making changes to lighting. This is a backup just in case
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@ -158,6 +158,7 @@ namespace FishNet.Discovery
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/// </summary>
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public void StartAdvertisingServer()
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{
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//Debug.Log("NetworkDiscovery is advertizing on port " + port);
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if (!InstanceFinder.IsServer)
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{
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if (NetworkManager.StaticCanLog(LoggingType.Warning)) Debug.LogWarning("Unable to start advertising server. Server is inactive.", this);
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@ -184,7 +185,7 @@ namespace FishNet.Discovery
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EnableBroadcast = true,
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MulticastLoopback = false,
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};
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//Debug.Log("UDP = " + _serverUdpClient.ToString());
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Task.Run(AdvertiseServerAsync);
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if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Started advertising server.", this);
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@ -208,11 +209,13 @@ namespace FishNet.Discovery
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{
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while (_serverUdpClient != null)
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{
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await Task.Delay(TimeSpan.FromSeconds(discoveryInterval));
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UdpReceiveResult result = await _serverUdpClient.ReceiveAsync();
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Debug.Log("Awaiting for server");
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string receivedSecret = Encoding.UTF8.GetString(result.Buffer);
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Debug.Log(receivedSecret);
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if (receivedSecret == secret)
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{
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@ -221,6 +224,7 @@ namespace FishNet.Discovery
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await _serverUdpClient.SendAsync(okBytes, okBytes.Length, result.RemoteEndPoint);
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}
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}
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Debug.Log("_serverUdpClient == null");
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}
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#endregion
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@ -238,6 +242,7 @@ namespace FishNet.Discovery
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//
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// return;
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// }
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// Debug.Log("NetworkDiscovery is searching on port " + port);
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if (InstanceFinder.IsClient)
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{
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CarDrivingRoutine : MonoBehaviour
|
||||
{
|
||||
public AudioSource _stopSound;
|
||||
public AudioSource _tireSound;
|
||||
public Waypoint _waypoint;
|
||||
|
||||
public float speed = 5f; // Movement speed
|
||||
public float rotationSpeed = 5f; // Rotation speed
|
||||
public float waypointProximityThreshold = 0.5f; // Distance to consider "close enough" to a waypoint
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (_waypoint == null) return;
|
||||
|
||||
// Move towards the waypoint
|
||||
Vector3 targetPosition = _waypoint.transform.position;
|
||||
float step = speed * Time.deltaTime;
|
||||
transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
|
||||
|
||||
// Rotate towards the desired rotation
|
||||
float targetRotation = _waypoint.DesiredRotation;
|
||||
Quaternion desiredRotation = Quaternion.Euler(0, targetRotation, 0);
|
||||
transform.rotation = Quaternion.RotateTowards(transform.rotation, desiredRotation, rotationSpeed * Time.deltaTime);
|
||||
|
||||
// Check if close enough to the waypoint
|
||||
if (Vector3.Distance(transform.position, targetPosition) <= waypointProximityThreshold &&
|
||||
Quaternion.Angle(transform.rotation, desiredRotation) <= 1f)
|
||||
{
|
||||
// Proceed to the next waypoint
|
||||
_waypoint = _waypoint.Next;
|
||||
if (_waypoint == null)
|
||||
{
|
||||
// Optional: Play stop sound when no more waypoints
|
||||
_stopSound?.Play();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Optional: Play tire sound when moving to the next waypoint
|
||||
_tireSound?.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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@ -0,0 +1,127 @@
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||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class Carbehavior : MonoBehaviour
|
||||
{
|
||||
public AudioSource _carAlarm;
|
||||
|
||||
[Header("Spotlights")]
|
||||
public Light spotlight1; // First spotlight
|
||||
public Light spotlight2; // Second spotlight
|
||||
private bool lightsAreOn = false;
|
||||
|
||||
[Header("Material Emission")]
|
||||
public GameObject carObjectWithRenderer; // GameObject holding the Renderer
|
||||
private Renderer carRenderer;
|
||||
private Material carMaterial;
|
||||
private Color originalEmissionColor;
|
||||
|
||||
[Header("Light Intensity Settings")]
|
||||
public float maxLightIntensity = 800f;
|
||||
public float minLightIntensity = 0f;
|
||||
|
||||
private Coroutine flashingRoutine;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Fetch the Renderer component from the provided GameObject
|
||||
if (carObjectWithRenderer != null)
|
||||
{
|
||||
carRenderer = carObjectWithRenderer.GetComponent<Renderer>();
|
||||
|
||||
if (carRenderer != null && carRenderer.material.HasProperty("_EmissionColor"))
|
||||
{
|
||||
carMaterial = carRenderer.material;
|
||||
originalEmissionColor = carMaterial.GetColor("_EmissionColor");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Car Renderer or Emission property not found on the GameObject!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("GameObject holding the Renderer is not assigned!");
|
||||
}
|
||||
|
||||
// Ensure lights start at full intensity
|
||||
SetLightIntensity(maxLightIntensity);
|
||||
}
|
||||
|
||||
// Detect when another collider enters the trigger
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!_carAlarm.isPlaying)
|
||||
{
|
||||
_carAlarm.Play();
|
||||
Debug.Log("Sound Played: Collider entered trigger.");
|
||||
|
||||
// Start flashing lights and emission
|
||||
flashingRoutine = StartCoroutine(FlashLightsAndEmission());
|
||||
}
|
||||
}
|
||||
|
||||
// Detect when another collider exits the trigger
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (_carAlarm.isPlaying)
|
||||
{
|
||||
_carAlarm.Stop();
|
||||
Debug.Log("Sound Stopped: Collider exited trigger.");
|
||||
|
||||
// Stop flashing lights and emission
|
||||
if (flashingRoutine != null)
|
||||
{
|
||||
StopCoroutine(flashingRoutine);
|
||||
flashingRoutine = null;
|
||||
}
|
||||
|
||||
// Reset light intensity and material emission
|
||||
SetLightIntensity(maxLightIntensity);
|
||||
ResetEmission();
|
||||
}
|
||||
}
|
||||
|
||||
// Coroutine to flash lights and emission
|
||||
IEnumerator FlashLightsAndEmission()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
// Toggle lights
|
||||
lightsAreOn = !lightsAreOn;
|
||||
float currentIntensity = lightsAreOn ? maxLightIntensity : minLightIntensity;
|
||||
SetLightIntensity(currentIntensity);
|
||||
|
||||
// Toggle material emission
|
||||
if (carMaterial != null && carMaterial.HasProperty("_EmissionColor"))
|
||||
{
|
||||
if (lightsAreOn)
|
||||
{
|
||||
carMaterial.SetColor("_EmissionColor", originalEmissionColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
carMaterial.SetColor("_EmissionColor", Color.black);
|
||||
}
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
// Helper method to set light intensity for both spotlights
|
||||
void SetLightIntensity(float intensity)
|
||||
{
|
||||
if (spotlight1 != null) spotlight1.intensity = intensity;
|
||||
if (spotlight2 != null) spotlight2.intensity = intensity;
|
||||
}
|
||||
|
||||
// Reset material emission to its original state
|
||||
void ResetEmission()
|
||||
{
|
||||
if (carMaterial != null && carMaterial.HasProperty("_EmissionColor"))
|
||||
{
|
||||
carMaterial.SetColor("_EmissionColor", originalEmissionColor);
|
||||
}
|
||||
}
|
||||
}
|
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@ -0,0 +1,26 @@
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Waypoint : MonoBehaviour
|
||||
{
|
||||
public float DesiredRotation = 0;
|
||||
public Waypoint Next;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
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void Update()
|
||||
{
|
||||
|
||||
}
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
if (Next == null) return;
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawLine(transform.position, Next.transform.position);
|
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|
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Loading…
x
Reference in New Issue
Block a user