using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Text; using System; public class NetworkPlayer : MonoBehaviour { public int userid; public string username; public string room; public NetworkManager manager; Vector3 networkPosition; public bool isLocal = false; // Start is called before the first frame update void Start() { if (manager.userid == userid) //this is me, I send updates { StartCoroutine(syncTransformCoroutine()); } } // Update is called once per frame void Update() { if (userid != manager.userid) //not me, I move to wherever I should { transform.position = Vector3.Lerp(transform.position, networkPosition, .1f); } else { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 delta = h * Vector3.right + v * Vector3.up; transform.position = transform.position + delta * Time.deltaTime; } } IEnumerator syncTransformCoroutine() { while (true) { manager.sendTo(0, "1," + transform.position.x + "," + transform.position.y + "," + transform.position.z + ";"); yield return new WaitForSeconds(.1f); } } public void handleMessage(NetworkManager.Message m) { //we need to parse the message //types of messages string[] messages = m.text.Split(';'); //messages are split by ; for(int i = 0; i < messages.Length; i++) { //individual message parameters separated by comma string[] sections = messages[i].Split(','); switch (sections[0]) { case "1": //update transform of self { float x = float.Parse(sections[1]); float y = float.Parse(sections[2]); float z = float.Parse(sections[3]); networkPosition = new Vector3(x, y, z); break; } case "2": //audio data { byte[] headers = Convert.FromBase64String(sections[1]); byte[] data = Convert.FromBase64String(sections[2]); this.GetComponent()?.receiveAudioFrame(headers, data); break; } } } } public void sendAudioData(byte[] headers, byte[] data) { //base64 encode string b64_headers = Convert.ToBase64String(headers); string b64_data = Convert.ToBase64String(data); manager.sendTo(1, "2," + b64_headers +","+b64_data + ";"); } }