98 lines
3.0 KiB
C#
98 lines
3.0 KiB
C#
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using System;
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using UnityEngine;
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namespace Mirror.Experimental
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{
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[AddComponentMenu("Network/ Experimental/Network Lerp Rigidbody")]
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[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-lerp-rigidbody")]
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[Obsolete("Use the new NetworkRigidbodyReliable/Unreliable component with Snapshot Interpolation instead.")]
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public class NetworkLerpRigidbody : NetworkBehaviour
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{
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[Header("Settings")]
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[SerializeField] internal Rigidbody target = null;
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[Tooltip("How quickly current velocity approaches target velocity")]
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[SerializeField] float lerpVelocityAmount = 0.5f;
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[Tooltip("How quickly current position approaches target position")]
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[SerializeField] float lerpPositionAmount = 0.5f;
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[Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
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[SerializeField] bool clientAuthority = false;
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double nextSyncTime;
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[SyncVar()]
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Vector3 targetVelocity;
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[SyncVar()]
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Vector3 targetPosition;
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/// <summary>
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/// Ignore value if is host or client with Authority
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/// </summary>
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bool IgnoreSync => isServer || ClientWithAuthority;
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bool ClientWithAuthority => clientAuthority && isOwned;
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protected override void OnValidate()
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{
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base.OnValidate();
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Reset();
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}
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public virtual void Reset()
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{
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if (target == null)
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target = GetComponent<Rigidbody>();
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syncDirection = SyncDirection.ClientToServer;
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}
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void Update()
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{
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if (isServer)
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SyncToClients();
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else if (ClientWithAuthority)
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SendToServer();
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}
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void SyncToClients()
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{
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targetVelocity = target.velocity;
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targetPosition = target.position;
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}
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void SendToServer()
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{
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double now = NetworkTime.localTime; // Unity 2019 doesn't have Time.timeAsDouble yet
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if (now > nextSyncTime)
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{
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nextSyncTime = now + syncInterval;
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CmdSendState(target.velocity, target.position);
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}
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}
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[Command]
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void CmdSendState(Vector3 velocity, Vector3 position)
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{
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target.velocity = velocity;
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target.position = position;
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targetVelocity = velocity;
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targetPosition = position;
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}
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void FixedUpdate()
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{
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if (IgnoreSync) { return; }
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target.velocity = Vector3.Lerp(target.velocity, targetVelocity, lerpVelocityAmount);
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target.position = Vector3.Lerp(target.position, targetPosition, lerpPositionAmount);
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// add velocity to position as position would have moved on server at that velocity
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target.position += target.velocity * Time.fixedDeltaTime;
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// TODO does this also need to sync acceleration so and update velocity?
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}
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}
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}
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