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// ----------------------------------------------------------------------------
// <copyright file="PhotonAnimatorView.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// Component to synchronize Mecanim animations via PUN.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
namespace Photon.Pun
{
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// This class helps you to synchronize Mecanim animations
/// Simply add the component to your GameObject and make sure that
/// the PhotonAnimatorView is added to the list of observed components
/// </summary>
/// <remarks>
/// When Using Trigger Parameters, make sure the component that sets the trigger is higher in the stack of Components on the GameObject than 'PhotonAnimatorView'
/// Triggers are raised true during one frame only.
/// </remarks>
[AddComponentMenu("Photon Networking/Photon Animator View")]
public class PhotonAnimatorView : MonoBehaviourPun, IPunObservable
{
#region Enums
public enum ParameterType
{
Float = 1,
Int = 3,
Bool = 4,
Trigger = 9,
}
public enum SynchronizeType
{
Disabled = 0,
Discrete = 1,
Continuous = 2,
}
[System.Serializable]
public class SynchronizedParameter
{
public ParameterType Type;
public SynchronizeType SynchronizeType;
public string Name;
}
[System.Serializable]
public class SynchronizedLayer
{
public SynchronizeType SynchronizeType;
public int LayerIndex;
}
#endregion
#region Properties
#if PHOTON_DEVELOP
public PhotonAnimatorView ReceivingSender;
#endif
#endregion
#region Members
private bool TriggerUsageWarningDone;
private Animator m_Animator;
private PhotonStreamQueue m_StreamQueue = new PhotonStreamQueue(120);
//These fields are only used in the CustomEditor for this script and would trigger a
//"this variable is never used" warning, which I am suppressing here
#pragma warning disable 0414
[HideInInspector]
[SerializeField]
private bool ShowLayerWeightsInspector = true;
[HideInInspector]
[SerializeField]
private bool ShowParameterInspector = true;
#pragma warning restore 0414
[HideInInspector]
[SerializeField]
private List<SynchronizedParameter> m_SynchronizeParameters = new List<SynchronizedParameter>();
[HideInInspector]
[SerializeField]
private List<SynchronizedLayer> m_SynchronizeLayers = new List<SynchronizedLayer>();
private Vector3 m_ReceiverPosition;
private float m_LastDeserializeTime;
private bool m_WasSynchronizeTypeChanged = true;
/// <summary>
/// Cached raised triggers that are set to be synchronized in discrete mode. since a Trigger only stay up for less than a frame,
/// We need to cache it until the next discrete serialization call.
/// </summary>
List<string> m_raisedDiscreteTriggersCache = new List<string>();
#endregion
#region Unity
private void Awake()
{
this.m_Animator = GetComponent<Animator>();
}
private void Update()
{
if (this.m_Animator.applyRootMotion && this.photonView.IsMine == false && PhotonNetwork.IsConnected == true)
{
this.m_Animator.applyRootMotion = false;
}
if (PhotonNetwork.InRoom == false || PhotonNetwork.CurrentRoom.PlayerCount <= 1)
{
this.m_StreamQueue.Reset();
return;
}
if (this.photonView.IsMine == true)
{
this.SerializeDataContinuously();
this.CacheDiscreteTriggers();
}
else
{
this.DeserializeDataContinuously();
}
}
#endregion
#region Setup Synchronizing Methods
/// <summary>
/// Caches the discrete triggers values for keeping track of raised triggers, and will be reseted after the sync routine got performed
/// </summary>
public void CacheDiscreteTriggers()
{
for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
{
SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
if (parameter.SynchronizeType == SynchronizeType.Discrete && parameter.Type == ParameterType.Trigger && this.m_Animator.GetBool(parameter.Name))
{
if (parameter.Type == ParameterType.Trigger)
{
this.m_raisedDiscreteTriggersCache.Add(parameter.Name);
break;
}
}
}
}
/// <summary>
/// Check if a specific layer is configured to be synchronize
/// </summary>
/// <param name="layerIndex">Index of the layer.</param>
/// <returns>True if the layer is synchronized</returns>
public bool DoesLayerSynchronizeTypeExist(int layerIndex)
{
return this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex) != -1;
}
/// <summary>
/// Check if the specified parameter is configured to be synchronized
/// </summary>
/// <param name="name">The name of the parameter.</param>
/// <returns>True if the parameter is synchronized</returns>
public bool DoesParameterSynchronizeTypeExist(string name)
{
return this.m_SynchronizeParameters.FindIndex(item => item.Name == name) != -1;
}
/// <summary>
/// Get a list of all synchronized layers
/// </summary>
/// <returns>List of SynchronizedLayer objects</returns>
public List<SynchronizedLayer> GetSynchronizedLayers()
{
return this.m_SynchronizeLayers;
}
/// <summary>
/// Get a list of all synchronized parameters
/// </summary>
/// <returns>List of SynchronizedParameter objects</returns>
public List<SynchronizedParameter> GetSynchronizedParameters()
{
return this.m_SynchronizeParameters;
}
/// <summary>
/// Gets the type how the layer is synchronized
/// </summary>
/// <param name="layerIndex">Index of the layer.</param>
/// <returns>Disabled/Discrete/Continuous</returns>
public SynchronizeType GetLayerSynchronizeType(int layerIndex)
{
int index = this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex);
if (index == -1)
{
return SynchronizeType.Disabled;
}
return this.m_SynchronizeLayers[index].SynchronizeType;
}
/// <summary>
/// Gets the type how the parameter is synchronized
/// </summary>
/// <param name="name">The name of the parameter.</param>
/// <returns>Disabled/Discrete/Continuous</returns>
public SynchronizeType GetParameterSynchronizeType(string name)
{
int index = this.m_SynchronizeParameters.FindIndex(item => item.Name == name);
if (index == -1)
{
return SynchronizeType.Disabled;
}
return this.m_SynchronizeParameters[index].SynchronizeType;
}
/// <summary>
/// Sets the how a layer should be synchronized
/// </summary>
/// <param name="layerIndex">Index of the layer.</param>
/// <param name="synchronizeType">Disabled/Discrete/Continuous</param>
public void SetLayerSynchronized(int layerIndex, SynchronizeType synchronizeType)
{
if (Application.isPlaying == true)
{
this.m_WasSynchronizeTypeChanged = true;
}
int index = this.m_SynchronizeLayers.FindIndex(item => item.LayerIndex == layerIndex);
if (index == -1)
{
this.m_SynchronizeLayers.Add(new SynchronizedLayer {LayerIndex = layerIndex, SynchronizeType = synchronizeType});
}
else
{
this.m_SynchronizeLayers[index].SynchronizeType = synchronizeType;
}
}
/// <summary>
/// Sets the how a parameter should be synchronized
/// </summary>
/// <param name="name">The name of the parameter.</param>
/// <param name="type">The type of the parameter.</param>
/// <param name="synchronizeType">Disabled/Discrete/Continuous</param>
public void SetParameterSynchronized(string name, ParameterType type, SynchronizeType synchronizeType)
{
if (Application.isPlaying == true)
{
this.m_WasSynchronizeTypeChanged = true;
}
int index = this.m_SynchronizeParameters.FindIndex(item => item.Name == name);
if (index == -1)
{
this.m_SynchronizeParameters.Add(new SynchronizedParameter {Name = name, Type = type, SynchronizeType = synchronizeType});
}
else
{
this.m_SynchronizeParameters[index].SynchronizeType = synchronizeType;
}
}
#endregion
#region Serialization
private void SerializeDataContinuously()
{
if (this.m_Animator == null)
{
return;
}
for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
{
if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Continuous)
{
this.m_StreamQueue.SendNext(this.m_Animator.GetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex));
}
}
for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
{
SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
if (parameter.SynchronizeType == SynchronizeType.Continuous)
{
switch (parameter.Type)
{
case ParameterType.Bool:
this.m_StreamQueue.SendNext(this.m_Animator.GetBool(parameter.Name));
break;
case ParameterType.Float:
this.m_StreamQueue.SendNext(this.m_Animator.GetFloat(parameter.Name));
break;
case ParameterType.Int:
this.m_StreamQueue.SendNext(this.m_Animator.GetInteger(parameter.Name));
break;
case ParameterType.Trigger:
if (!TriggerUsageWarningDone)
{
TriggerUsageWarningDone = true;
Debug.Log("PhotonAnimatorView: When using triggers, make sure this component is last in the stack.\n" +
"If you still experience issues, implement triggers as a regular RPC \n" +
"or in custom IPunObservable component instead",this);
}
this.m_StreamQueue.SendNext(this.m_Animator.GetBool(parameter.Name));
break;
}
}
}
}
private void DeserializeDataContinuously()
{
if (this.m_StreamQueue.HasQueuedObjects() == false)
{
return;
}
for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
{
if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Continuous)
{
this.m_Animator.SetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex, (float) this.m_StreamQueue.ReceiveNext());
}
}
for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
{
SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
if (parameter.SynchronizeType == SynchronizeType.Continuous)
{
switch (parameter.Type)
{
case ParameterType.Bool:
this.m_Animator.SetBool(parameter.Name, (bool) this.m_StreamQueue.ReceiveNext());
break;
case ParameterType.Float:
this.m_Animator.SetFloat(parameter.Name, (float) this.m_StreamQueue.ReceiveNext());
break;
case ParameterType.Int:
this.m_Animator.SetInteger(parameter.Name, (int) this.m_StreamQueue.ReceiveNext());
break;
case ParameterType.Trigger:
this.m_Animator.SetBool(parameter.Name, (bool) this.m_StreamQueue.ReceiveNext());
break;
}
}
}
}
private void SerializeDataDiscretly(PhotonStream stream)
{
for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
{
if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Discrete)
{
stream.SendNext(this.m_Animator.GetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex));
}
}
for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
{
SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
if (parameter.SynchronizeType == SynchronizeType.Discrete)
{
switch (parameter.Type)
{
case ParameterType.Bool:
stream.SendNext(this.m_Animator.GetBool(parameter.Name));
break;
case ParameterType.Float:
stream.SendNext(this.m_Animator.GetFloat(parameter.Name));
break;
case ParameterType.Int:
stream.SendNext(this.m_Animator.GetInteger(parameter.Name));
break;
case ParameterType.Trigger:
if (!TriggerUsageWarningDone)
{
TriggerUsageWarningDone = true;
Debug.Log("PhotonAnimatorView: When using triggers, make sure this component is last in the stack.\n" +
"If you still experience issues, implement triggers as a regular RPC \n" +
"or in custom IPunObservable component instead",this);
}
// here we can't rely on the current real state of the trigger, we might have missed its raise
stream.SendNext(this.m_raisedDiscreteTriggersCache.Contains(parameter.Name));
break;
}
}
}
// reset the cache, we've synchronized.
this.m_raisedDiscreteTriggersCache.Clear();
}
private void DeserializeDataDiscretly(PhotonStream stream)
{
for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
{
if (this.m_SynchronizeLayers[i].SynchronizeType == SynchronizeType.Discrete)
{
this.m_Animator.SetLayerWeight(this.m_SynchronizeLayers[i].LayerIndex, (float) stream.ReceiveNext());
}
}
for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
{
SynchronizedParameter parameter = this.m_SynchronizeParameters[i];
if (parameter.SynchronizeType == SynchronizeType.Discrete)
{
switch (parameter.Type)
{
case ParameterType.Bool:
if (stream.PeekNext() is bool == false)
{
return;
}
this.m_Animator.SetBool(parameter.Name, (bool) stream.ReceiveNext());
break;
case ParameterType.Float:
if (stream.PeekNext() is float == false)
{
return;
}
this.m_Animator.SetFloat(parameter.Name, (float) stream.ReceiveNext());
break;
case ParameterType.Int:
if (stream.PeekNext() is int == false)
{
return;
}
this.m_Animator.SetInteger(parameter.Name, (int) stream.ReceiveNext());
break;
case ParameterType.Trigger:
if (stream.PeekNext() is bool == false)
{
return;
}
if ((bool) stream.ReceiveNext())
{
this.m_Animator.SetTrigger(parameter.Name);
}
break;
}
}
}
}
private void SerializeSynchronizationTypeState(PhotonStream stream)
{
byte[] states = new byte[this.m_SynchronizeLayers.Count + this.m_SynchronizeParameters.Count];
for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
{
states[i] = (byte) this.m_SynchronizeLayers[i].SynchronizeType;
}
for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
{
states[this.m_SynchronizeLayers.Count + i] = (byte) this.m_SynchronizeParameters[i].SynchronizeType;
}
stream.SendNext(states);
}
private void DeserializeSynchronizationTypeState(PhotonStream stream)
{
byte[] state = (byte[]) stream.ReceiveNext();
for (int i = 0; i < this.m_SynchronizeLayers.Count; ++i)
{
this.m_SynchronizeLayers[i].SynchronizeType = (SynchronizeType) state[i];
}
for (int i = 0; i < this.m_SynchronizeParameters.Count; ++i)
{
this.m_SynchronizeParameters[i].SynchronizeType = (SynchronizeType) state[this.m_SynchronizeLayers.Count + i];
}
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (this.m_Animator == null)
{
return;
}
if (stream.IsWriting == true)
{
if (this.m_WasSynchronizeTypeChanged == true)
{
this.m_StreamQueue.Reset();
this.SerializeSynchronizationTypeState(stream);
this.m_WasSynchronizeTypeChanged = false;
}
this.m_StreamQueue.Serialize(stream);
this.SerializeDataDiscretly(stream);
}
else
{
#if PHOTON_DEVELOP
if( ReceivingSender != null )
{
ReceivingSender.OnPhotonSerializeView( stream, info );
}
else
#endif
{
if (stream.PeekNext() is byte[])
{
this.DeserializeSynchronizationTypeState(stream);
}
this.m_StreamQueue.Deserialize(stream);
this.DeserializeDataDiscretly(stream);
}
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: 9b8c4a61274f60b4ea5fb4299cfdbf14
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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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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fileFormatVersion: 2
guid: 0e7cb724808c322458aa4d15f5035fa9
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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// ----------------------------------------------------------------------------
// <copyright file="PhotonRigidbodyView.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// Component to synchronize rigidbodies via PUN.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
namespace Photon.Pun
{
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
[AddComponentMenu("Photon Networking/Photon Rigidbody View")]
public class PhotonRigidbodyView : MonoBehaviourPun, IPunObservable
{
private float m_Distance;
private float m_Angle;
private Rigidbody m_Body;
private Vector3 m_NetworkPosition;
private Quaternion 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<Rigidbody>();
this.m_NetworkPosition = new Vector3();
this.m_NetworkRotation = new Quaternion();
}
public void FixedUpdate()
{
if (!this.photonView.IsMine)
{
this.m_Body.position = Vector3.MoveTowards(this.m_Body.position, this.m_NetworkPosition, this.m_Distance * (1.0f / PhotonNetwork.SerializationRate));
this.m_Body.rotation = Quaternion.RotateTowards(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 = (Vector3)stream.ReceiveNext();
this.m_NetworkRotation = (Quaternion)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 (this.m_SynchronizeVelocity)
{
this.m_Body.velocity = (Vector3)stream.ReceiveNext();
this.m_NetworkPosition += this.m_Body.velocity * lag;
this.m_Distance = Vector3.Distance(this.m_Body.position, this.m_NetworkPosition);
}
if (this.m_SynchronizeAngularVelocity)
{
this.m_Body.angularVelocity = (Vector3)stream.ReceiveNext();
this.m_NetworkRotation = Quaternion.Euler(this.m_Body.angularVelocity * lag) * this.m_NetworkRotation;
this.m_Angle = Quaternion.Angle(this.m_Body.rotation, this.m_NetworkRotation);
}
}
}
}
}
}

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fileFormatVersion: 2
guid: 64179f3720bbfe947b7724caa67b7c1d
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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// ----------------------------------------------------------------------------
// <copyright file="PhotonTransformView.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// Component to synchronize Transforms via PUN PhotonView.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
namespace Photon.Pun
{
using UnityEngine;
[AddComponentMenu("Photon Networking/Photon Transform View")]
[HelpURL("https://doc.photonengine.com/en-us/pun/v2/gameplay/synchronization-and-state")]
public class PhotonTransformView : MonoBehaviourPun, IPunObservable
{
private float m_Distance;
private float m_Angle;
private Vector3 m_Direction;
private Vector3 m_NetworkPosition;
private Vector3 m_StoredPosition;
private Quaternion m_NetworkRotation;
public bool m_SynchronizePosition = true;
public bool m_SynchronizeRotation = true;
public bool m_SynchronizeScale = false;
[Tooltip("Indicates if localPosition and localRotation should be used. Scale ignores this setting, and always uses localScale to avoid issues with lossyScale.")]
public bool m_UseLocal;
bool m_firstTake = false;
public void Awake()
{
m_StoredPosition = transform.localPosition;
m_NetworkPosition = Vector3.zero;
m_NetworkRotation = Quaternion.identity;
}
private void Reset()
{
// Only default to true with new instances. useLocal will remain false for old projects that are updating PUN.
m_UseLocal = true;
}
void OnEnable()
{
m_firstTake = true;
}
public void Update()
{
var tr = transform;
if (!this.photonView.IsMine)
{
if (m_UseLocal)
{
tr.localPosition = Vector3.MoveTowards(tr.localPosition, this.m_NetworkPosition, this.m_Distance * Time.deltaTime * PhotonNetwork.SerializationRate);
tr.localRotation = Quaternion.RotateTowards(tr.localRotation, this.m_NetworkRotation, this.m_Angle * Time.deltaTime * PhotonNetwork.SerializationRate);
}
else
{
tr.position = Vector3.MoveTowards(tr.position, this.m_NetworkPosition, this.m_Distance * Time.deltaTime * PhotonNetwork.SerializationRate);
tr.rotation = Quaternion.RotateTowards(tr.rotation, this.m_NetworkRotation, this.m_Angle * Time.deltaTime * PhotonNetwork.SerializationRate);
}
}
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
var tr = transform;
// Write
if (stream.IsWriting)
{
if (this.m_SynchronizePosition)
{
if (m_UseLocal)
{
this.m_Direction = tr.localPosition - this.m_StoredPosition;
this.m_StoredPosition = tr.localPosition;
stream.SendNext(tr.localPosition);
stream.SendNext(this.m_Direction);
}
else
{
this.m_Direction = tr.position - this.m_StoredPosition;
this.m_StoredPosition = tr.position;
stream.SendNext(tr.position);
stream.SendNext(this.m_Direction);
}
}
if (this.m_SynchronizeRotation)
{
if (m_UseLocal)
{
stream.SendNext(tr.localRotation);
}
else
{
stream.SendNext(tr.rotation);
}
}
if (this.m_SynchronizeScale)
{
stream.SendNext(tr.localScale);
}
}
// Read
else
{
if (this.m_SynchronizePosition)
{
this.m_NetworkPosition = (Vector3)stream.ReceiveNext();
this.m_Direction = (Vector3)stream.ReceiveNext();
if (m_firstTake)
{
if (m_UseLocal)
tr.localPosition = this.m_NetworkPosition;
else
tr.position = this.m_NetworkPosition;
this.m_Distance = 0f;
}
else
{
float lag = Mathf.Abs((float)(PhotonNetwork.Time - info.SentServerTime));
this.m_NetworkPosition += this.m_Direction * lag;
if (m_UseLocal)
{
this.m_Distance = Vector3.Distance(tr.localPosition, this.m_NetworkPosition);
}
else
{
this.m_Distance = Vector3.Distance(tr.position, this.m_NetworkPosition);
}
}
}
if (this.m_SynchronizeRotation)
{
this.m_NetworkRotation = (Quaternion)stream.ReceiveNext();
if (m_firstTake)
{
this.m_Angle = 0f;
if (m_UseLocal)
{
tr.localRotation = this.m_NetworkRotation;
}
else
{
tr.rotation = this.m_NetworkRotation;
}
}
else
{
if (m_UseLocal)
{
this.m_Angle = Quaternion.Angle(tr.localRotation, this.m_NetworkRotation);
}
else
{
this.m_Angle = Quaternion.Angle(tr.rotation, this.m_NetworkRotation);
}
}
}
if (this.m_SynchronizeScale)
{
tr.localScale = (Vector3)stream.ReceiveNext();
}
if (m_firstTake)
{
m_firstTake = false;
}
}
}
}
}

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// ----------------------------------------------------------------------------
// <copyright file="PhotonTransformViewClassic.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// Component to synchronize Transforms via PUN PhotonView.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
namespace Photon.Pun
{
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// This class helps you to synchronize position, rotation and scale
/// of a GameObject. It also gives you many different options to make
/// the synchronized values appear smooth, even when the data is only
/// send a couple of times per second.
/// Simply add the component to your GameObject and make sure that
/// the PhotonTransformViewClassic is added to the list of observed components
/// </summary>
[AddComponentMenu("Photon Networking/Photon Transform View Classic")]
public class PhotonTransformViewClassic : MonoBehaviourPun, IPunObservable
{
//As this component is very complex, we separated it into multiple classes.
//The PositionModel, RotationModel and ScaleMode store the data you are able to
//configure in the inspector while the "control" objects below are actually moving
//the object and calculating all the inter- and extrapolation
[HideInInspector]
public PhotonTransformViewPositionModel m_PositionModel = new PhotonTransformViewPositionModel();
[HideInInspector]
public PhotonTransformViewRotationModel m_RotationModel = new PhotonTransformViewRotationModel();
[HideInInspector]
public PhotonTransformViewScaleModel m_ScaleModel = new PhotonTransformViewScaleModel();
PhotonTransformViewPositionControl m_PositionControl;
PhotonTransformViewRotationControl m_RotationControl;
PhotonTransformViewScaleControl m_ScaleControl;
PhotonView m_PhotonView;
bool m_ReceivedNetworkUpdate = false;
/// <summary>
/// Flag to skip initial data when Object is instantiated and rely on the first deserialized data instead.
/// </summary>
bool m_firstTake = false;
void Awake()
{
this.m_PhotonView = GetComponent<PhotonView>();
this.m_PositionControl = new PhotonTransformViewPositionControl(this.m_PositionModel);
this.m_RotationControl = new PhotonTransformViewRotationControl(this.m_RotationModel);
this.m_ScaleControl = new PhotonTransformViewScaleControl(this.m_ScaleModel);
}
void OnEnable()
{
m_firstTake = true;
}
void Update()
{
if (this.m_PhotonView == null || this.m_PhotonView.IsMine == true || PhotonNetwork.IsConnectedAndReady == false)
{
return;
}
this.UpdatePosition();
this.UpdateRotation();
this.UpdateScale();
}
void UpdatePosition()
{
if (this.m_PositionModel.SynchronizeEnabled == false || this.m_ReceivedNetworkUpdate == false)
{
return;
}
transform.localPosition = this.m_PositionControl.UpdatePosition(transform.localPosition);
}
void UpdateRotation()
{
if (this.m_RotationModel.SynchronizeEnabled == false || this.m_ReceivedNetworkUpdate == false)
{
return;
}
transform.localRotation = this.m_RotationControl.GetRotation(transform.localRotation);
}
void UpdateScale()
{
if (this.m_ScaleModel.SynchronizeEnabled == false || this.m_ReceivedNetworkUpdate == false)
{
return;
}
transform.localScale = this.m_ScaleControl.GetScale(transform.localScale);
}
/// <summary>
/// These values are synchronized to the remote objects if the interpolation mode
/// or the extrapolation mode SynchronizeValues is used. Your movement script should pass on
/// the current speed (in units/second) and turning speed (in angles/second) so the remote
/// object can use them to predict the objects movement.
/// </summary>
/// <param name="speed">The current movement vector of the object in units/second.</param>
/// <param name="turnSpeed">The current turn speed of the object in angles/second.</param>
public void SetSynchronizedValues(Vector3 speed, float turnSpeed)
{
this.m_PositionControl.SetSynchronizedValues(speed, turnSpeed);
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
this.m_PositionControl.OnPhotonSerializeView(transform.localPosition, stream, info);
this.m_RotationControl.OnPhotonSerializeView(transform.localRotation, stream, info);
this.m_ScaleControl.OnPhotonSerializeView(transform.localScale, stream, info);
if (stream.IsReading == true)
{
this.m_ReceivedNetworkUpdate = true;
// force latest data to avoid initial drifts when player is instantiated.
if (m_firstTake)
{
m_firstTake = false;
if (this.m_PositionModel.SynchronizeEnabled)
{
this.transform.localPosition = this.m_PositionControl.GetNetworkPosition();
}
if (this.m_RotationModel.SynchronizeEnabled)
{
this.transform.localRotation = this.m_RotationControl.GetNetworkRotation();
}
if (this.m_ScaleModel.SynchronizeEnabled)
{
this.transform.localScale = this.m_ScaleControl.GetNetworkScale();
}
}
}
}
}
[System.Serializable]
public class PhotonTransformViewPositionModel
{
public enum InterpolateOptions
{
Disabled,
FixedSpeed,
EstimatedSpeed,
SynchronizeValues,
Lerp
}
public enum ExtrapolateOptions
{
Disabled,
SynchronizeValues,
EstimateSpeedAndTurn,
FixedSpeed,
}
public bool SynchronizeEnabled;
public bool TeleportEnabled = true;
public float TeleportIfDistanceGreaterThan = 3f;
public InterpolateOptions InterpolateOption = InterpolateOptions.EstimatedSpeed;
public float InterpolateMoveTowardsSpeed = 1f;
public float InterpolateLerpSpeed = 1f;
public ExtrapolateOptions ExtrapolateOption = ExtrapolateOptions.Disabled;
public float ExtrapolateSpeed = 1f;
public bool ExtrapolateIncludingRoundTripTime = true;
public int ExtrapolateNumberOfStoredPositions = 1;
}
public class PhotonTransformViewPositionControl
{
PhotonTransformViewPositionModel m_Model;
float m_CurrentSpeed;
double m_LastSerializeTime;
Vector3 m_SynchronizedSpeed = Vector3.zero;
float m_SynchronizedTurnSpeed = 0;
Vector3 m_NetworkPosition;
Queue<Vector3> m_OldNetworkPositions = new Queue<Vector3>();
bool m_UpdatedPositionAfterOnSerialize = true;
public PhotonTransformViewPositionControl(PhotonTransformViewPositionModel model)
{
m_Model = model;
}
Vector3 GetOldestStoredNetworkPosition()
{
Vector3 oldPosition = m_NetworkPosition;
if (m_OldNetworkPositions.Count > 0)
{
oldPosition = m_OldNetworkPositions.Peek();
}
return oldPosition;
}
/// <summary>
/// These values are synchronized to the remote objects if the interpolation mode
/// or the extrapolation mode SynchronizeValues is used. Your movement script should pass on
/// the current speed (in units/second) and turning speed (in angles/second) so the remote
/// object can use them to predict the objects movement.
/// </summary>
/// <param name="speed">The current movement vector of the object in units/second.</param>
/// <param name="turnSpeed">The current turn speed of the object in angles/second.</param>
public void SetSynchronizedValues(Vector3 speed, float turnSpeed)
{
m_SynchronizedSpeed = speed;
m_SynchronizedTurnSpeed = turnSpeed;
}
/// <summary>
/// Calculates the new position based on the values setup in the inspector
/// </summary>
/// <param name="currentPosition">The current position.</param>
/// <returns>The new position.</returns>
public Vector3 UpdatePosition(Vector3 currentPosition)
{
Vector3 targetPosition = GetNetworkPosition() + GetExtrapolatedPositionOffset();
switch (m_Model.InterpolateOption)
{
case PhotonTransformViewPositionModel.InterpolateOptions.Disabled:
if (m_UpdatedPositionAfterOnSerialize == false)
{
currentPosition = targetPosition;
m_UpdatedPositionAfterOnSerialize = true;
}
break;
case PhotonTransformViewPositionModel.InterpolateOptions.FixedSpeed:
currentPosition = Vector3.MoveTowards(currentPosition, targetPosition, Time.deltaTime * m_Model.InterpolateMoveTowardsSpeed);
break;
case PhotonTransformViewPositionModel.InterpolateOptions.EstimatedSpeed:
if (m_OldNetworkPositions.Count == 0)
{
// special case: we have no previous updates in memory, so we can't guess a speed!
break;
}
// knowing the last (incoming) position and the one before, we can guess a speed.
// note that the speed is times sendRateOnSerialize! we send X updates/sec, so our estimate has to factor that in.
float estimatedSpeed = (Vector3.Distance(m_NetworkPosition, GetOldestStoredNetworkPosition()) / m_OldNetworkPositions.Count) * PhotonNetwork.SerializationRate;
// move towards the targetPosition (including estimates, if that's active) with the speed calculated from the last updates.
currentPosition = Vector3.MoveTowards(currentPosition, targetPosition, Time.deltaTime * estimatedSpeed);
break;
case PhotonTransformViewPositionModel.InterpolateOptions.SynchronizeValues:
if (m_SynchronizedSpeed.magnitude == 0)
{
currentPosition = targetPosition;
}
else
{
currentPosition = Vector3.MoveTowards(currentPosition, targetPosition, Time.deltaTime * m_SynchronizedSpeed.magnitude);
}
break;
case PhotonTransformViewPositionModel.InterpolateOptions.Lerp:
currentPosition = Vector3.Lerp(currentPosition, targetPosition, Time.deltaTime * m_Model.InterpolateLerpSpeed);
break;
}
if (m_Model.TeleportEnabled == true)
{
if (Vector3.Distance(currentPosition, GetNetworkPosition()) > m_Model.TeleportIfDistanceGreaterThan)
{
currentPosition = GetNetworkPosition();
}
}
return currentPosition;
}
/// <summary>
/// Gets the last position that was received through the network
/// </summary>
/// <returns></returns>
public Vector3 GetNetworkPosition()
{
return m_NetworkPosition;
}
/// <summary>
/// Calculates an estimated position based on the last synchronized position,
/// the time when the last position was received and the movement speed of the object
/// </summary>
/// <returns>Estimated position of the remote object</returns>
public Vector3 GetExtrapolatedPositionOffset()
{
float timePassed = (float)(PhotonNetwork.Time - m_LastSerializeTime);
if (m_Model.ExtrapolateIncludingRoundTripTime == true)
{
timePassed += (float)PhotonNetwork.GetPing() / 1000f;
}
Vector3 extrapolatePosition = Vector3.zero;
switch (m_Model.ExtrapolateOption)
{
case PhotonTransformViewPositionModel.ExtrapolateOptions.SynchronizeValues:
Quaternion turnRotation = Quaternion.Euler(0, m_SynchronizedTurnSpeed * timePassed, 0);
extrapolatePosition = turnRotation * (m_SynchronizedSpeed * timePassed);
break;
case PhotonTransformViewPositionModel.ExtrapolateOptions.FixedSpeed:
Vector3 moveDirection = (m_NetworkPosition - GetOldestStoredNetworkPosition()).normalized;
extrapolatePosition = moveDirection * m_Model.ExtrapolateSpeed * timePassed;
break;
case PhotonTransformViewPositionModel.ExtrapolateOptions.EstimateSpeedAndTurn:
Vector3 moveDelta = (m_NetworkPosition - GetOldestStoredNetworkPosition()) * PhotonNetwork.SerializationRate;
extrapolatePosition = moveDelta * timePassed;
break;
}
return extrapolatePosition;
}
public void OnPhotonSerializeView(Vector3 currentPosition, PhotonStream stream, PhotonMessageInfo info)
{
if (m_Model.SynchronizeEnabled == false)
{
return;
}
if (stream.IsWriting == true)
{
SerializeData(currentPosition, stream, info);
}
else
{
DeserializeData(stream, info);
}
m_LastSerializeTime = PhotonNetwork.Time;
m_UpdatedPositionAfterOnSerialize = false;
}
void SerializeData(Vector3 currentPosition, PhotonStream stream, PhotonMessageInfo info)
{
stream.SendNext(currentPosition);
m_NetworkPosition = currentPosition;
if (m_Model.ExtrapolateOption == PhotonTransformViewPositionModel.ExtrapolateOptions.SynchronizeValues ||
m_Model.InterpolateOption == PhotonTransformViewPositionModel.InterpolateOptions.SynchronizeValues)
{
stream.SendNext(m_SynchronizedSpeed);
stream.SendNext(m_SynchronizedTurnSpeed);
}
}
void DeserializeData(PhotonStream stream, PhotonMessageInfo info)
{
Vector3 readPosition = (Vector3)stream.ReceiveNext();
if (m_Model.ExtrapolateOption == PhotonTransformViewPositionModel.ExtrapolateOptions.SynchronizeValues ||
m_Model.InterpolateOption == PhotonTransformViewPositionModel.InterpolateOptions.SynchronizeValues)
{
m_SynchronizedSpeed = (Vector3)stream.ReceiveNext();
m_SynchronizedTurnSpeed = (float)stream.ReceiveNext();
}
if (m_OldNetworkPositions.Count == 0)
{
// if we don't have old positions yet, this is the very first update this client reads. let's use this as current AND old position.
m_NetworkPosition = readPosition;
}
// the previously received position becomes the old(er) one and queued. the new one is the m_NetworkPosition
m_OldNetworkPositions.Enqueue(m_NetworkPosition);
m_NetworkPosition = readPosition;
// reduce items in queue to defined number of stored positions.
while (m_OldNetworkPositions.Count > m_Model.ExtrapolateNumberOfStoredPositions)
{
m_OldNetworkPositions.Dequeue();
}
}
}
[System.Serializable]
public class PhotonTransformViewRotationModel
{
public enum InterpolateOptions
{
Disabled,
RotateTowards,
Lerp,
}
public bool SynchronizeEnabled;
public InterpolateOptions InterpolateOption = InterpolateOptions.RotateTowards;
public float InterpolateRotateTowardsSpeed = 180;
public float InterpolateLerpSpeed = 5;
}
public class PhotonTransformViewRotationControl
{
PhotonTransformViewRotationModel m_Model;
Quaternion m_NetworkRotation;
public PhotonTransformViewRotationControl(PhotonTransformViewRotationModel model)
{
m_Model = model;
}
/// <summary>
/// Gets the last rotation that was received through the network
/// </summary>
/// <returns></returns>
public Quaternion GetNetworkRotation()
{
return m_NetworkRotation;
}
public Quaternion GetRotation(Quaternion currentRotation)
{
switch (m_Model.InterpolateOption)
{
default:
case PhotonTransformViewRotationModel.InterpolateOptions.Disabled:
return m_NetworkRotation;
case PhotonTransformViewRotationModel.InterpolateOptions.RotateTowards:
return Quaternion.RotateTowards(currentRotation, m_NetworkRotation, m_Model.InterpolateRotateTowardsSpeed * Time.deltaTime);
case PhotonTransformViewRotationModel.InterpolateOptions.Lerp:
return Quaternion.Lerp(currentRotation, m_NetworkRotation, m_Model.InterpolateLerpSpeed * Time.deltaTime);
}
}
public void OnPhotonSerializeView(Quaternion currentRotation, PhotonStream stream, PhotonMessageInfo info)
{
if (m_Model.SynchronizeEnabled == false)
{
return;
}
if (stream.IsWriting == true)
{
stream.SendNext(currentRotation);
m_NetworkRotation = currentRotation;
}
else
{
m_NetworkRotation = (Quaternion)stream.ReceiveNext();
}
}
}
[System.Serializable]
public class PhotonTransformViewScaleModel
{
public enum InterpolateOptions
{
Disabled,
MoveTowards,
Lerp,
}
public bool SynchronizeEnabled;
public InterpolateOptions InterpolateOption = InterpolateOptions.Disabled;
public float InterpolateMoveTowardsSpeed = 1f;
public float InterpolateLerpSpeed;
}
public class PhotonTransformViewScaleControl
{
PhotonTransformViewScaleModel m_Model;
Vector3 m_NetworkScale = Vector3.one;
public PhotonTransformViewScaleControl(PhotonTransformViewScaleModel model)
{
m_Model = model;
}
/// <summary>
/// Gets the last scale that was received through the network
/// </summary>
/// <returns></returns>
public Vector3 GetNetworkScale()
{
return m_NetworkScale;
}
public Vector3 GetScale(Vector3 currentScale)
{
switch (m_Model.InterpolateOption)
{
default:
case PhotonTransformViewScaleModel.InterpolateOptions.Disabled:
return m_NetworkScale;
case PhotonTransformViewScaleModel.InterpolateOptions.MoveTowards:
return Vector3.MoveTowards(currentScale, m_NetworkScale, m_Model.InterpolateMoveTowardsSpeed * Time.deltaTime);
case PhotonTransformViewScaleModel.InterpolateOptions.Lerp:
return Vector3.Lerp(currentScale, m_NetworkScale, m_Model.InterpolateLerpSpeed * Time.deltaTime);
}
}
public void OnPhotonSerializeView(Vector3 currentScale, PhotonStream stream, PhotonMessageInfo info)
{
if (m_Model.SynchronizeEnabled == false)
{
return;
}
if (stream.IsWriting == true)
{
stream.SendNext(currentScale);
m_NetworkScale = currentScale;
}
else
{
m_NetworkScale = (Vector3)stream.ReceiveNext();
}
}
}
}

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