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

194 lines
6.8 KiB
C#

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