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