Netcode Bootstrap
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.Mathematics;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for the player ghost prefab. Bakes the gameplay components onto the entity and
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/// exposes movement tunables for designers. Ghost replication, <c>GhostOwner</c> and
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/// AutoCommandTarget are supplied by the GhostAuthoringComponent added on the same prefab
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/// GameObject. <c>GetEntity(TransformUsageFlags.Dynamic)</c> ensures a runtime-mutable
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/// LocalTransform exists.
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/// </summary>
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public class PlayerAuthoring : MonoBehaviour
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{
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[Min(0f)] public float MoveSpeed = 6f;
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[Min(0f)] public float TurnRateDegreesPerSec = 720f;
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private class PlayerBaker : Baker<PlayerAuthoring>
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{
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public override void Bake(PlayerAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent<PlayerTag>(entity);
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AddComponent(entity, new PlayerMoveStats
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{
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MoveSpeed = authoring.MoveSpeed,
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TurnRateRadiansPerSec = math.radians(authoring.TurnRateDegreesPerSec)
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});
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AddComponent<PlayerFacing>(entity);
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AddComponent<PlayerInput>(entity);
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 766c44362be2b4fcaa872e6fb44fc42f
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@@ -4,6 +4,8 @@
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"references": [
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"ProjectM.Simulation",
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"Unity.Entities",
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"Unity.Entities.Hybrid",
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"Unity.Collections",
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"Unity.Mathematics",
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"Unity.NetCode"
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],
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folderAsset: yes
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userData:
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@@ -0,0 +1,34 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring placed once in the gameplay subscene. Bakes a <see cref="PlayerSpawner"/> singleton
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/// holding the player ghost prefab entity and a spawn point, which the server's
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/// GoInGameServerSystem instantiates on each connect.
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/// </summary>
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public class PlayerSpawnerAuthoring : MonoBehaviour
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{
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[Tooltip("The Player ghost prefab to spawn for each connected client.")]
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public GameObject PlayerPrefab;
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public Vector3 SpawnPoint = Vector3.zero;
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private class PlayerSpawnerBaker : Baker<PlayerSpawnerAuthoring>
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{
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public override void Bake(PlayerSpawnerAuthoring authoring)
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{
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// The spawner itself needs no transform; it is a data singleton.
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var entity = GetEntity(authoring, TransformUsageFlags.None);
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AddComponent(entity, new PlayerSpawner
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{
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PlayerPrefab = GetEntity(authoring.PlayerPrefab, TransformUsageFlags.Dynamic),
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SpawnPoint = authoring.SpawnPoint
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});
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 5e56c91ba352644bd900142035ff2799
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