fix: remove unnecessary NetworkVariable in 2DSpaceShooter (#149)

* ship thrust varaible converted to float

* changelog addition

* renaming of variable
This commit is contained in:
Fernando Cortez 2023-12-12 16:08:37 -05:00 коммит произвёл GitHub
Родитель ca173a7ce0
Коммит a1b536715a
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Идентификатор ключа GPG: 4AEE18F83AFDEB23
3 изменённых файлов: 41 добавлений и 36 удалений

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@ -173,7 +193,7 @@ MonoBehaviour:
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@ -1,5 +1,4 @@
using System;
using Unity.Collections;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Assertions;
@ -74,7 +73,7 @@ public class ShipControl : NetworkBehaviour
ParticleSystem m_Friction;
[SerializeField]
ParticleSystem m_Thrust;
ParticleSystem m_ThrustParticleSystem;
[SerializeField]
SpriteRenderer m_ShipGlow;
@ -107,7 +106,7 @@ public class ShipControl : NetworkBehaviour
float m_OldSpin = 0;
// server movement
private NetworkVariable<float> m_Thrusting = new NetworkVariable<float>();
float m_Thrust;
float m_Spin;
@ -119,7 +118,7 @@ public class ShipControl : NetworkBehaviour
m_ObjectPool = GameObject.FindWithTag(s_ObjectPoolTag).GetComponent<NetworkObjectPool>();
Assert.IsNotNull(m_ObjectPool, $"{nameof(NetworkObjectPool)} not found in scene. Did you apply the {s_ObjectPoolTag} to the GameObject?");
m_ThrustMain = m_Thrust.main;
m_ThrustMain = m_ThrustParticleSystem.main;
m_ShipGlow.color = m_ShipGlowDefaultColor;
m_IsBuffed = false;
@ -271,7 +270,7 @@ public class ShipControl : NetworkBehaviour
m_Rigidbody2D.angularVelocity = rotate;
// update thrust
if (m_Thrusting.Value != 0)
if (m_Thrust != 0)
{
float accel = m_Acceleration;
if (SpeedBuffTimer.Value > NetworkManager.ServerTime.TimeAsFloat)
@ -279,7 +278,7 @@ public class ShipControl : NetworkBehaviour
accel *= 2;
}
Vector3 thrustVec = transform.right * (m_Thrusting.Value * accel);
Vector3 thrustVec = transform.right * (m_Thrust * accel);
m_Rigidbody2D.AddForce(thrustVec);
// restrict max speed
@ -504,7 +503,7 @@ public class ShipControl : NetworkBehaviour
[ServerRpc]
public void ThrustServerRpc(float thrusting, int spin)
{
m_Thrusting.Value = thrusting;
m_Thrust = thrusting;
m_Spin = spin;
}

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@ -15,6 +15,7 @@
### Fixed
- Corrected the variables used for initialization of Health and Energy (#150)
- Converted unnecessary ship thrust NetworkVariable to a float (#149)
### Client Driven