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- // ----------------------------------------------------------------------------
- // <copyright file="PhotonRigidbody2DView.cs" company="Exit Games GmbH">
- // PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
- // </copyright>
- // <summary>
- // Component to synchronize 2d rigidbodies via PUN.
- // </summary>
- // <author>developer@exitgames.com</author>
- // ----------------------------------------------------------------------------
- namespace Photon.Pun
- {
- using UnityEngine;
- [RequireComponent(typeof(Rigidbody2D))]
- [AddComponentMenu("Photon Networking/Photon Rigidbody 2D View")]
- public class PhotonRigidbody2DView : MonoBehaviourPun, IPunObservable
- {
- private float m_Distance;
- private float m_Angle;
- private Rigidbody2D m_Body;
- private Vector2 m_NetworkPosition;
- private float m_NetworkRotation;
- [HideInInspector]
- public bool m_SynchronizeVelocity = true;
- [HideInInspector]
- public bool m_SynchronizeAngularVelocity = false;
- [HideInInspector]
- public bool m_TeleportEnabled = false;
- [HideInInspector]
- public float m_TeleportIfDistanceGreaterThan = 3.0f;
- public void Awake()
- {
- this.m_Body = GetComponent<Rigidbody2D>();
- this.m_NetworkPosition = new Vector2();
- }
- public void FixedUpdate()
- {
- if (!this.photonView.IsMine)
- {
- this.m_Body.position = Vector2.MoveTowards(this.m_Body.position, this.m_NetworkPosition, this.m_Distance * (1.0f / PhotonNetwork.SerializationRate));
- this.m_Body.rotation = Mathf.MoveTowards(this.m_Body.rotation, this.m_NetworkRotation, this.m_Angle * (1.0f / PhotonNetwork.SerializationRate));
- }
- }
- public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
- {
- if (stream.IsWriting)
- {
- stream.SendNext(this.m_Body.position);
- stream.SendNext(this.m_Body.rotation);
- if (this.m_SynchronizeVelocity)
- {
- stream.SendNext(this.m_Body.velocity);
- }
- if (this.m_SynchronizeAngularVelocity)
- {
- stream.SendNext(this.m_Body.angularVelocity);
- }
- }
- else
- {
- this.m_NetworkPosition = (Vector2)stream.ReceiveNext();
- this.m_NetworkRotation = (float)stream.ReceiveNext();
- if (this.m_TeleportEnabled)
- {
- if (Vector3.Distance(this.m_Body.position, this.m_NetworkPosition) > this.m_TeleportIfDistanceGreaterThan)
- {
- this.m_Body.position = this.m_NetworkPosition;
- }
- }
- if (this.m_SynchronizeVelocity || this.m_SynchronizeAngularVelocity)
- {
- float lag = Mathf.Abs((float)(PhotonNetwork.Time - info.SentServerTime));
- if (m_SynchronizeVelocity)
- {
- this.m_Body.velocity = (Vector2)stream.ReceiveNext();
- this.m_NetworkPosition += this.m_Body.velocity * lag;
- this.m_Distance = Vector2.Distance(this.m_Body.position, this.m_NetworkPosition);
- }
- if (this.m_SynchronizeAngularVelocity)
- {
- this.m_Body.angularVelocity = (float)stream.ReceiveNext();
- this.m_NetworkRotation += this.m_Body.angularVelocity * lag;
- this.m_Angle = Mathf.Abs(this.m_Body.rotation - this.m_NetworkRotation);
- }
- }
- }
- }
- }
- }
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