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AnimatedCubeController.cs
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218 lines (191 loc) · 6.27 KB
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using System;
using System.Collections;
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
namespace Tests.Manual.NetworkAnimatorTests
{
[RequireComponent(typeof(Animator))]
public class AnimatedCubeController : NetworkBehaviour
{
private Animator m_Animator;
private bool m_Rotate;
private NetworkAnimator m_NetworkAnimator;
private bool m_IsServerAuthoritative = true;
private void DetermineNetworkAnimatorComponentType()
{
m_NetworkAnimator = GetComponent<NetworkAnimator>();
if (m_NetworkAnimator != null)
{
m_IsServerAuthoritative = m_NetworkAnimator.GetType() != typeof(OwnerNetworkAnimator);
}
else
{
throw new Exception($"{nameof(AnimatedCubeController)} requires that it is paired with either a {nameof(NetworkAnimator)} or {nameof(OwnerNetworkAnimator)}. Neither of the two components were found!");
}
}
public override void OnNetworkSpawn()
{
DetermineNetworkAnimatorComponentType();
m_Animator = GetComponent<Animator>();
m_Rotate = m_Animator.GetBool("Rotate");
}
private bool HasAuthority()
{
if (IsOwnerAuthority() || IsServerAuthority())
{
return true;
}
return false;
}
private bool IsServerAuthority()
{
if (IsServer && m_IsServerAuthoritative)
{
return true;
}
return false;
}
private bool IsOwnerAuthority()
{
if (IsOwner && !m_IsServerAuthoritative)
{
return true;
}
return false;
}
[ServerRpc(RequireOwnership = false)]
private void ToggleRotateAnimationServerRpc(bool rotate)
{
m_Rotate = rotate;
m_Animator.SetBool("Rotate", m_Rotate);
}
internal void ToggleRotateAnimation()
{
m_Rotate = !m_Rotate;
if (m_IsServerAuthoritative)
{
if (!IsServer && IsOwner)
{
ToggleRotateAnimationServerRpc(m_Rotate);
}
else if (IsServer && IsOwner)
{
m_Animator.SetBool("Rotate", m_Rotate);
}
}
else if (IsOwner)
{
m_Animator.SetBool("Rotate", m_Rotate);
}
}
[ServerRpc(RequireOwnership = false)]
private void PlayPulseAnimationServerRpc(bool rotate)
{
m_NetworkAnimator.SetTrigger("Pulse");
}
internal void PlayPulseAnimation()
{
if (m_IsServerAuthoritative)
{
if (!IsServer && IsOwner)
{
m_NetworkAnimator.SetTrigger("Pulse");
}
else if (IsServer && IsOwner)
{
m_NetworkAnimator.SetTrigger("Pulse");
}
}
else if (IsOwner)
{
m_NetworkAnimator.SetTrigger("Pulse");
}
}
private Coroutine m_TestAnimatorRoutine;
internal void TestAnimator(bool useNetworkAnimator = true)
{
if (IsServer)
{
if (m_TestAnimatorRoutine == null)
{
m_TestAnimatorRoutine = StartCoroutine(TestAnimatorRoutine());
}
}
}
private IEnumerator TestAnimatorRoutine()
{
var waitForSeconds = new WaitForSeconds(0.016f);
var counter = 1.0f;
Debug.Log("Linearly increase test:");
while (counter < 100)
{
m_Animator.SetFloat("TestFloat", counter);
m_Animator.SetInteger("TestInt", (int)counter);
counter++;
yield return waitForSeconds;
}
Debug.Log("Random value assignment test:");
counter = 0.0f;
while (counter < 100)
{
m_Animator.SetFloat("TestFloat", UnityEngine.Random.Range(0.0f, 100.0f));
m_Animator.SetInteger("TestInt", UnityEngine.Random.Range(0, 100));
counter++;
yield return waitForSeconds;
}
StopCoroutine(m_TestAnimatorRoutine);
m_TestAnimatorRoutine = null;
}
private int m_TestIntValue;
private float m_TestFloatValue;
private void DisplayTestIntValueIfChanged()
{
var testIntValue = m_Animator.GetInteger("TestInt");
if (m_TestIntValue != testIntValue)
{
m_TestIntValue = testIntValue;
Debug.Log($"[{name}]TestInt value changed to = {m_TestIntValue}");
}
var testFloatValue = m_Animator.GetInteger("TestFloat");
if (m_TestFloatValue != testFloatValue)
{
m_TestFloatValue = testFloatValue;
Debug.Log($"[{name}]TestFloat value changed to = {m_TestIntValue}");
}
}
private void LateUpdate()
{
if (!IsSpawned || !IsOwner)
{
if (!IsOwner && IsSpawned)
{
DisplayTestIntValueIfChanged();
return;
}
return;
}
DisplayTestIntValueIfChanged();
// Rotates the cube
if (Input.GetKeyDown(KeyCode.C))
{
ToggleRotateAnimation();
}
// Pulse animation (scale down and up slowly)
if (Input.GetKeyDown(KeyCode.Space))
{
PlayPulseAnimation();
}
// Test changing Animator parameters over time
if (Input.GetKeyDown(KeyCode.T))
{
TestAnimator();
}
if (Input.GetKeyDown(KeyCode.R))
{
Debug.Log($"[{name}] TestInt value = {m_TestIntValue}");
Debug.Log($"[{name}] TestInt value = {m_TestIntValue}");
}
}
}
}