Pun-01/Assets/Photon/PhotonUnityNetworking/Code/Views/PhotonRigidbodyView.cs
2022-07-08 09:14:55 +08:00

112 lines
4.0 KiB
C#

// ----------------------------------------------------------------------------
// <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);
}
}
}
}
}
}