlayerCamera = Camera.main.transform.GetComponent<PlayerCamera>();
}
private void Update()
{
if (!base.IsOwner || PlayerCamera == null)
return;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
MoveAim();
MoveCamera();
}
/// <summary>
/// Aims camera.
/// </summary>
private void MoveAim()
{
float speed = 2f;
//Yaw.
transform.Rotate(new Vector3(0f, Input.GetAxis("Mouse X") * speed, 0f));
//Pitch.
float pitch = PlayerCamera.transform.eulerAngles.x - (Input.GetAxis("Mouse Y") * speed);
/* If not signed on X then make it
* signed for easy clamping. */
if (pitch > 180f)
pitch -= 360f;
pitch = Mathf.Clamp(pitch, -89f, 89f);
PlayerCamera.transform.eulerAngles = new Vector3(pitch, transform.eulerAngles.y, transform.eulerAngles.z);
}
/// <summary>
/// Moves camera.
/// </summary>
private void MoveCamera()
{
PlayerCamera.transform.position = transform.position + _offset;
PlayerCamera.transform.rotation = Quaternion.Euler(PlayerCamera.transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
}
}
}

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using FishNet.Component.ColliderRollback;
using FishNet.Managing.Timing;
using FishNet.Object;
using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
/// <summary>
/// DEMO. CODE IS NOT OPTIMIZED.
/// Fires at objects.
/// </summary>
public class Fire : NetworkBehaviour
{
}
}

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using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
/// <summary>
/// DEMO. CODE IS NOT OPTIMIZED.
/// Doesn't do much...
/// </summary>
public class PlayerCamera : MonoBehaviour
{
/// <summary>
/// MuzzleFlash on the weapon.
/// </summary>
public Transform MuzzleFlash;
}
}

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using FishNet.Object;
using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
/// <summary>
/// DEMO. CODE IS NOT OPTIMIZED.
/// Moves the player around.
/// </summary>
public class PlayerMotor : NetworkBehaviour
{
[SerializeField]
private float _moveRate = 3f;
private CharacterController _characterController;
public override void OnStartClient()
{
if (base.IsOwner)
_characterController = GetComponent<CharacterController>();
}
private void Update()
{
if (base.IsOwner)
{
Move();
}
}
private void Move()
{
if (_characterController == null)
return;
Vector3 gravity = new Vector3(0f, -10f, 0f);
Vector3 inputs = transform.TransformDirection(
new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"))
);
_characterController.Move((gravity + inputs) * _moveRate * Time.deltaTime);
}
}
}

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