fix: Updated Network Transform Template

This commit is contained in:
MrGadget 2024-01-19 14:30:05 -05:00
parent b885db3703
commit 87979aeb38

View File

@ -10,20 +10,10 @@ using Mirror;
public class #SCRIPTNAME# : NetworkTransformBase
{
protected override Transform targetComponent => transform;
// If you need this template to reference a child target,
// replace the line above with the code below.
/*
[Header("Target")]
public Transform target;
protected override Transform targetComponent => target;
*/
#region Unity Callbacks
protected override void Awake() { }
protected override void OnValidate()
{
base.OnValidate();
@ -45,44 +35,56 @@ public class #SCRIPTNAME# : NetworkTransformBase
base.OnDisable();
}
/// <summary>
/// Buffers are cleared and interpolation times are reset to zero here.
/// This may be called when you are implementing some system of not sending
/// if nothing changed, or just plain resetting if you have not received data
/// for some time, as this will prevent a long interpolation period between old
/// and just received data, as it will look like a lag. Reset() should also be
/// called when authority is changed to another client or server, to prevent
/// old buffers bugging out the interpolation if authority is changed back.
/// </summary>
public override void Reset()
{
base.Reset();
}
#endregion
#region NT Base Callbacks
/// <summary>
/// NTSnapshot struct is created from incoming data from server
/// and added to SnapshotInterpolation sorted list.
/// You may want to skip calling the base method for the local player
/// if doing client-side prediction, or perhaps pass altered values,
/// or compare the server data to local values and correct large differences.
/// NTSnapshot struct is created here
/// </summary>
protected override void OnServerToClientSync(Vector3? position, Quaternion? rotation, Vector3? scale)
protected override TransformSnapshot Construct()
{
base.OnServerToClientSync(position, rotation, scale);
return base.Construct();
}
protected override Vector3 GetPosition()
{
return base.GetPosition();
}
protected override Quaternion GetRotation()
{
return base.GetRotation();
}
protected override Vector3 GetScale()
{
return base.GetScale();
}
protected override void SetPosition(Vector3 position)
{
base.SetPosition(position);
}
protected override void SetRotation(Quaternion rotation)
{
base.SetRotation(rotation);
}
protected override void SetScale(Vector3 scale)
{
base.SetScale(scale);
}
/// <summary>
/// NTSnapshot struct is created from incoming data from client
/// and added to SnapshotInterpolation sorted list.
/// You may want to implement anti-cheat checks here in client authority mode.
/// localPosition, localRotation, and localScale are set here:
/// interpolated values are used if interpolation is enabled.
/// goal values are used if interpolation is disabled.
/// </summary>
protected override void OnClientToServerSync(Vector3? position, Quaternion? rotation, Vector3? scale)
protected override void Apply(TransformSnapshot interpolated, TransformSnapshot endGoal)
{
base.OnClientToServerSync(position, rotation, scale);
base.Apply(interpolated, endGoal);
}
/// <summary>
@ -106,48 +108,32 @@ public class #SCRIPTNAME# : NetworkTransformBase
}
/// <summary>
/// NTSnapshot struct is created here
/// Buffers are cleared and interpolation times are reset to zero here.
/// This may be called when you are implementing some system of not sending
/// if nothing changed, or just plain resetting if you have not received data
/// for some time, as this will prevent a long interpolation period between old
/// and just received data, as it will look like a lag. Reset() should also be
/// called when authority is changed to another client or server, to prevent
/// old buffers bugging out the interpolation if authority is changed back.
/// </summary>
protected override NTSnapshot ConstructSnapshot()
public override void ResetState()
{
return base.ConstructSnapshot();
base.ResetState();
}
/// <summary>
/// localPosition, localRotation, and localScale are set here:
/// interpolated values are used if interpolation is enabled.
/// goal values are used if interpolation is disabled.
/// </summary>
protected override void Apply(TransformSnapshot interpolated, TransformSnapshot endGoal)
{
base.Apply(interpolated, endGoal);
}
#if onlySyncOnChange_BANDWIDTH_SAVING
/// <summary>
/// Returns true if position, rotation AND scale are unchanged, within given sensitivity range.
/// </summary>
protected override bool CompareSnapshots(NTSnapshot currentSnapshot)
{
return base.CompareSnapshots(currentSnapshot);
}
#endif
#endregion
#region GUI
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// OnGUI allocates even if it does nothing. avoid in release.
#if UNITY_EDITOR || DEVELOPMENT_BUILD
protected override void OnGUI()
{
base.OnGUI();
}
protected override void DrawGizmos(SortedList<double, NTSnapshot> buffer)
protected override void DrawGizmos(SortedList<double, TransformSnapshot> buffer)
{
base.DrawGizmos(buffer);
}