using System.IO;
using UnityEngine;
namespace VelNet
{
///
/// A simple class that will sync the position and rotation of a network object
///
[AddComponentMenu("VelNet/VelNet Sync Transform")]
public class SyncTransform : NetworkSerializedObject
{
public bool useLocalTransform;
private Vector3 targetPosition;
private Quaternion targetRotation;
private float distanceAtReceiveTime;
private float angleAtReceiveTime;
private void Start()
{
if (useLocalTransform)
{
targetPosition = transform.localPosition;
targetRotation = transform.localRotation;
}
else
{
targetPosition = transform.position;
targetRotation = transform.rotation;
}
}
///
/// This gets called at serializationRateHz when the object is locally owned
///
/// The state of this object to send across the network
protected override byte[] SendState()
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write(transform.localPosition);
writer.Write(transform.localRotation);
return mem.ToArray();
}
///
/// This gets called whenever a message about the state of this object is received.
/// Usually at serializationRateHz.
///
/// The network state of this object
protected override void ReceiveState(byte[] message)
{
using MemoryStream mem = new MemoryStream(message);
using BinaryReader reader = new BinaryReader(mem);
targetPosition = reader.ReadVector3();
targetRotation = reader.ReadQuaternion();
// record the distance from the target for interpolation
if (useLocalTransform)
{
distanceAtReceiveTime = Vector3.Distance(targetPosition, transform.localPosition);
angleAtReceiveTime = Quaternion.Angle(targetRotation, transform.localRotation);
}
else
{
distanceAtReceiveTime = Vector3.Distance(targetPosition, transform.position);
angleAtReceiveTime = Quaternion.Angle(targetRotation, transform.rotation);
}
}
private void Update()
{
if (IsMine) return;
if (useLocalTransform)
{
transform.localPosition = Vector3.MoveTowards(
transform.localPosition,
targetPosition,
Time.deltaTime * distanceAtReceiveTime * serializationRateHz
);
transform.localRotation = Quaternion.RotateTowards(
transform.localRotation,
targetRotation,
Time.deltaTime * angleAtReceiveTime * serializationRateHz
);
}
else
{
transform.position = Vector3.MoveTowards(
transform.position,
targetPosition,
Time.deltaTime * distanceAtReceiveTime * serializationRateHz
);
transform.rotation = Quaternion.RotateTowards(
transform.rotation,
targetRotation,
Time.deltaTime * angleAtReceiveTime * serializationRateHz
);
}
}
}
}