Files
Test-Multiplayer/Assets/Scripts/CharacterMovement.cs
2026-01-16 12:16:18 +02:00

173 lines
5.1 KiB
C#

using UnityEngine;
using Mirror;
using UnityEngine.InputSystem;
public class CharacterMovement : NetworkBehaviour
{
Animator animator;
int isWalkingHash;
int isRunningHash;
PlayerInput input;
Vector2 currentMovement;
Vector2 combinedMovement;
bool movementPressed;
bool runPressed;
// track last sent state to avoid network spam
bool lastSentWalking;
bool lastSentRunning;
void Awake()
{
input = new PlayerInput();
input.CharacterControls.Movement.performed += ctx =>
{
currentMovement = ctx.ReadValue<Vector2>();
movementPressed = currentMovement.x != 0 || currentMovement.y != 0;
};
input.CharacterControls.Movement.canceled += ctx =>
{
currentMovement = Vector2.zero;
movementPressed = false;
};
input.CharacterControls.Run.performed += ctx => runPressed = ctx.ReadValueAsButton();
input.CharacterControls.Run.canceled += ctx => runPressed = false;
}
void Start()
{
animator = GetComponent<Animator>();
isWalkingHash = Animator.StringToHash("isWalking");
isRunningHash = Animator.StringToHash("isRunning");
}
// Only the local player should drive input/movement
void Update()
{
if (!isLocalPlayer) return;
HandleMovement();
HandleRotation();
}
void HandleRotation()
{
Vector3 currentPosition = transform.position;
Vector3 newPosition = new Vector3(combinedMovement.x, 0, combinedMovement.y);
// only rotate when there is movement to look at
if (newPosition.sqrMagnitude > 0f)
{
Vector3 positionToLookAt = currentPosition + newPosition;
transform.LookAt(positionToLookAt);
}
}
void HandleMovement()
{
// read keyboard WASD (supplements / works alongside Input System action bindings)
Vector2 keyboardMovement = Vector2.zero;
var kb = Keyboard.current;
if (kb != null)
{
if (kb.wKey.isPressed) keyboardMovement.y += 1f;
if (kb.sKey.isPressed) keyboardMovement.y -= 1f;
if (kb.aKey.isPressed) keyboardMovement.x -= 1f;
if (kb.dKey.isPressed) keyboardMovement.x += 1f;
}
// combine input action movement and keyboard movement
combinedMovement = currentMovement + keyboardMovement;
// prevent faster diagonal movement
combinedMovement = Vector2.ClampMagnitude(combinedMovement, 1f);
movementPressed = combinedMovement.x != 0 || combinedMovement.y != 0;
// detect Shift keys as an additional run input
bool shiftPressed = kb != null && (kb.leftShiftKey.isPressed || kb.rightShiftKey.isPressed);
bool runActive = runPressed || shiftPressed;
bool isRunning = animator.GetBool(isRunningHash);
bool isWalking = animator.GetBool(isWalkingHash);
if (movementPressed && !isWalking)
{
animator.SetBool(isWalkingHash, true);
isWalking = true;
}
if (!movementPressed && isWalking)
{
animator.SetBool(isWalkingHash, false);
isWalking = false;
}
if ((movementPressed && runActive) && !isRunning)
{
animator.SetBool(isRunningHash, true);
isRunning = true;
}
if ((!movementPressed || !runActive) && isRunning)
{
animator.SetBool(isRunningHash, false);
isRunning = false;
}
// send animator state to server only when changed
if (isWalking != lastSentWalking || isRunning != lastSentRunning)
{
lastSentWalking = isWalking;
lastSentRunning = isRunning;
CmdSendAnimationState(isWalking, isRunning);
}
// movement translation (local)
float speed = isRunning ? 6f : 3f;
Vector3 move = new Vector3(combinedMovement.x, 0, combinedMovement.y) * speed * Time.deltaTime;
transform.position += move;
}
public override void OnStartLocalPlayer()
{
Debug.Log("Local player started: " + netId);
input.CharacterControls.Enable();
}
public override void OnStopLocalPlayer()
{
input.CharacterControls.Disable();
}
// Called on the server when client issues the command
[Command]
void CmdSendAnimationState(bool walking, bool running)
{
// update server-side animator if present
if (animator == null) animator = GetComponent<Animator>();
if (animator != null)
{
animator.SetBool(isWalkingHash, walking);
animator.SetBool(isRunningHash, running);
}
// broadcast to all clients
RpcUpdateAnimationState(walking, running);
}
// Executed on all clients to apply animator changes
[ClientRpc]
void RpcUpdateAnimationState(bool walking, bool running)
{
if (animator == null) animator = GetComponent<Animator>();
if (animator == null) return;
animator.SetBool(isWalkingHash, walking);
animator.SetBool(isRunningHash, running);
}
}