VelNet-Unity/Samples~/Example/PlayerController.cs

77 lines
1.8 KiB
C#

using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace VelNet
{
public class PlayerController : NetworkSerializedObject
{
public Vector3 targetPosition;
public Quaternion targetRotation;
// Update is called once per frame
private void Update()
{
if (!IsMine)
{
transform.position = Vector3.Lerp(transform.position, targetPosition, .1f);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, .1f);
}
else
{
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))
{
VelNetManager.InstantiateNetworkObject("TestNetworkedGameObject");
}
if (Input.GetKeyDown(KeyCode.BackQuote))
{
foreach (KeyValuePair<string, NetworkObject> kvp in VelNetManager.instance.objects)
{
Owner.TakeOwnership(kvp.Key);
}
}
if (Input.GetKeyDown(KeyCode.Backspace))
{
foreach (KeyValuePair<string, NetworkObject> kvp in VelNetManager.instance.objects)
{
// don't destroy player objects
if (!kvp.Value.ownershipLocked)
{
Owner.NetworkDestroy(kvp.Key);
}
}
}
}
}
protected override byte[] SendState()
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write(transform.position);
writer.Write(transform.rotation);
return mem.ToArray();
}
protected override void ReceiveState(byte[] message)
{
using MemoryStream mem = new MemoryStream(message);
using BinaryReader reader = new BinaryReader(mem);
targetPosition = reader.ReadVector3();
targetRotation = reader.ReadQuaternion();
}
}
}