100 lines
2.3 KiB
C#
100 lines
2.3 KiB
C#
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<string, NetworkObject> kvp in NetworkManager.instance.objects)
|
|
{
|
|
owner.TakeOwnership(kvp.Key);
|
|
}
|
|
}
|
|
|
|
if (Input.GetKeyDown(KeyCode.Backspace))
|
|
{
|
|
foreach (KeyValuePair<string, NetworkObject> kvp in NetworkManager.instance.objects)
|
|
{
|
|
owner.NetworkDestroy(kvp.Key);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |