using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; namespace VelNetUnity { public class PlayerController : NetworkObject { public Vector3 targetPosition; public Quaternion targetRotation; public byte[] GetSyncMessage() { using MemoryStream mem = new MemoryStream(); using BinaryWriter writer = new BinaryWriter(mem); writer.Write(transform.position); writer.Write(transform.rotation); return mem.ToArray(); } public override void HandleMessage(string identifier, byte[] message) { switch (identifier) { case "s": // sync message { using MemoryStream mem = new MemoryStream(message); using BinaryReader reader = new BinaryReader(mem); targetPosition = reader.ReadVector3(); targetRotation = reader.ReadQuaternion(); break; } } } // Start is called before the first frame update private void Start() { // player controller shouldn't change ownership, so we can check here once if (owner.isLocal) { StartCoroutine(SyncBehavior()); } } private IEnumerator SyncBehavior() { while (true) { owner.SendMessage(this, "s", GetSyncMessage()); yield return new WaitForSeconds(.1f); } } // Update is called once per frame private void Update() { if (owner != null && !owner.isLocal) { transform.position = Vector3.Lerp(transform.position, targetPosition, .1f); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, .1f); } else if (owner != null && owner.isLocal) { Vector3 movement = new Vector3(); movement.x += Input.GetAxis("Horizontal"); movement.y += Input.GetAxis("Vertical"); movement.z = 0; transform.Translate(movement * Time.deltaTime); if (Input.GetKeyDown(KeyCode.Space)) { owner.NetworkInstantiate("TestNetworkedGameObject"); } if (Input.GetKeyDown(KeyCode.BackQuote)) { foreach (KeyValuePair kvp in NetworkManager.instance.objects) { owner.TakeOwnership(kvp.Key); } } if (Input.GetKeyDown(KeyCode.Backspace)) { foreach (KeyValuePair kvp in NetworkManager.instance.objects) { owner.NetworkDestroy(kvp.Key); } } } } } }