VelNet-Unity/TestVelGameServer/Packages/VelNetUnity/Samples/FullExample/Scripts/SyncedCustomObj.cs

50 lines
977 B
C#

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using VelNet;
public class SyncedCustomObj : NetworkSerializedObjectStream
{
private Renderer rend;
private Rigidbody rb;
public float impulseForce = 1;
public float returningForce = 1;
private IEnumerator Start()
{
rend = GetComponent<Renderer>();
rb = GetComponent<Rigidbody>();
while (true)
{
if (IsMine)
{
rb.AddForce(new Vector3(
Random.Range(-1f, 1f) * impulseForce,
Random.Range(-1f, 1f) * impulseForce,
Random.Range(-1f, 1f) * impulseForce
));
}
yield return new WaitForSeconds(Random.Range(1f, 3f));
}
}
private void FixedUpdate()
{
if (IsMine)
{
// return to center
rb.velocity -= (transform.position).normalized * Time.fixedDeltaTime * returningForce;
}
}
protected override void SendState(BinaryWriter binaryWriter)
{
}
protected override void ReceiveState(BinaryReader binaryReader)
{
}
}