Commit 194a4e25 by alsunj

added server authority and client sync with sync issues for clients

parent 7cc65bd5
......@@ -3,7 +3,7 @@ using DG.Tweening;
using Unity.Netcode;
using UnityEngine;
public class Enemy : MonoBehaviour
public class Enemy : NetworkBehaviour
{
[SerializeField] private EnemySettings enemySettings;
[SerializeField] private GameObject arrow;
......@@ -38,7 +38,7 @@ public class Enemy : MonoBehaviour
if (_enemyAnimator != null)
{
_enemyAnimator.InitializeEvents(_enemyManager.enemyEvents);
_enemyAnimator.receiveTargetShotEventFromAnimator += TargetShotEndEvent;
_enemyAnimator.receiveTargetShotEventFromAnimator += TargetShotEndEventServerRpc;
_enemyAnimator.receiveTargetAimedEventFromAnimator += ShootTargetServerRpc;
}
else
......@@ -66,25 +66,21 @@ public class Enemy : MonoBehaviour
{
throw new Exception("ArrowSpawnPoint is not found as a child of Weapon");
}
if (NetworkManager.Singleton.IsListening)
{
InstantiateArrow();
}
else
{
Debug.LogError("NetworkManager is not listening, start a server or host before instantiating the arrow");
} }
private void InstantiateArrow()
[ServerRpc]
public void InstantiateArrowServerRpc()
{
_instantiatedArrow = Instantiate(arrow, _arrowSpawnPoint.position, _arrowSpawnPoint.rotation).GetComponent<NetworkObject>();
_instantiatedArrow = Instantiate(arrow, _arrowSpawnPoint.position, _arrowSpawnPoint.rotation)
.GetComponent<NetworkObject>();
_instantiatedArrow.Spawn();
_instantiatedArrow.transform.SetParent(weapon.transform);
_isCrossbowLoaded = true;
}
private void Update()
{
if (!IsServer) return;
if (_shootingTimer > 0)
{
_shootingTimer -= Time.deltaTime;
......@@ -93,12 +89,13 @@ public class Enemy : MonoBehaviour
if (!_targetLocked)
{
ScanForCollision();
ScanForCollisionServerRpc();
}
}
public void TargetShotEndEvent()
[ServerRpc(RequireOwnership = false)]
public void TargetShotEndEventServerRpc()
{
_instantiatedArrow.transform.SetParent(weapon.transform);
_instantiatedArrow.transform.position = _arrowSpawnPoint.position;
......@@ -106,9 +103,21 @@ public class Enemy : MonoBehaviour
_instantiatedArrow.GetComponent<Rigidbody>().linearVelocity = Vector3.zero;
_isCrossbowLoaded = true;
_targetLocked = false;
UpdateArrowTransformClientRpc(_arrowSpawnPoint.position, _arrowSpawnPoint.rotation);
}
private void ScanForCollision()
[ClientRpc]
private void UpdateArrowTransformClientRpc(Vector3 position, Quaternion rotation)
{
_instantiatedArrow.transform.SetParent(weapon.transform);
_instantiatedArrow.transform.position = position;
_instantiatedArrow.transform.rotation = rotation;
}
[ServerRpc]
private void ScanForCollisionServerRpc()
{
if (_isCrossbowLoaded && _shootingTimer <= 0)
{
......@@ -132,34 +141,38 @@ public class Enemy : MonoBehaviour
_targetLocked = true;
RotateTowardsTarget(closestCollider);
RotateTowardsTargetClientRpc(closestCollider.gameObject.GetComponent<NetworkObject>().NetworkObjectId);
}
}
}
private void RotateTowardsTarget(Collider hitCollider)
[ClientRpc]
private void RotateTowardsTargetClientRpc(ulong targetNetworkObjectId)
{
_enemyManager.enemyEvents.EnemyAim();
_lookingDirection = (hitCollider.transform.position - transform.position).normalized;
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(_lookingDirection.x, 0, _lookingDirection.z));
transform.DORotateQuaternion(lookRotation, 0.5f);
// .OnComplete(() => { _enemyManager.enemyEvents.EnemyAim(false); });
var targetObject = NetworkManager.Singleton.SpawnManager.SpawnedObjects[targetNetworkObjectId];
if (targetObject != null)
{
_enemyManager.enemyEvents.EnemyAim();
_lookingDirection = (targetObject.transform.position - transform.position).normalized;
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(_lookingDirection.x, 0, _lookingDirection.z));
transform.DORotateQuaternion(lookRotation, 0.5f);
}
}
[ServerRpc]
[ServerRpc(RequireOwnership = false)]
private void ShootTargetServerRpc()
{
ShootTarget();
}
private void ShootTarget()
{
_instantiatedArrow.transform.SetParent(null);
_instantiatedArrow.transform.rotation = weapon.transform.rotation;
_instantiatedArrow.GetComponent<Rigidbody>().linearVelocity = _lookingDirection * enemySettings.shootingRange;
_shootingTimer = enemySettings.shootingDelay;
_isCrossbowLoaded = false;
ShootTargetClientRpc();
}
[ClientRpc]
private void ShootTargetClientRpc()
{
_enemyManager.enemyEvents.EnemyAttack();
}
}
\ No newline at end of file
using Unity.Netcode;
using UnityEngine;
public class EnemySpawner : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
NetworkManager.Singleton.OnServerStarted += OnServerStarted;
}
// Update is called once per frame
void OnDestroy()
{
NetworkManager.Singleton.OnServerStarted -= OnServerStarted;
}
[ServerRpc]
private void OnServerStarted()
{
SpawnEnemyArrows();
}
private void SpawnEnemyArrows()
{
var enemiesTransform = GameObject.Find("Enemies")?.transform;
if (enemiesTransform != null)
{
foreach (Transform child in enemiesTransform)
{
var enemy = child.GetComponent<Enemy>();
if (enemy != null)
{
enemy.InstantiateArrowServerRpc();
}
}
}
}
}
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