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BomberUnits
...a Unity learning project
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Is responsible for everything related to the player figure. More...
Inheritance diagram for PlayerController:
Collaboration diagram for PlayerController:Public Member Functions | |
| Transform | RegisterBomb (Bomb b) |
| Offered here, as bomb registering also takes place on remotes for bombs placed by other clients. More... | |
| void | SetAssociatedPlayer (Player p) |
| void | SetControlActive (bool value) |
| void | Kill () |
| void | GivePassivePowerUp (PowerUpEffect powerUp, float duration) |
| void | ChangeMaxBombs (int value) |
| void | ChangeBombRange (int value) |
| void | OnPhotonSerializeView (PhotonStream stream, PhotonMessageInfo info) |
| Synchronization of custom values via Photon. More... | |
Public Attributes | |
| CharSettings | charSettings |
Private Member Functions | |
| void | Awake () |
| void | Start () |
| void | Update () |
| Calls the different handlers which need to run during update cycles. | |
| bool | TryToReadPlayerFromInitData () |
| This is called whenever we got serialized init data by Network Instantiation. More... | |
| void | SetSyncedAnimationParams () |
| The animation params are calculated by the owning client only and synced via PhotonView. More... | |
| void | HandleDeath () |
| Checks the current hit points and initiates the player death event and ends local control over this. More... | |
Private Attributes | |
| BombHandler | bombHandler = default |
| bool | controlActive |
| Player | player = null |
| InputHandler | inputHandler |
| MoveHandler | moveHandler |
| CharCustomizer | charCustomizer |
| InputState | inputState = new InputState() |
| MovementState | moveState |
| Animator | anim |
Is responsible for everything related to the player figure.
The following topics are delegated to handling classes:
Definition at line 20 of file PlayerController.cs.
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inlineprivate |
Checks the current hit points and initiates the player death event and ends local control over this.
This is to be called only for the owning client. TODO: Which other tasks could be interrupted by death? Like bomb staging and button presses?
Definition at line 192 of file PlayerController.cs.
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inline |
Synchronization of custom values via Photon.
Each value has to be serializable and is written and read to/from the stream in sequence. The data is transferred unreliable and should thus not be used to trigger any game mechanics, only visuals!
Definition at line 151 of file PlayerController.cs.
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inline |
Offered here, as bomb registering also takes place on remotes for bombs placed by other clients.
Called by the placed bomb itself on every client after its instantiation. Returns the needed transform where the bomb is intially held by the player.
Definition at line 104 of file PlayerController.cs.
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inlineprivate |
The animation params are calculated by the owning client only and synced via PhotonView.
Applying them thus is called independent of whether this is local or remote.
Definition at line 183 of file PlayerController.cs.
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inlineprivate |
This is called whenever we got serialized init data by Network Instantiation.
This is usually the case. Expects: [0]: (string) clientID, [1]: (int) playerUID Returns success.
Definition at line 168 of file PlayerController.cs.
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private |
Definition at line 28 of file PlayerController.cs.