Add StickGame Assets

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Dzejkobik007
2024-03-24 22:21:16 +01:00
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- Open scene.
- Press Play.
Demo only works on clientHost. Real usage works with separate client and server, and clientHost.
Scene view can be used to see objects appear and disappear as the player object moves betwen grid spots.

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using FishNet.Object;
using UnityEngine;
namespace FishNet.Demo.HashGrid
{
public class GridSpawner : NetworkBehaviour
{
[SerializeField]
private NetworkObject _staticPrefab;
[SerializeField]
private NetworkObject _movingPrefab;
[SerializeField]
private int _movingCount = 100;
[SerializeField]
private byte _spacing = 2;
private float _range => MoveRandomly.Range;
public override void OnStartServer()
{
for (int x = (int)(_range * -1); x < _range; x+= _spacing)
{
for (int y = (int)(_range * -1); y < _range; y++)
{
NetworkObject n = Instantiate(_staticPrefab, new Vector3(x, y, transform.position.z), Quaternion.identity);
base.Spawn(n);
}
}
for (int i = 0; i < _movingCount; i++)
{
NetworkObject n = Instantiate(_movingPrefab, transform.position, transform.rotation);
base.Spawn(n);
}
}
}
}

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using FishNet.Object;
using UnityEngine;
namespace FishNet.Demo.HashGrid
{
public class MoveRandomly : NetworkBehaviour
{
//Colors green for client.
[SerializeField]
private Renderer _renderer;
//How quickly to move over 1s.
private float _moveRate = 0.5f;
//Maximum range for new position.
public const float Range = 25f;
//Position to move towards.
private Vector3 _goal;
//Position at spawn.
private Vector3 _start;
private void Update()
{
if (!base.IsOwner && !base.IsServer)
return;
transform.position = Vector3.MoveTowards(transform.position, _goal, (_moveRate * Time.deltaTime));
if (transform.position == _goal)
RandomizeGoal();
}
public override void OnStartNetwork()
{
_start = transform.position;
if (base.Owner.IsLocalClient)
{
_renderer.material.color = Color.green;
_moveRate *= 3f;
transform.position -= new Vector3(0f, 0f, 1f);
Camera c = Camera.main;
c.transform.SetParent(transform);
}
else
{
_renderer.material.color = Color.gray;
transform.position = (_start + RandomInsideRange());
}
RandomizeGoal();
}
private void RandomizeGoal()
{
_goal = _start + RandomInsideRange();
}
private Vector3 RandomInsideRange()
{
Vector3 goal = (Random.insideUnitSphere * Range);
goal.z = transform.position.z;
return goal;
}
}
}

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