Removed most old networking stuff

This commit is contained in:
2026-01-14 20:03:52 +01:00
parent 4922a91a04
commit d9aac0158d
7 changed files with 36 additions and 95 deletions

View File

@@ -19,7 +19,6 @@ namespace Marro.PacManUdon
private Vector3 startScale;
private Animator animator;
new Renderer renderer;
private VRCObjectPool pelletPool;
private bool hideUntilUnfrozen;
private bool dead;
private bool kinematic;
@@ -44,11 +43,10 @@ namespace Marro.PacManUdon
#endregion
public void Initialize(PlayerInput input, VRCObjectPool pelletPool, GameManager gameController)
public void Initialize(PlayerInput input, GameManager gameController)
{
this.gameController = gameController;
this.input = input;
this.pelletPool = pelletPool;
animator = GetComponent<Animator>();
renderer = GetComponent<Renderer>();
frozen = false;
@@ -143,23 +141,20 @@ namespace Marro.PacManUdon
// Debug.Log($"{gameObject} crossed Y tile center from {currentPosition} with targetDirection {targetDirection}, nextPosition is now {nextPosition} and direction is now {direction}");
}
if (Networking.IsOwner(gameObject))
{
Vector2 inputDirection = input.GetDirection();
if (!inputDirection.Equals(Vector2.zero) && !inputDirection.Equals(targetDirection) // Ignore neutral input or input in our current direction
&& (inputDirection.x == 0 || (Math.Round(nextPosition.y, 5) - 0.5) % 1 != 0) && (inputDirection.y == 0 || (Math.Round(nextPosition.x, 5) - 0.5) % 1 != 0) // Target grid position near the edge of a tile may not be correct, ignore inputs near the border
&& !GridMoverTools.CheckCollisionInDirection(transform, nextPosition, inputDirection))
{ // Check if the requested direction does not have a wall
if (inputDirection.x != 0)
{ // Move in the requested direction, as well as perpundicular to it to get to the center of the tunnel
SetDirection(inputDirection + new Vector2(0, GridMoverTools.PositionToGrid(nextPosition).y - nextPosition.y).normalized);
}
else
{
SetDirection(inputDirection + new Vector2(GridMoverTools.PositionToGrid(nextPosition).x - nextPosition.x, 0).normalized);
}
SetTargetDirection(inputDirection); // This is the direction most logic should assume pacman is moving, the actual direction may be different due to cornering
Vector2 inputDirection = input.GetDirection();
if (!inputDirection.Equals(Vector2.zero) && !inputDirection.Equals(targetDirection) // Ignore neutral input or input in our current direction
&& (inputDirection.x == 0 || (Math.Round(nextPosition.y, 5) - 0.5) % 1 != 0) && (inputDirection.y == 0 || (Math.Round(nextPosition.x, 5) - 0.5) % 1 != 0) // Target grid position near the edge of a tile may not be correct, ignore inputs near the border
&& !GridMoverTools.CheckCollisionInDirection(transform, nextPosition, inputDirection))
{ // Check if the requested direction does not have a wall
if (inputDirection.x != 0)
{ // Move in the requested direction, as well as perpundicular to it to get to the center of the tunnel
SetDirection(inputDirection + new Vector2(0, GridMoverTools.PositionToGrid(nextPosition).y - nextPosition.y).normalized);
}
else
{
SetDirection(inputDirection + new Vector2(GridMoverTools.PositionToGrid(nextPosition).x - nextPosition.x, 0).normalized);
}
SetTargetDirection(inputDirection); // This is the direction most logic should assume pacman is moving, the actual direction may be different due to cornering
}
return nextPosition;
@@ -324,15 +319,7 @@ namespace Marro.PacManUdon
Pellet pellet = other.gameObject.GetComponent<Pellet>();
if (pellet)
{
if (Networking.IsOwner(gameObject))
{
pelletPool.Return(pellet.gameObject);
}
else
{
pellet.pelletRenderer.enabled = false;
pellet.gameObject.SetActive(false);
}
pellet.gameObject.SetActive(false);
if (pellet.isPowerPellet)
{
@@ -346,7 +333,7 @@ namespace Marro.PacManUdon
}
return;
}
else if (Networking.IsOwner(gameObject) && other.gameObject.GetComponent<BonusFruit>())
else if (other.gameObject.GetComponent<BonusFruit>())
{
gameController.GotFruit();
}