Co-Op Layer
This commit is contained in:
@@ -0,0 +1,41 @@
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Deterministic spawn-position math for co-op. Pure and side-effect-free — no RNG, no wall-clock —
|
||||
/// so the same NetworkId always yields the same planar offset. The server places each connecting
|
||||
/// player at a stable ring slot keyed by its NetworkId, so players never stack. Unit-tested in
|
||||
/// EditMode (no netcode world required).
|
||||
/// </summary>
|
||||
public static class PlayerSpawnMath
|
||||
{
|
||||
/// <summary>
|
||||
/// Planar (XZ) offset from the base spawn point for a connection's NetworkId. NetworkIds start at
|
||||
/// 1, so id 1 maps to slot 0. Slots are evenly spaced around a ring of <paramref name="radius"/>;
|
||||
/// once a ring's slots are full, further players spill onto an outer ring (radius * (ring + 1)),
|
||||
/// keeping every position distinct. Returns zero when <paramref name="radius"/> <= 0 (degenerate
|
||||
/// or unbaked spawner) so behaviour falls back to the single shared spawn point.
|
||||
/// </summary>
|
||||
public static float3 SpawnOffset(int networkId, float radius, int slots)
|
||||
{
|
||||
if (radius <= 0f)
|
||||
return float3.zero;
|
||||
if (slots < 1)
|
||||
slots = 1;
|
||||
|
||||
int idx = networkId - 1;
|
||||
if (idx < 0)
|
||||
idx = 0;
|
||||
|
||||
int ring = idx / slots;
|
||||
int slotInRing = idx % slots;
|
||||
|
||||
float angle = (2f * math.PI * slotInRing) / slots;
|
||||
float r = radius * (ring + 1);
|
||||
|
||||
math.sincos(angle, out float s, out float c);
|
||||
return new float3(c * r, 0f, s * r);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user