Add StickGame Assets
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using FishNet;
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using FishNet.Object;
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using FishNet.Object.Prediction;
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using FishNet.Transporting;
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using UnityEngine;
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/*
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*
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* See TransformPrediction.cs for more detailed notes.
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*
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*/
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namespace FishNet.Example.Prediction.Rigidbodies
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{
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public class RigidbodyPrediction : NetworkBehaviour
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{
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#region Types.
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public struct MoveData : IReplicateData
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{
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public bool Jump;
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public float Horizontal;
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public float Vertical;
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public MoveData(bool jump, float horizontal, float vertical)
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{
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Jump = jump;
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Horizontal = horizontal;
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Vertical = vertical;
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_tick = 0;
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}
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private uint _tick;
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public void Dispose() { }
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public uint GetTick() => _tick;
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public void SetTick(uint value) => _tick = value;
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}
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public struct ReconcileData : IReconcileData
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{
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public Vector3 Position;
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public Quaternion Rotation;
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public Vector3 Velocity;
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public Vector3 AngularVelocity;
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public ReconcileData(Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity)
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{
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Position = position;
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Rotation = rotation;
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Velocity = velocity;
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AngularVelocity = angularVelocity;
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_tick = 0;
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}
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private uint _tick;
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public void Dispose() { }
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public uint GetTick() => _tick;
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public void SetTick(uint value) => _tick = value;
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}
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#endregion
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#region Serialized.
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[SerializeField]
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private float _jumpForce = 15f;
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[SerializeField]
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private float _moveRate = 15f;
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#endregion
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#region Private.
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/// <summary>
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/// Rigidbody on this object.
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/// </summary>
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private Rigidbody _rigidbody;
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/// <summary>
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/// Next time a jump is allowed.
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/// </summary>
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private float _nextJumpTime;
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/// <summary>
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/// True to jump next frame.
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/// </summary>
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private bool _jump;
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#endregion
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#region Predicted spawning.
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/// <summary>
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/// Prefab to spawn for predicted spawning.
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/// </summary>
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public NetworkObject BulletPrefab;
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/// <summary>
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/// True if a spawn is queued from input.
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/// </summary>
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private bool _spawnBullet;
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/// <summary>
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/// True if a despawn is queued from input.
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/// </summary>
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private bool _despawnBullet;
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/// <summary>
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/// Last spawned bullet. Used to test predicted despawn.
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/// </summary>
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private NetworkObject _lastSpawnedBullet;
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#endregion
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private void Awake()
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{
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_rigidbody = GetComponent<Rigidbody>();
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InstanceFinder.TimeManager.OnTick += TimeManager_OnTick;
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InstanceFinder.TimeManager.OnPostTick += TimeManager_OnPostTick;
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}
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private void OnDestroy()
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{
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if (InstanceFinder.TimeManager != null)
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{
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InstanceFinder.TimeManager.OnTick -= TimeManager_OnTick;
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InstanceFinder.TimeManager.OnPostTick -= TimeManager_OnPostTick;
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}
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}
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public override void OnStartClient()
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{
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base.PredictionManager.OnPreReplicateReplay += PredictionManager_OnPreReplicateReplay;
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}
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public override void OnStopClient()
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{
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base.PredictionManager.OnPreReplicateReplay -= PredictionManager_OnPreReplicateReplay;
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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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if (Input.GetKeyDown(KeyCode.RightAlt))
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{
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_rigidbody.velocity = Vector3.zero;
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_rigidbody.angularVelocity = Vector3.zero;
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}
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if (Input.GetKeyDown(KeyCode.Space) && Time.time > _nextJumpTime)
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{
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_nextJumpTime = Time.time + 1f;
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_jump = true;
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}
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else if (Input.GetKeyDown(KeyCode.LeftShift))
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{
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_spawnBullet = true;
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}
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//else if (Input.GetKeyDown(KeyCode.LeftAlt))
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//{
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// _despawnBullet = true;
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//}
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}
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}
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/// <summary>
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/// Called every time any predicted object is replaying. Replays only occur for owner.
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/// Currently owners may only predict one object at a time.
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/// </summary>
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private void PredictionManager_OnPreReplicateReplay(uint arg1, PhysicsScene arg2, PhysicsScene2D arg3)
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{
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/* Server does not replay so it does
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* not need to add gravity. */
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if (!base.IsServer)
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AddGravity();
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}
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private void TimeManager_OnTick()
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{
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if (base.IsOwner)
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{
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Reconciliation(default, false);
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BuildMoveData(out MoveData md);
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Move(md, false);
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//Predicted spawning example.
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TryDespawnBullet();
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TrySpawnBullet();
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}
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if (base.IsServer)
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{
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Move(default, true);
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}
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/* Server and all clients must add the additional gravity.
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* Adding gravity is not necessarily required in general but
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* to make jumps more snappy extra gravity is added per tick.
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* All clients and server need to simulate the gravity to keep
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* prediction equal across the network. */
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AddGravity();
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}
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private void TimeManager_OnPostTick()
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{
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/* Reconcile is sent during PostTick because we
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* want to send the rb data AFTER the simulation. */
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if (base.IsServer)
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{
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ReconcileData rd = new ReconcileData(transform.position, transform.rotation, _rigidbody.velocity, _rigidbody.angularVelocity);
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Reconciliation(rd, true);
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}
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}
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/// <summary>
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/// Builds a MoveData to use within replicate.
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/// </summary>
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/// <param name="md"></param>
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private void BuildMoveData(out MoveData md)
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{
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md = default;
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float horizontal = Input.GetAxisRaw("Horizontal");
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float vertical = Input.GetAxisRaw("Vertical");
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if (horizontal == 0f && vertical == 0f && !_jump)
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return;
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md = new MoveData(_jump, horizontal, vertical);
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_jump = false;
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}
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/// <summary>
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/// PredictedObject example (unpolished)
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/// </summary>
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private void TrySpawnBullet()
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{
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if (_spawnBullet)
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{
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_spawnBullet = false;
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NetworkObject nob = Instantiate(BulletPrefab, transform.position + (transform.forward * 1f), transform.rotation);
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//Set last spawned to test destroy with ALT key.
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_lastSpawnedBullet = nob;
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//Set force to 100f at current forward.
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PredictedBullet bt = nob.GetComponent<PredictedBullet>();
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Vector3 force = (transform.forward * 20f);
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//Set the syncVar 'startingForce'. You could expose the syncvar and set it directly.
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bt.SetStartingForce(force);
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//Also apply velocity
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bt.SetVelocity(force);
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//Spawn client side, which will send the predicted spawn to server.
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base.Spawn(nob, base.Owner);
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}
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}
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/// <summary>
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/// PredictedObject example (unpolished)
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/// </summary>
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private void TryDespawnBullet()
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{
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if (_despawnBullet)
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{
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_despawnBullet = false;
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_lastSpawnedBullet?.Despawn();
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}
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}
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/// <summary>
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/// Adds gravity to the rigidbody.
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/// </summary>
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private void AddGravity()
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{
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_rigidbody.AddForce(Physics.gravity * 2f);
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}
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[Replicate]
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private void Move(MoveData md, bool asServer, Channel channel = Channel.Unreliable, bool replaying = false)
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{
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Vector3 forces = new Vector3(md.Horizontal, 0f, md.Vertical) * _moveRate;
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_rigidbody.AddForce(forces);
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if (md.Jump)
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_rigidbody.AddForce(new Vector3(0f, _jumpForce, 0f), ForceMode.Impulse);
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}
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[Reconcile]
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private void Reconciliation(ReconcileData rd, bool asServer, Channel channel = Channel.Unreliable)
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{
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transform.position = rd.Position;
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transform.rotation = rd.Rotation;
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_rigidbody.velocity = rd.Velocity;
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_rigidbody.angularVelocity = rd.AngularVelocity;
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}
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}
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}
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