【坦克大战】Unity3D多人在线游戏
http://www.taikr.com/my/course/937
1.NetworkManager的介绍:
说明:选择固定生成时会自动寻找有StartPosition组件的位置
2.NetWorkDiscovery组件的介绍:
使用在局域网中的一个组件,在英特网上不能使用
官方文档:
说明:NetWorkDiscovery与Network managerHUD相似:
Network managerHUD介绍:就是显示Network manager的,如下图:
3.框架部分,开始界面的5个按钮
IndexUI
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IndexUI : MonoBehaviour {
public void SingleBtn()
{
}
public void MutiplayBtn()
{
}
public void LanBtn()
{
}
}
4.LanGame局域网对战功能的实现
放在NetWorkManagerCustom中的代码:
public static void LanGame()
{
//转换一下再调用
singleton.StartCoroutine((singleton as NetWorkManagerCustom).DiscoveryNetWork());
}
public IEnumerator DiscoveryNetWork()
{
//取得Discovery组件
NetworkDiscoverCustom discovery = GetComponent<NetworkDiscoverCustom>();
discovery.Initialize();//组件初始化
discovery.StartAsClient();//扫描局域网的服务器
yield return new WaitForSeconds(2);
//没有找到局域网中的服务器的话就建立服务器
if (discovery.running)
{
discovery.StopBroadcast();//停掉广播包
yield return new WaitForSeconds(0.5f);
discovery.StartAsServer();//作为服务器发射广播包
StartHost();//作为服务器和客户端同时启动
//StartClient();//作为客户端启动
//StartServer();//只作为服务器启动
}
}
放在NetworkDiscoverCustom中的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class NetworkDiscoverCustom : NetworkDiscovery {
public override void OnReceivedBroadcast(string fromAddress,string data)
{
StopBroadcast();
NetWorkManagerCustom.singleton.networkAddress = fromAddress;
NetWorkManagerCustom.singleton.StartClient();
}
}
5.NetGame,英特网的在线对战:
public static void NetGame()
{
singleton.StartMatchMaker();//表示启用Unet网络对战功能
singleton.matchMaker.ListMatches(0, 20, "", false, 0, 0, singleton.OnMatchList);
//第1个参数:startpagenumber:表示第几页的list
//第2个参数:表示每一页有多少个
//第3个参数:表示需要找到的房间名称
//第4个参数:表示是否返回带有密钥的房间
//第5个参数:表示的是竞赛方面的设置
//第6个参数:表示的是一个域,只能从这个域上面返回房间
//第7个参数:是一个回调的函数
}
public override void OnMatchList(bool success, string extendedInfo, List<MatchInfoSnapshot> matchList)
{
if (!success) return;
if (matchList != null)
{
List<MatchInfoSnapshot> availableMatches = new List<MatchInfoSnapshot>();
foreach (MatchInfoSnapshot match in matchList)
{
if (match.currentSize < match.maxSize)
{
availableMatches.Add(match); //保存房间玩家没有满的情况
}
}
//列表的数量是否为0,为0创建服务器,不为0的话就加入服务器
if (availableMatches.Count == 0)
{
//创建服务器
CreateMatch();
}
else
{
//加入服务器
matchMaker.JoinMatch(availableMatches[Random.Range(0, availableMatches.Count - 1)].networkId, "", "", "", 0, 0, OnMatchJoined);
}
}
}
void CreateMatch() //告诉Unet创建网络服务器
{
matchMaker.CreateMatch("", matchSize, true, "", "", "", 0, 0, OnMatchCreate);
//第1个参数:房间名称
//第2个参数:房间可玩家数
//第3个参数:
//第4个参数:口令
//第5个参数:Client Ip地址(公网)
//第6个参数:私网地址
}
public override void OnMatchCreate(bool success, string extendedInfo, MatchInfo matchInfo)
{
if (!success) return;
StartHost(matchInfo);//利用Unet返回的matchinfo创建服务器
}
public override void OnMatchJoined(bool success, string extendedInfo, MatchInfo matchInfo)
{
if (!success)
{
int currentScene = SceneManager.GetActiveScene().buildIndex;
SceneManager.LoadScene(currentScene);
return;
}
StartClient(matchInfo); //利用Unet传回的matchinfo启动客户端
}
6.单人模式:
public static void SimpleGame()
{
singleton.StartHost(singleton.connectionConfig, 1);
}
7.NetWorkTransform
8、角色的移动
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class Player : NetworkBehaviour {
private Rigidbody rb;
public float MoveSpeed = 8f;
void Awake () {
rb = transform.GetComponent<Rigidbody>();
}
void FixedUpdate () {
if (!isLocalPlayer) return;//保证只对本地角色进行控制
Vector2 moveDir;
if (Input.GetAxisRaw("Horizontal") == 0 && Input.GetAxisRaw("Vertical") == 0)
{
moveDir.x = 0;
moveDir.y = 0;
}
else
{
//可以移动
moveDir.x = Input.GetAxis("Horizontal");
moveDir.y = Input.GetAxis("Vertical");
Move(moveDir);
}
}
private void Move(Vector2 direction=default(Vector2))
{
if (direction != Vector2.zero)
{
//转方向
transform.rotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.y));
//计算前方的点
Vector3 movementDir = transform.forward * MoveSpeed * Time.deltaTime;
//移动到这个点
rb.MovePosition(rb.position + movementDir);
}
}
}
9.摄像机跟随
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour {
public Transform target;
public float distance = 10f;
public float height = 5f;
void Update()
{
if (!target) return;
Quaternion currentRotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);
Vector3 pos = target.position;//target的坐标
pos -= currentRotation * Vector3.forward * Mathf.Abs(distance);//距离
pos.y = target.position.y + Mathf.Abs(height);//高度
transform.position = pos;
transform.LookAt(target);
//下面这一句其实要不要无所谓,只是为了精确
transform.position = target.position - (transform.forward * Mathf.Abs(distance));
}
}
在player中重写生成本地物体时调用的方法,把坦克设置为摄像机的target
//把摄像机的target用代码设置为坦克的--这里挺重要的,在OnStartLocalPlayer()方法里面写
public override void OnStartLocalPlayer()
{
Camera.main.GetComponent<CameraFollow>().target = transform;
}
10.炮台的转动及炮台转动的同步
[HideInInspector] //在面板上隐藏公有值
[SyncVar(hook = "OnTurretRotation")]//turretRotation同步到所有客户端,并调用OnTurretRotation()方法
public int turretRotation;
l
//把输入的屏幕坐标转为ray射线
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Plane plane = new Plane(Vector3.up, Vector3.up);//虚构的平面
float distance = 0f;//屏幕宽度
Vector3 hitPos = Vector3.zero;//设置打击点,取默认值
if(plane.Raycast(ray,out distance))
{
hitPos = ray.GetPoint(distance) - transform.position;
}
RotateTurret(new Vector2(hitPos.x, hitPos.z));
/// <summary>
/// 炮台旋转
/// </summary>
/// <param name="direction"></param>
void RotateTurret(Vector2 direction = default(Vector2))
{
if (direction == Vector2.zero) return;
int newRotation = (int)(Quaternion.LookRotation(new Vector3(direction.x, 0, direction.y)).eulerAngles.y);
turret.rotation = Quaternion.Euler(0, newRotation, 0);
turretRotation = newRotation;
}
[Command]
void CmdRotateTurret(int value)
{
turretRotation = value;//调用服务器这个值得改变
}
void OnTurretRotation(int value)
{
if (isLocalPlayer) return;
turretRotation = value;
turret.rotation = Quaternion.Euler(0, turretRotation, 0);//进行旋转
}
11.鼠标右键转向