using System.Collections; using System.IO; using UnityEngine; namespace VelNetUnity { /// /// A simple class that will sync the position and rotation of a network object /// [AddComponentMenu("VelNetUnity/VelNet Sync Transform")] public class SyncTransform : 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": { 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() { StartCoroutine(SyncBehavior()); } private IEnumerator SyncBehavior() { while (true) { if (owner != null && owner.isLocal) { 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); } } } }