Commit d9038350 by alsunj

sync chest opening on both server and client

parent 195f57e9
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......@@ -9,7 +9,9 @@ public class Chest : NetworkBehaviour, IInteractable
{
private GameObject chestLid;
[ServerRpc]
private bool chestFound = false;
[ServerRpc(RequireOwnership = false)]
private void CmdOpenChestForEveryoneServerRpc()
{
RpcOpenChestForEveryoneClientRpc();
......@@ -38,13 +40,29 @@ public class Chest : NetworkBehaviour, IInteractable
CmdOpenChestForEveryoneServerRpc();
}
private void ChestFoundForOtherClients()
{
chestLid.transform.DORotate(chestLid.transform.eulerAngles +
new Vector3(-130, 0, 0), 1f)
.SetEase(Ease.OutBounce);
}
public void Interact()
{
ChestFound();
if (!chestFound)
{
ChestFound();
chestFound = true;
}
}
public void Interacted()
{
ChestFound();
if (!chestFound)
{
ChestFoundForOtherClients();
chestFound = true;
}
}
}
\ No newline at end of file
using System;
using Unity.Netcode;
using Unity.VisualScripting;
using UnityEngine;
......@@ -10,19 +11,25 @@ public class PlayerController : NetworkBehaviour
[SerializeField] private float _speed = 2f;
private Rigidbody _rb;
private Camera _camera;
public Vector3 offset = new Vector3(0, 7.4f, -6.4f);
public Vector3 eulerAngles = new Vector3(40.45f, 0, 0);
private bool _isWalking;
void Start()
{
_camera = GetComponentInChildren<Camera>();
_rb = GetComponent<Rigidbody>();
}
void Update()
{
if (!IsOwner)
{
return;
}
// if (!IsOwner)
// {
// return;
// }
if (Input.GetKeyDown(KeyCode.E))
{
......@@ -43,6 +50,8 @@ public class PlayerController : NetworkBehaviour
Debug.Log(movement);
Quaternion targetRotation = Quaternion.LookRotation(movement);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, _speed);
_camera.transform.rotation = Quaternion.Slerp(_camera.transform.rotation,
targetRotation * Quaternion.Euler(eulerAngles), _speed);
_isWalking = true;
}
else
......@@ -50,9 +59,15 @@ public class PlayerController : NetworkBehaviour
_isWalking = false;
}
UpdateCamera();
UpdateMovementBooleans();
}
private void UpdateCamera()
{
_camera.transform.position = gameObject.transform.position + offset;
}
private void CheckForInteractableCollision()
{
Collider[] hitColliders = Physics.OverlapSphere(transform.position,
......
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