├── Assets
├── QuickStart
│ ├── Version.txt
│ ├── Scripts
│ │ ├── staticC.cs
│ │ ├── SceneReference.cs
│ │ ├── GameList.cs
│ │ ├── Menu.cs.meta
│ │ ├── GameList.cs.meta
│ │ ├── Weapon.cs.meta
│ │ ├── staticC.cs.meta
│ │ ├── PlayerScript.cs.meta
│ │ ├── SceneReference.cs.meta
│ │ ├── SceneScript.cs.meta
│ │ ├── CustomNetworkManager.cs.meta
│ │ ├── Weapon.cs
│ │ ├── Menu.cs
│ │ ├── SceneScript.cs
│ │ ├── CustomNetworkManager.cs
│ │ └── PlayerScript.cs
│ ├── Player.prefab.meta
│ ├── Scenes
│ │ ├── Menu.unity.meta
│ │ ├── GameList.unity.meta
│ │ ├── MyScene.unity.meta
│ │ ├── MyOtherScene.unity.meta
│ │ ├── GameList.unity
│ │ ├── Menu.unity
│ │ └── MyOtherScene.unity
│ ├── Version.txt.meta
│ ├── WeaponBullet1.prefab.meta
│ ├── WeaponBullet2.prefab.meta
│ ├── Scenes.meta
│ ├── Scripts.meta
│ ├── showFPS.cs.meta
│ ├── showFPS.cs
│ ├── WeaponBullet1.prefab
│ ├── WeaponBullet2.prefab
│ └── Player.prefab
└── QuickStart.meta
├── .gitattributes
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── PresetManager.asset
├── XRSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── AudioManager.asset
├── TagManager.asset
├── EditorBuildSettings.asset
├── UnityConnectSettings.asset
├── PackageManagerSettings.asset
├── EditorSettings.asset
├── DynamicsManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── QualitySettings.asset
└── ProjectSettings.asset
├── .gitignore
└── README.md
/Assets/QuickStart/Version.txt:
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1 | Quickstart - Version 6 - Headless - Auto traffic
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/.gitattributes:
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1 | # Auto detect text files and perform LF normalization
2 | * text=auto
3 |
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/ProjectSettings/ProjectVersion.txt:
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1 | m_EditorVersion: 2019.4.14f1
2 | m_EditorVersionWithRevision: 2019.4.14f1 (4037e52648cd)
3 |
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/Assets/QuickStart/Scripts/staticC.cs:
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1 | using UnityEngine;
2 |
3 | public class staticC : MonoBehaviour
4 | {
5 | static public int traffic = 0;
6 | }
7 |
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/Assets/QuickStart/Scripts/SceneReference.cs:
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1 | using UnityEngine;
2 |
3 | namespace QuickStart
4 | {
5 | public class SceneReference : MonoBehaviour
6 | {
7 | public SceneScript sceneScript;
8 | }
9 | }
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/Assets/QuickStart/Scripts/GameList.cs:
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1 | using UnityEngine;
2 | using UnityEngine.SceneManagement;
3 |
4 | namespace QuickStart
5 | {
6 | public class GameList : MonoBehaviour
7 | {
8 | public void LoadScene()
9 | {
10 | SceneManager.LoadScene("Menu");
11 | }
12 | }
13 | }
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/Assets/QuickStart/Scripts/Weapon.cs:
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1 | using UnityEngine;
2 |
3 | namespace QuickStart
4 | {
5 | public class Weapon : MonoBehaviour
6 | {
7 | public float weaponSpeed = 15.0f;
8 | public float weaponLife = 3.0f;
9 | public float weaponCooldown = 1.0f;
10 | public int weaponAmmo = 15;
11 |
12 | public GameObject weaponBullet;
13 | public Transform weaponFirePosition;
14 | }
15 | }
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/Assets/QuickStart/Scripts/Menu.cs:
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1 | using Mirror;
2 | using UnityEngine;
3 | using UnityEngine.SceneManagement;
4 |
5 | namespace QuickStart
6 | {
7 | public class Menu : MonoBehaviour
8 | {
9 | public void LoadScene()
10 | {
11 | SceneManager.LoadScene("GameList");
12 | }
13 |
14 | void Start()
15 | {
16 | if (NetworkManager.singleton != null) { Destroy(NetworkManager.singleton.gameObject); }
17 | }
18 | }
19 | }
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14 | m_RealVoiceCount: 32
15 | m_SpatializerPlugin:
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18 | m_VirtualizeEffects: 1
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20 |
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/Assets/QuickStart/showFPS.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using UnityEngine.UI;
4 |
5 | public class showFPS : MonoBehaviour
6 | {
7 |
8 | public Text fpsText;
9 | public float deltaTime;
10 | public int updateDisplayCount = 0;
11 |
12 | void Update ()
13 | {
14 | deltaTime += (Time.deltaTime - deltaTime) * 0.1f;
15 | float fps = 1.0f / deltaTime;
16 |
17 | if (updateDisplayCount > 30) { fpsText.text = "fps: " + Mathf.Ceil(fps).ToString(); updateDisplayCount = 0; }
18 | else { updateDisplayCount += 1; }
19 | }
20 | }
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1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 | # Never ignore Asset meta data
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | [Aa]ssets/Plugins/Editor/JetBrains*
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | # Autogenerated VS/MD/Consulo solution and project files
29 | ExportedObj/
30 | .consulo/
31 | *.csproj
32 | *.unityproj
33 | *.sln
34 | *.suo
35 | *.tmp
36 | *.user
37 | *.userprefs
38 | *.pidb
39 | *.booproj
40 | *.svd
41 | *.pdb
42 | *.mdb
43 | *.opendb
44 | *.VC.db
45 |
46 | # Unity3D generated meta files
47 | *.pidb.meta
48 | *.pdb.meta
49 | *.mdb.meta
50 |
51 | # Unity3D generated file on crash reports
52 | sysinfo.txt
53 |
54 | # Builds
55 | *.apk
56 | *.unitypackage
57 |
58 | # Crashlytics generated file
59 | crashlytics-build.properties
60 |
61 |
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/Assets/QuickStart/Scripts/SceneScript.cs:
--------------------------------------------------------------------------------
1 | using Mirror;
2 | using UnityEngine;
3 | using UnityEngine.UI;
4 | using UnityEngine.SceneManagement;
5 |
6 | // www.StephenAllenGames.co.uk JesusLuvsYooh
7 |
8 | namespace QuickStart
9 | {
10 | public class SceneScript : NetworkBehaviour
11 | {
12 | public SceneReference sceneReference;
13 | public Text canvasStatusText;
14 | public Text canvasAutoTraffic;
15 | public Text canvasPlayerCount;
16 | public GameObject[] playersArray;
17 | public PlayerScript playerScript;
18 |
19 | [SyncVar(hook = nameof(OnStatusTextChanged))]
20 | public string statusText;
21 | void OnStatusTextChanged(string _Old, string _New)
22 | {
23 | //called from sync var hook, to update info on screen for all players
24 | canvasStatusText.text = statusText;
25 | }
26 |
27 | public void ButtonSendMessage()
28 | {
29 | if (playerScript) { playerScript.CmdSendPlayerMessage(); }
30 | }
31 |
32 | public void ButtonChangeScene()
33 | {
34 | if (isServer)
35 | {
36 | Scene scene = SceneManager.GetActiveScene();
37 | if (scene.name == "MyScene") { NetworkManager.singleton.ServerChangeScene("MyOtherScene"); }
38 | else { NetworkManager.singleton.ServerChangeScene("MyScene"); }
39 | }
40 | else
41 | {
42 | Debug.Log("You are not Host.");
43 | }
44 | }
45 |
46 | public Text canvasAmmoText;
47 |
48 | public void UIAmmo(int _value)
49 | {
50 | canvasAmmoText.text = "Ammo: " + _value;
51 | }
52 |
53 |
54 | public void ButtonSetupAutoTraffic()
55 | {
56 | if (playerScript)
57 | {
58 | staticC.traffic += 1; if (staticC.traffic > 4) { staticC.traffic = 0; }
59 | playerScript.SetupAutoTraffic();
60 | canvasAutoTraffic.text = "Traffic: " + playerScript.trafficType;
61 | }
62 | }
63 |
64 | public void ButtonFindPlayers()
65 | {
66 | playersArray = GameObject.FindGameObjectsWithTag("Player");
67 | canvasPlayerCount.text = "Players: " + playersArray.Length;
68 | }
69 | }
70 | }
71 |
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/Assets/QuickStart/Scripts/CustomNetworkManager.cs:
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1 | using UnityEngine;
2 | using UnityEngine.SceneManagement;
3 | using Mirror;
4 | using System;
5 | using System.Collections;
6 | using kcp2k;
7 |
8 | /*
9 | Documentation: https://mirror-networking.com/docs/Components/NetworkManager.html
10 | API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkManager.html
11 | */
12 |
13 | public class CustomNetworkManager : NetworkManager
14 | {
15 | ///
16 | /// Runs on both Server and Client
17 | /// Networking is NOT initialized when this fires
18 | ///
19 | public override void Start()
20 | {
21 | base.Start();
22 |
23 | #if UNITY_SERVER
24 | StartCoroutine("StartHeadless");
25 | #endif
26 | }
27 |
28 | IEnumerator StartHeadless()
29 | {
30 | Debug.Log(" - Type 0 for default - ");
31 | Debug.Log("Traffic 0=none 1=light (card game) 2=active (social game) 3=heavy (mmo) 4=fruequent (fps)");
32 | Debug.Log("Server: - file - s - frameRate - 0 - 0 - 0");
33 | Debug.Log("Client: - file - c - frameRate - hostIP - hostPort - traffic");
34 |
35 |
36 | string[] args = Environment.GetCommandLineArgs();
37 |
38 | if (args == null || (args != null && args.Length <= 1))
39 | {
40 | Debug.Log("Missing Argsss! - Starting a default server setup.");
41 | StartServer();
42 | }
43 | else
44 | {
45 | if (args.Length >= 3 && args[2] != "0")
46 | {
47 | serverTickRate = int.Parse(args[2]);
48 | Application.targetFrameRate = int.Parse(args[2]);
49 | }
50 |
51 | if (args.Length >= 4 && args[3] != "0")
52 | {
53 | networkAddress = args[3];
54 | }
55 |
56 | if (args.Length >= 5 && args[4] != "0")
57 | {
58 | //GetComponent().port = ushort.Parse(args[3]);
59 | //GetComponent().Port = ushort.Parse(args[4]);
60 | //((KcpTransport)Transport.activeTransport).Port = 1234;
61 | }
62 |
63 | if (args.Length >= 6 && args[5] != "0")
64 | {
65 | staticC.traffic = int.Parse(args[5]);
66 | }
67 |
68 | yield return new WaitForSeconds(1.0f);
69 |
70 | if (args[1] == "s")
71 | {
72 | StartServer();
73 | }
74 | else if (args[1] == "c")
75 | {
76 | if (args.Length >= 3 && args[2] == "0") { Application.targetFrameRate = 30; }
77 | yield return new WaitForSeconds(UnityEngine.Random.Range(0.0f, 2.0f));
78 | StartClient();
79 | }
80 | }
81 | }
82 | }
83 |
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/README.md:
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1 |
2 | [](http://www.stephenallengames.co.uk/games.php)
3 |
4 | [](https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=9PUGQGE4XDE4C¤cy_code=GBP)
5 |
6 |
7 | # QuickStart V6 - Headless - Mirror
8 | The public quickstart guide, modified to be headless server and client.
9 |
10 | The quickstart is how it sounds, to get a user up and running with a multiplayer scene.
11 | It is client authority based, contains very few comments or explanations, and doesnt follow 'best practises', for example firing physical objects rather than raycasting.
12 | But it serves its purpose of being a template with basic mirror multiplayer features. :)
13 |
14 | Original Guide located here:
15 | https://mirror-networking.gitbook.io/docs/community-guides/quick-start-guide
16 |
17 |
18 | # Running headless server or client
19 |
20 | Inside terminal/cmd console, add the complete line, type 0 for default or none.
21 |
22 | File Location - Client/Sever - frame rate - host IP - host port - traffic
23 |
24 | Example of server arguements:
25 | C:\Users\location\QuickStartHeadless s 30 0 0 0
26 |
27 | Example of client arguements"
28 | C:\Users\location\QuickStartHeadless c 30 123.0.0.123 0 3
29 |
30 | # Traffic explanation
31 | - 0 = none (just initial player setup such as name and colour)
32 | - 1 = light (card game) (traffic: 0 + some cmd/rpcs every few seconds)
33 | - 2 = active (social game) (traffic: 1 increased + player rotation only + rigidbody sphere projectile)
34 | - 3 = heavy (mmo) (traffic: 2 increased + player movement)
35 | - 4 = frequent (fps) (traffic: 3 increased)
36 |
37 | # Other
38 | Port argument section for headless has been temporary disabled, whilst doing the many transport tests.
39 | Directly change port to 7777 on NetworkManagers Transport.
40 |
41 | # Walkthrough Guide
42 | 1: Download the QuickStart project, open with Unity (made with 2019)
43 |
44 | 2: Import Mirror from Asset Store or Github Releases
45 |
46 | 3a: Check the Player Prefab has NetworkTransform on it
47 | 
48 |
49 | 3b: Check MyScene NetworkManager has a Transport, you can use any (KCP, Telepathy, LiteNet, Asio, Ignorance etc)
50 | 
51 |
52 | 3c: Check the Build Settings has the 2 main scenes, make sure GamesList is set as the first scene.
53 | Also check that these are set in NetworkManager (GamesList - offline map and MyScene - online map)
54 | (Optional, tick Server Build if you want headless versions, non-headless also works.)
55 | 
56 |
57 | 4: After you have build the headless from Unity, open up Cmd, and enter the server arguements
58 | (check top of the ReadMe for arguments, server does not need to enter IP address or traffic)
59 | 
60 |
61 | 5: Do the same, but enter client arguements, open as many of these as you want.
62 | (check top of the ReadMe for arguments, client can enter 0 as ip for localhost)
63 | 
64 |
65 | 6: In Unity Editor, in the GamesList scene, enter your VPS IP Address (or localhost if you are doing everything on same PC)
66 | 
67 |
68 | 7: Here you can play, and see the other clients moving around.
69 | Press the Players Canvas button to tally up gameobject players, if you are using a Proximity checker, this will only show those near you.
70 | 
71 |
72 | 8: Enjoy! ^_^
73 |
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/Assets/QuickStart/Scripts/PlayerScript.cs:
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1 | using UnityEngine;
2 | using Mirror;
3 | using System;
4 | using System.Net;
5 | using System.Net.Sockets;
6 | using System.Linq;
7 |
8 | // www.StephenAllenGames.co.uk JesusLuvsYooh
9 |
10 | namespace QuickStart
11 | {
12 |
13 | public class PlayerScript : NetworkBehaviour
14 | {
15 | private SceneScript sceneScript;
16 | private GameObject sceneScriptObj;
17 |
18 | public TextMesh playerNameText;
19 | public GameObject floatingInfo;
20 | private Material playerMaterialClone;
21 | private Weapon activeWeapon;
22 | private float weaponCooldownTime;
23 |
24 | private float autoTurnAmount = 0.0f;
25 | private float autoMoveAmount = 0.0f;
26 | public string trafficType = "none";
27 |
28 | [SyncVar(hook = nameof(OnNameChanged))]
29 | public string playerName;
30 | void OnNameChanged(string _Old, string _New)
31 | {
32 | playerNameText.text = playerName;
33 | }
34 |
35 | [SyncVar(hook = nameof(OnColorChanged))]
36 | public Color playerColor = Color.white;
37 | void OnColorChanged(Color _Old, Color _New)
38 | {
39 | //Debug.Log(gameObject.name + " HOOK OnColorChanged");
40 | playerNameText.color = _New;
41 | playerMaterialClone = new Material(this.GetComponent().material);
42 | playerMaterialClone.color = _New;
43 | this.GetComponent().material = playerMaterialClone;
44 | }
45 |
46 | private int selectedWeaponLocal = 1;
47 | public GameObject[] weaponArray;
48 |
49 | [SyncVar(hook = nameof(OnWeaponChanged))]
50 | public int activeWeaponSynced = 1;
51 | void OnWeaponChanged(int _Old, int _New)
52 | {
53 | // disable old weapon
54 | // in range and not null
55 | if (0 < _Old && _Old < weaponArray.Length && weaponArray[_Old] != null)
56 | {
57 | weaponArray[_Old].SetActive(false);
58 | }
59 |
60 | // enable new weapon
61 | // in range and not null
62 | if (0 < _New && _New < weaponArray.Length && weaponArray[_New] != null)
63 | {
64 | weaponArray[_New].SetActive(true);
65 | activeWeapon = weaponArray[activeWeaponSynced].GetComponent();
66 | if (isLocalPlayer) { sceneScript.UIAmmo(activeWeapon.weaponAmmo); }
67 | }
68 | }
69 |
70 |
71 | public override void OnStartLocalPlayer()
72 | {
73 | sceneScript.playerScript = this;
74 |
75 | Camera.main.transform.SetParent(transform);
76 | Camera.main.transform.localPosition = new Vector3(0, 0, 0);
77 |
78 | floatingInfo.transform.localPosition = new Vector3(0, -0.3f, 0.6f);
79 | floatingInfo.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
80 |
81 | CmdSetupPlayer("Player" + UnityEngine.Random.Range(100, 999), new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f)));
82 |
83 | SetupAutoTraffic();
84 | }
85 |
86 |
87 |
88 |
89 | void Awake()
90 | {
91 | //allow all players to run this
92 | sceneScript = GameObject.Find("SceneReference").GetComponent().sceneScript;
93 | if (selectedWeaponLocal < weaponArray.Length && weaponArray[selectedWeaponLocal] != null)
94 | { activeWeapon = weaponArray[selectedWeaponLocal].GetComponent(); sceneScript.UIAmmo(activeWeapon.weaponAmmo); }
95 | }
96 |
97 |
98 | [Command]
99 | public void CmdSendPlayerMessage()
100 | {
101 | if (sceneScript) { sceneScript.statusText = playerName + " says hello " + UnityEngine.Random.Range(10, 99); }
102 | }
103 |
104 |
105 | [Command]
106 | public void CmdSetupPlayer(string _name, Color _col)
107 | {
108 | //player info sent to server, then server updates sync vars which handles it on all clients
109 | playerName = _name;
110 | playerColor = _col;
111 | sceneScript.statusText = playerName + " joined.";
112 | }
113 |
114 |
115 | void Update()
116 | {
117 | //FindSceneScript();
118 | //allow all players to run this
119 | if (isLocalPlayer == false)
120 | {
121 | floatingInfo.transform.LookAt(Camera.main.transform);
122 | }
123 |
124 | //only our own player runs below here
125 | if (!isLocalPlayer) { return; }
126 |
127 | float moveX = Input.GetAxis("Horizontal") * Time.deltaTime * 110.0f;
128 | float moveZ = Input.GetAxis("Vertical") * Time.deltaTime * 4f;
129 |
130 | transform.Rotate(0, moveX, 0);
131 | transform.Translate(0, 0, moveZ);
132 |
133 | if (Input.GetButtonDown("Fire2")) //Fire2 is mouse 2nd click and left alt
134 | {
135 | activeWeapon = null;
136 | selectedWeaponLocal += 1;
137 | if (selectedWeaponLocal > weaponArray.Length) { selectedWeaponLocal = 1; }
138 | CmdChangeActiveWeapon(selectedWeaponLocal);
139 | // GetLocalIPAddress(); GetIPs();
140 | }
141 |
142 | if (Input.GetButtonDown("Fire1")) //Fire1 is mouse 1st click
143 | {
144 | if (activeWeapon && Time.time > weaponCooldownTime && activeWeapon.weaponAmmo > 0)
145 | {
146 | weaponCooldownTime = Time.time + activeWeapon.weaponCooldown;
147 | activeWeapon.weaponAmmo -= 1;
148 | sceneScript.UIAmmo(activeWeapon.weaponAmmo);
149 | CmdShootRay();
150 | }
151 | }
152 |
153 | if (staticC.traffic > 1)
154 | {
155 | if (autoTurnAmount > 0) { transform.Rotate(0, autoTurnAmount, 0); }
156 | if (autoMoveAmount > 0) { transform.Translate(0, 0, autoMoveAmount); }
157 | }
158 | }
159 |
160 |
161 | [Command]
162 | void CmdShootRay()
163 | {
164 | RpcFireWeapon();
165 | }
166 |
167 |
168 | [ClientRpc]
169 | void RpcFireWeapon()
170 | {
171 | //bulletAudio.Play(); muzzleflash etc
172 | var bullet = (GameObject)Instantiate(activeWeapon.weaponBullet, activeWeapon.weaponFirePosition.position, activeWeapon.weaponFirePosition.rotation);
173 | bullet.GetComponent().velocity = bullet.transform.forward * activeWeapon.weaponSpeed;
174 | if (bullet) { Destroy(bullet, activeWeapon.weaponLife); }
175 | }
176 |
177 |
178 | [Command]
179 | public void CmdChangeActiveWeapon(int _activeWeaponSynced)
180 | {
181 | activeWeaponSynced = _activeWeaponSynced;
182 | }
183 |
184 |
185 | void AutoRepeatingShoot()
186 | {
187 | if (activeWeapon && Time.time > weaponCooldownTime && activeWeapon.weaponAmmo > 0)
188 | {
189 | weaponCooldownTime = Time.time + activeWeapon.weaponCooldown;
190 | //activeWeapon.weaponAmmo -= 1;
191 | sceneScript.UIAmmo(activeWeapon.weaponAmmo);
192 | CmdShootRay();
193 | }
194 | }
195 |
196 |
197 | void AutoRepeatingMessage()
198 | {
199 | CmdSendPlayerMessage();
200 | }
201 |
202 |
203 | public void SetupAutoTraffic()
204 | {
205 |
206 | //Debug.Log("Traffic 0=none 1=light (card game) 2=active (social game) 3=heavy (mmo) 4=fruequent (fps)");
207 | CancelInvoke("AutoRepeatingMessage");
208 | CancelInvoke("AutoRepeatingShoot");
209 |
210 | if (staticC.traffic == 0)
211 | {
212 | trafficType = "None";
213 | }
214 | else if (staticC.traffic == 1)
215 | {
216 | trafficType = "Cards";
217 | InvokeRepeating(nameof(AutoRepeatingMessage), 1, 3f);
218 | }
219 | else if (staticC.traffic == 2)
220 | {
221 | trafficType = "Social";
222 | autoTurnAmount = UnityEngine.Random.Range(0.1f, 1.5f);
223 | InvokeRepeating(nameof(AutoRepeatingMessage), 1, 2f);
224 | InvokeRepeating(nameof(AutoRepeatingShoot), 1, 6);
225 | }
226 | else if (staticC.traffic == 3)
227 | {
228 | trafficType = "MMO";
229 | autoTurnAmount = UnityEngine.Random.Range(0.1f, 1.5f);
230 | autoMoveAmount = UnityEngine.Random.Range(0.05f, 0.1f);
231 | InvokeRepeating(nameof(AutoRepeatingMessage), 1, 1.0f);
232 | InvokeRepeating(nameof(AutoRepeatingShoot), 1, 3f);
233 | }
234 | else if (staticC.traffic == 4)
235 | {
236 | trafficType = "FPS";
237 | autoTurnAmount = UnityEngine.Random.Range(0.1f, 1.5f);
238 | autoMoveAmount = UnityEngine.Random.Range(0.1f, 0.2f);
239 | InvokeRepeating(nameof(AutoRepeatingMessage), 1, 0.75f);
240 | InvokeRepeating(nameof(AutoRepeatingShoot), 1, 0.6f);
241 | }
242 | }
243 | }
244 | }
245 |
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