VelNet-Unity/TestVelGameServer/Assets/NetworkPlayer.cs

72 lines
2.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NetworkPlayer : MonoBehaviour
{
public int userid;
public string username;
public string room;
public NetworkManager manager;
Vector3 networkPosition;
// Start is called before the first frame update
void Start()
{
if (manager.userid == userid) //this is me, I send updates
{
StartCoroutine(syncTransformCoroutine());
}
}
// Update is called once per frame
void Update()
{
if (userid != manager.userid) //not me, I move to wherever I should
{
transform.position = Vector3.Lerp(transform.position, networkPosition, .1f);
}
else
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector3 delta = h * Vector3.right + v * Vector3.up;
transform.position = transform.position + delta * Time.deltaTime;
}
}
IEnumerator syncTransformCoroutine()
{
while (true)
{
manager.sendTo(0, "1," + transform.position.x + "," + transform.position.y + "," + transform.position.z + ";");
yield return new WaitForSeconds(.1f);
}
}
public void handleMessage(NetworkManager.Message m)
{
//we need to parse the message
//types of messages
string[] messages = m.text.Split(';'); //messages are split by ;
for(int i = 0; i < messages.Length; i++)
{
//individual message parameters separated by comma
string[] sections = messages[i].Split(',');
switch (sections[0])
{
case "1": //update transform of self
{
float x = float.Parse(sections[1]);
float y = float.Parse(sections[2]);
float z = float.Parse(sections[3]);
networkPosition = new Vector3(x, y, z);
break;
}
}
}
}
}