Unity PUN插件多人在线同步角色坐标旋转角度和动作

时间:2023-03-09 00:15:02
Unity PUN插件多人在线同步角色坐标旋转角度和动作

用PUN插件的话,就在OnJoinedRoom()回调函数里,表示加入房间,可以实例化角色,GameObject go=PhotonNetwork.Instantiate(prefabPlayer.name, new Vector3(241,0.2f,253), Quaternion.identity, 0);这里的prefabPlayer需要放在Resources文件夹里。

prefabPlayer上加上一个PhotonView组件,

Unity PUN插件多人在线同步角色坐标旋转角度和动作

为了同步在角色坐标,这里需要一个回调函数, void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info);在调用这个函数之前,需要做一点准备工作,因为这个函数我是写在PlayerPesonNetWork这个脚本里,所以需要把这脚本拖在PhotonView的Observed Components下,这样你就能在PlayerPesonNetWork脚本里的 void OnPhotonSerializeView(PhotonStream
stream, PhotonMessageInfo info);去写一些同步的信息。

这里我把PlayerPesonNetWork脚本粘出来:

using UnityEngine;
using System.Collections;
using Newtonsoft.Json; public class PlayerPesonNetWork : Photon.MonoBehaviour
{
GirlSniper girlSniper;
public static PlayerPesonNetWork PPNW;
void Awake()
{
girlSniper = GetComponent<GirlSniper>();
if (photonView.isMine)
{
girlSniper.isControl = true;
GameObject.Find("GameObjectMainCamera").GetComponent<MouseRotation>().target = gameObject.transform;
}
else
{
girlSniper.isControl = false;
}
gameObject.name = gameObject.name + photonView.viewID;
PPNW = this;
}
void Start()
{
} void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
//动作状态根据需求写的
//将自己的动作状态 坐标 旋转角度传出
stream.SendNext( JsonConvert.SerializeObject(girlSniper.animatorState_D));
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
}
else
{
//获取动作状态 坐标 旋转角度
girlSniper.animatorState_D = JsonConvert.DeserializeObject <AnimatorState_D>((string)stream.ReceiveNext());
correctPlayerPos = (Vector3)stream.ReceiveNext();
correctPlayerRot = (Quaternion)stream.ReceiveNext();
}
}
private Vector3 correctPlayerPos = Vector3.zero; //We lerp towards this
private Quaternion correctPlayerRot = Quaternion.identity; //We lerp towards this // Update is called once per frame
void Update () { if (!photonView.isMine)
{
transform.position = Vector3.Lerp(transform.position, correctPlayerPos, Time.deltaTime * 5);
transform.rotation = Quaternion.Lerp(transform.rotation, correctPlayerRot, Time.deltaTime * 5);
}
} }

同时我再把自己写的控制角色脚本也粘出来,这脚本也是绑在prefabPlayer上的:

using UnityEngine;
using System.Collections; public class GirlSniper : MonoBehaviour {
public Animator animator;
private Camera cam;
private UISprite spriteX;
public bool isControl = true;
public AnimatorState_D animatorState_D;
private float playerSpeed = 2.0f;
private GameObject goCameraParent;
// public GameObject goShootAnimation;//开枪特效
// Use this for initialization
void Start () {
goCameraParent = GameObject.Find("GameObjectMainCamera").gameObject;
animator = GetComponent<Animator>();
cam = Camera.main;
spriteX = GameObject.Find("UI Root").transform.FindChild("Camera").FindChild("X").GetComponent<UISprite>();
animatorState_D = new AnimatorState_D(); } // Update is called once per frame
void Update ()
{
if (animator)
{
if (!isControl)
{
enumUpdate();
}
else
{
isControlUpdate();
}
}
}
//控制更新
void isControlUpdate()
{
float fVertical = Input.GetAxis("Vertical");
float fHorizontal = Input.GetAxis("Horizontal");
//当前的动画状态 参数0表示当前层级为0
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.IsName("Base Layer.moveForward"))
{
if (Input.GetKeyDown(KeyCode.Space))
{
animator.SetBool("jump", true);
animatorState_D.jump = true;
transform.Translate(Vector3.forward * 2);
}
else if (Input.GetKeyUp(KeyCode.Space))
{
animator.SetBool("jump", false);
animatorState_D.jump = false;
}
} if (stateInfo.IsName("Base Layer.idle"))
{
animator.SetBool("jump", Input.GetKeyDown(KeyCode.Space));
animator.SetBool("happy", Input.GetKeyDown(KeyCode.H));
animator.SetBool("sad", Input.GetKeyDown(KeyCode.U)); animatorState_D.jump=Input.GetKeyDown(KeyCode.Space);
animatorState_D.happy=Input.GetKeyDown(KeyCode.H);
animatorState_D.sad = Input.GetKeyDown(KeyCode.U);
}
if (stateInfo.IsName("Base Layer.idle_look"))
{
animator.SetBool("jump", Input.GetKeyDown(KeyCode.Space));
animator.SetBool("happy", Input.GetKeyDown(KeyCode.H));
animator.SetBool("sad", Input.GetKeyDown(KeyCode.U)); animatorState_D.jump = Input.GetKeyDown(KeyCode.Space);
animatorState_D.happy = Input.GetKeyDown(KeyCode.H);
animatorState_D.sad = Input.GetKeyDown(KeyCode.U);
}
if (Input.GetMouseButtonDown(0))
{
transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, goCameraParent.transform.localEulerAngles.y, transform.localEulerAngles.z);
animator.SetBool("shoot", true);
Camera.main.GetComponent<Animator>().SetBool("shutDown",true);
Ray ray01 = cam.ViewportPointToRay(new Vector3(0.45f, 0.65f, 0.0f));
RaycastHit hit;
if (Physics.Raycast(ray01, out hit))
{
if (hit.transform.tag == "Player")
{
spriteX.color = Color.yellow;
PlayerPesonNetWork.PPNW.SendDieMessage(hit.transform.name, PhotonTargets.All);
}
else
{
spriteX.color = Color.white;
}
}
}
else if (Input.GetMouseButtonUp(0))
{
animator.SetBool("shoot", false);
spriteX.color = Color.white;
Camera.main.GetComponent<Animator>().SetBool("shutDown", false);
} if (Mathf.Abs(fHorizontal) > 0.1f || Mathf.Abs(fVertical) > 0.1f)
{
animator.SetBool("shiftForward", true);
animatorState_D.shiftForward = true;
}
if (Mathf.Abs(fHorizontal) <= 0.1f && Mathf.Abs(fVertical) <= 0.1f)
{
animator.SetBool("shiftForward", false);
animatorState_D.shiftForward = false;
} if (Input.GetAxis("Vertical") > 0.1f && animator.GetBool("shoot") == false)
{
transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, goCameraParent.transform.localEulerAngles.y, transform.localEulerAngles.z);
transform.Translate(Vector3.forward * Time.deltaTime * playerSpeed);
}
if (Input.GetAxis("Vertical") < -0.1f && animator.GetBool("shoot") == false)
{
transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, goCameraParent.transform.localEulerAngles.y + 180, transform.localEulerAngles.z);
transform.Translate(Vector3.forward * Time.deltaTime * playerSpeed);
}
if (Input.GetAxis("Horizontal") > 0.1f && animator.GetBool("shoot") == false)
{
transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, goCameraParent.transform.localEulerAngles.y + 90, transform.localEulerAngles.z);
transform.Translate(Vector3.forward * Time.deltaTime * playerSpeed);
}
if (Input.GetAxis("Horizontal") < -0.1f && animator.GetBool("shoot") == false)
{
transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, goCameraParent.transform.localEulerAngles.y + 270, transform.localEulerAngles.z);
transform.Translate(Vector3.forward * Time.deltaTime * playerSpeed);
} }
//枚举更新
void enumUpdate()
{
animator.SetBool("jump",animatorState_D.jump);
animator.SetBool("shiftForward", animatorState_D.shiftForward);
animator.SetBool("happy", animatorState_D.happy);
animator.SetBool("sad", animatorState_D.sad);
animator.SetBool("shoot", animatorState_D.shoot);
animator.SetBool("die",animatorState_D.die);
} } public class AnimatorState_D
{
public bool jump = false;
public bool shiftForward = false;
public bool happy = false;
public bool sad = false;
public bool shoot = false;
public bool die = false;
}