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Question by Gorege1 · Apr 20, 2017 at 11:32 AM · movementmultiplayermobilephotonexport

i need help with my scipt ( photon mobile)!!!!!

I want to help. I need to convert this player movemnt script and this player shotonig to mobile this is plugin https://github.com/tim-hub/Survival-Shooter-Mobile Which is used Excuse me i do not speak English well

using UnityEngine; using UnitySampleAssets.CrossPlatformInput;

public class PlayerMovement : Photon.MonoBehaviour { public float speed = 6f; // The speed that the player will move at.

 Vector3 movement;                   // The vector to store the direction of the player's movement.
 Animator anim;                      // Reference to the animator component.
 Rigidbody playerRigidbody;          // Reference to the player's rigidbody.

if !MOBILE_INPUT

int floorMask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer. float camRayLength = 100f; // The length of the ray from the camera into the scene. #endif

 bool keyboardDisabled = false;
 int IsWalkingHash = Animator.StringToHash ("IsWalking");
 float origSpeed;

 void Awake ()
 {
     origSpeed = speed;

if !MOBILE_INPUT

    floorMask = LayerMask.GetMask ("Floor");

endif

     anim = GetComponent <Animator> ();
     playerRigidbody = GetComponent <Rigidbody> ();
 }

 void FixedUpdate ()
 {
     if (!keyboardDisabled) {
         // Store the input axes.
         float h = CrossPlatformInputManager.GetAxisRaw ("Horizontal");
         float v = CrossPlatformInputManager.GetAxisRaw ("Vertical");
         
         // Move the player around the scene.
         Move (h, v);
         
         // Animate the player.
         Animating (h, v);
     }

     // Turn the player to face the mouse cursor.
     Turning ();
 }


 void Move (float h, float v)
 {
     // Set the movement vector based on the axis input.
     movement.Set (h, 0f, v);
         
     // Normalise the movement vector and make it proportional to the speed per second.
     movement = movement.normalized * speed * Time.deltaTime;

     // Move the player to it's current position plus the movement.
     playerRigidbody.MovePosition (transform.position + movement);
 }


 void Turning ()
 {

if !MOBILE_INPUT

    // Create a ray from the mouse cursor on screen in the direction of the camera.
     Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
     // Create a RaycastHit variable to store information about what was hit by the ray.
     RaycastHit floorHit;

     // Perform the raycast and if it hits something on the floor layer...
     if (Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) {
         // Create a vector from the player to the point on the floor the raycast from the mouse hit.
         Vector3 playerToMouse = floorHit.point - transform.position;

         // Ensure the vector is entirely along the floor plane.
         playerToMouse.y = 0f;

         // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
         Quaternion newRotatation = Quaternion.LookRotation (playerToMouse);

         // Set the player's rotation to this new rotation.
         playerRigidbody.MoveRotation (newRotatation);
     }

else

         Vector3 turnDir = new Vector3(CrossPlatformInputManager.GetAxisRaw("Mouse X") , 0f , CrossPlatformInputManager.GetAxisRaw("Mouse Y"));

         if (turnDir != Vector3.zero)
         {
             // Create a vector from the player to the point on the floor the raycast from the mouse hit.
             Vector3 playerToMouse = (transform.position + turnDir) - transform.position;

             // Ensure the vector is entirely along the floor plane.
             playerToMouse.y = 0f;

             // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
             Quaternion newRotatation = Quaternion.LookRotation(playerToMouse);

             // Set the player's rotation to this new rotation.
             playerRigidbody.MoveRotation(newRotatation);
         }

endif

}

 void Animating (float h, float v)
 {
     // Create a boolean that is true if either of the input axes is non-zero.
     bool walking = h != 0f || v != 0f;

     // Tell the animator whether or not the player is walking.
     anim.SetBool (IsWalkingHash, walking);
 }

 void OnPlayerDead ()
 {
     anim.SetBool (IsWalkingHash, false);
 }

 void OnWritingMesssageStarted ()
 {
     keyboardDisabled = true;
 }

 void OnWritingMesssageEnded ()
 {
     keyboardDisabled = false;
 }

 void OnPlayerSpeedChange (object[] changeData)
 {
     float increasedSpeed = (float)changeData [0];
     int bonusDuration = (int)changeData [1];
     
     speed = increasedSpeed;
     
     CancelInvoke ("ResetSpeed");
     Invoke ("ResetSpeed", bonusDuration);
 }

 void ResetSpeed ()
 {
     speed = origSpeed;
 }
 
 void OnPlayerRespawn ()
 {
     ResetSpeed ();
 }

} and

using UnityEngine; using UnitySampleAssets.CrossPlatformInput;

public class PlayerShooting : MonoBehaviour { public int damagePerShot; public float timeBetweenBullets = 0.15f; // The time between each shot. public float range = 100f; // The distance the gun can fire.

 float timer;                                    // A timer to determine when to fire.
 Ray shootRay;                                   // A ray from the gun end forwards.
 RaycastHit shootHit;                            // A raycast hit to get information about what was hit.
 int shootableMask;                              // A layer mask so the raycast only hits things on the shootable layer.
 PhotonView photonView;
 Transform playerTransform;
 int originalDamagePerShot;

 void Awake ()
 {
     shootableMask = LayerMask.GetMask ("Shootable");
     photonView = GetComponentInParent<PhotonView> ();
     originalDamagePerShot = damagePerShot;
 }

 void Update ()
 {
     // Add the time since Update was last called to the timer.
     timer += Time.deltaTime;

if !MOBILE_INPUT

    // If the Fire1 button is being press and it's time to fire...
     if (Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0) {
         // ... shoot the gun.
         Shoot ();
     }

else

        // If there is input on the shoot direction stick and it's time to fire...
         if ((CrossPlatformInputManager.GetAxisRaw("Mouse X") != 0 || CrossPlatformInputManager.GetAxisRaw("Mouse Y") != 0) && timer >= timeBetweenBullets)
         {
             // ... shoot the gun
             Shoot();
         }

endif

}

 void Shoot ()
 {
     timer = 0f;
     shootRay.origin = transform.position;
     shootRay.direction = transform.forward;

     if (Physics.Raycast (shootRay, out shootHit, range, shootableMask)) {
         photonView.RPC ("Shoot", PhotonTargets.All, shootHit.point);
         if (shootHit.transform.tag == "Player") {
             shootHit.transform.GetComponent<PhotonView> ().RPC ("TakeShot", PhotonTargets.All, damagePerShot, PhotonNetwork.player.ID, shootHit.point);
         }
     } else {
         photonView.RPC ("Shoot", PhotonTargets.All, shootRay.origin + shootRay.direction * range);
     }
 }

 void OnPlayerDamageChange (object[] changeData)
 {
     if (!photonView.isMine) {
         return;
     }
     int increasedDamage = (int)changeData [0];
     int bonusDuration = (int)changeData [1];

     damagePerShot = increasedDamage;

     photonView.owner.SetIncreasedDamage (true);
     CancelInvoke ("ResetDamage");
     Invoke ("ResetDamage", bonusDuration);
 }

 void ResetDamage ()
 {
     damagePerShot = originalDamagePerShot;
     photonView.owner.SetIncreasedDamage (false);
 }

 void OnPlayerRespawn ()
 {
     ResetDamage ();
 }

}

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