#if ENABLE_UNET using System; using UnityEngine; namespace UnityEngine.Networking { [AddComponentMenu("Network/NetworkTransformChild")] public class NetworkTransformChild : NetworkBehaviour { [SerializeField] Transform m_Target; [SerializeField] uint m_ChildIndex; NetworkTransform m_Root; [SerializeField] float m_SendInterval = 0.1f; [SerializeField] NetworkTransform.AxisSyncMode m_SyncRotationAxis = NetworkTransform.AxisSyncMode.AxisXYZ; [SerializeField] NetworkTransform.CompressionSyncMode m_RotationSyncCompression = NetworkTransform.CompressionSyncMode.None; [SerializeField] float m_MovementThreshold = 0.001f; [SerializeField] float m_InterpolateRotation = 0.5f; [SerializeField] float m_InterpolateMovement = 0.5f; [SerializeField] NetworkTransform.ClientMoveCallback3D m_ClientMoveCallback3D; // movement smoothing Vector3 m_TargetSyncPosition; Quaternion m_TargetSyncRotation3D; float m_LastClientSyncTime; // last time client received a sync from server float m_LastClientSendTime; // last time client send a sync to server Vector3 m_PrevPosition; Quaternion m_PrevRotation; const float k_LocalMovementThreshold = 0.00001f; const float k_LocalRotationThreshold = 0.00001f; NetworkWriter m_LocalTransformWriter; // settings public Transform target { get {return m_Target; } set { m_Target = value; OnValidate(); } } public uint childIndex { get { return m_ChildIndex; }} public float sendInterval { get { return m_SendInterval; } set { m_SendInterval = value; } } public NetworkTransform.AxisSyncMode syncRotationAxis { get { return m_SyncRotationAxis; } set { m_SyncRotationAxis = value; } } public NetworkTransform.CompressionSyncMode rotationSyncCompression { get { return m_RotationSyncCompression; } set { m_RotationSyncCompression = value; } } public float movementThreshold { get { return m_MovementThreshold; } set { m_MovementThreshold = value; } } public float interpolateRotation { get { return m_InterpolateRotation; } set { m_InterpolateRotation = value; } } public float interpolateMovement { get { return m_InterpolateMovement; } set { m_InterpolateMovement = value; } } public NetworkTransform.ClientMoveCallback3D clientMoveCallback3D { get { return m_ClientMoveCallback3D; } set { m_ClientMoveCallback3D = value; } } // runtime data public float lastSyncTime { get { return m_LastClientSyncTime; } } public Vector3 targetSyncPosition { get { return m_TargetSyncPosition; } } public Quaternion targetSyncRotation3D { get { return m_TargetSyncRotation3D; } } void OnValidate() { // root parent of target must have a NetworkTransform if (m_Target != null) { Transform parent = m_Target.parent; if (parent == null) { if (LogFilter.logError) { Debug.LogError("NetworkTransformChild target cannot be the root transform."); } m_Target = null; return; } while (parent.parent != null) { parent = parent.parent; } m_Root = parent.gameObject.GetComponent(); if (m_Root == null) { if (LogFilter.logError) { Debug.LogError("NetworkTransformChild root must have NetworkTransform"); } m_Target = null; return; } } if (m_Root != null) { // childIndex is the index within all the NetworkChildTransforms on the root m_ChildIndex = UInt32.MaxValue; var childTransforms = m_Root.GetComponents(); for (uint i = 0; i < childTransforms.Length; i++) { if (childTransforms[i] == this) { m_ChildIndex = i; break; } } if (m_ChildIndex == UInt32.MaxValue) { if (LogFilter.logError) { Debug.LogError("NetworkTransformChild component must be a child in the same hierarchy"); } m_Target = null; } } if (m_SendInterval < 0) { m_SendInterval = 0; } if (m_SyncRotationAxis < NetworkTransform.AxisSyncMode.None || m_SyncRotationAxis > NetworkTransform.AxisSyncMode.AxisXYZ) { m_SyncRotationAxis = NetworkTransform.AxisSyncMode.None; } if (movementThreshold < 0) { movementThreshold = 0.00f; } if (interpolateRotation < 0) { interpolateRotation = 0.01f; } if (interpolateRotation > 1.0f) { interpolateRotation = 1.0f; } if (interpolateMovement < 0) { interpolateMovement = 0.01f; } if (interpolateMovement > 1.0f) { interpolateMovement = 1.0f; } } void Awake() { m_PrevPosition = m_Target.localPosition; m_PrevRotation = m_Target.localRotation; // cache these to avoid per-frame allocations. if (localPlayerAuthority) { m_LocalTransformWriter = new NetworkWriter(); } } public override bool OnSerialize(NetworkWriter writer, bool initialState) { if (initialState) { // always write initial state, no dirty bits } else if (syncVarDirtyBits == 0) { writer.WritePackedUInt32(0); return false; } else { // dirty bits writer.WritePackedUInt32(1); } SerializeModeTransform(writer); return true; } void SerializeModeTransform(NetworkWriter writer) { // position writer.Write(m_Target.localPosition); // rotation if (m_SyncRotationAxis != NetworkTransform.AxisSyncMode.None) { NetworkTransform.SerializeRotation3D(writer, m_Target.localRotation, syncRotationAxis, rotationSyncCompression); } m_PrevPosition = m_Target.localPosition; m_PrevRotation = m_Target.localRotation; } public override void OnDeserialize(NetworkReader reader, bool initialState) { if (isServer && NetworkServer.localClientActive) return; if (!initialState) { if (reader.ReadPackedUInt32() == 0) return; } UnserializeModeTransform(reader, initialState); m_LastClientSyncTime = Time.time; } void UnserializeModeTransform(NetworkReader reader, bool initialState) { if (hasAuthority) { // this component must read the data that the server wrote, even if it ignores it. // otherwise the NetworkReader stream will still contain that data for the next component. // position reader.ReadVector3(); if (syncRotationAxis != NetworkTransform.AxisSyncMode.None) { NetworkTransform.UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } return; } if (isServer && m_ClientMoveCallback3D != null) { var pos = reader.ReadVector3(); var vel = Vector3.zero; var rot = Quaternion.identity; if (syncRotationAxis != NetworkTransform.AxisSyncMode.None) { rot = NetworkTransform.UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } if (m_ClientMoveCallback3D(ref pos, ref vel, ref rot)) { m_TargetSyncPosition = pos; if (syncRotationAxis != NetworkTransform.AxisSyncMode.None) { m_TargetSyncRotation3D = rot; } } else { // rejected by callback return; } } else { // position m_TargetSyncPosition = reader.ReadVector3(); // rotation if (syncRotationAxis != NetworkTransform.AxisSyncMode.None) { m_TargetSyncRotation3D = NetworkTransform.UnserializeRotation3D(reader, syncRotationAxis, rotationSyncCompression); } } } void FixedUpdate() { if (isServer) { FixedUpdateServer(); } if (isClient) { FixedUpdateClient(); } } void FixedUpdateServer() { if (syncVarDirtyBits != 0) return; // dont run if network isn't active if (!NetworkServer.active) return; // dont run if we haven't been spawned yet if (!isServer) return; // dont' auto-dirty if no send interval if (GetNetworkSendInterval() == 0) return; float distance = (m_Target.localPosition - m_PrevPosition).sqrMagnitude; if (distance < movementThreshold) { distance = Quaternion.Angle(m_PrevRotation, m_Target.localRotation); if (distance < movementThreshold) { return; } } // This will cause transform to be sent SetDirtyBit(1); } void FixedUpdateClient() { // dont run if we haven't received any sync data if (m_LastClientSyncTime == 0) return; // dont run if network isn't active if (!NetworkServer.active && !NetworkClient.active) return; // dont run if we haven't been spawned yet if (!isServer && !isClient) return; // dont run if not expecting continuous updates if (GetNetworkSendInterval() == 0) return; // dont run this if this client has authority over this player object if (hasAuthority) return; // interpolate on client if (m_LastClientSyncTime != 0) { if (m_InterpolateMovement > 0) { m_Target.localPosition = Vector3.Lerp(m_Target.localPosition, m_TargetSyncPosition, m_InterpolateMovement); } else { m_Target.localPosition = m_TargetSyncPosition; } if (m_InterpolateRotation > 0) { m_Target.localRotation = Quaternion.Slerp(m_Target.localRotation, m_TargetSyncRotation3D, m_InterpolateRotation); } else { m_Target.localRotation = m_TargetSyncRotation3D; } } } // --------------------- local transform sync ------------------------ void Update() { if (!hasAuthority) return; if (!localPlayerAuthority) return; if (NetworkServer.active) return; if (Time.time - m_LastClientSendTime > GetNetworkSendInterval()) { SendTransform(); m_LastClientSendTime = Time.time; } } bool HasMoved() { float diff = 0; // check if position has changed diff = (m_Target.localPosition - m_PrevPosition).sqrMagnitude; if (diff > k_LocalMovementThreshold) { return true; } // check if rotation has changed diff = Quaternion.Angle(m_Target.localRotation, m_PrevRotation); if (diff > k_LocalRotationThreshold) { return true; } // check if velocty has changed return false; } [Client] void SendTransform() { if (!HasMoved() || ClientScene.readyConnection == null) { return; } m_LocalTransformWriter.StartMessage(MsgType.LocalChildTransform); m_LocalTransformWriter.Write(netId); m_LocalTransformWriter.WritePackedUInt32(m_ChildIndex); SerializeModeTransform(m_LocalTransformWriter); m_PrevPosition = m_Target.localPosition; m_PrevRotation = m_Target.localRotation; m_LocalTransformWriter.FinishMessage(); #if UNITY_EDITOR UnityEditor.NetworkDetailStats.IncrementStat( UnityEditor.NetworkDetailStats.NetworkDirection.Outgoing, MsgType.LocalChildTransform, "16:LocalChildTransform", 1); #endif ClientScene.readyConnection.SendWriter(m_LocalTransformWriter, GetNetworkChannel()); } static internal void HandleChildTransform(NetworkMessage netMsg) { NetworkInstanceId netId = netMsg.reader.ReadNetworkId(); uint childIndex = netMsg.reader.ReadPackedUInt32(); #if UNITY_EDITOR UnityEditor.NetworkDetailStats.IncrementStat( UnityEditor.NetworkDetailStats.NetworkDirection.Incoming, MsgType.LocalChildTransform, "16:LocalChildTransform", 1); #endif GameObject foundObj = NetworkServer.FindLocalObject(netId); if (foundObj == null) { if (LogFilter.logError) { Debug.LogError("Received NetworkTransformChild data for GameObject that doesn't exist"); } return; } var children = foundObj.GetComponents(); if (children == null || children.Length == 0) { if (LogFilter.logError) { Debug.LogError("HandleChildTransform no children"); } return; } if (childIndex >= children.Length) { if (LogFilter.logError) { Debug.LogError("HandleChildTransform childIndex invalid"); } return; } NetworkTransformChild foundSync = children[childIndex]; if (foundSync == null) { if (LogFilter.logError) { Debug.LogError("HandleChildTransform null target"); } return; } if (!foundSync.localPlayerAuthority) { if (LogFilter.logError) { Debug.LogError("HandleChildTransform no localPlayerAuthority"); } return; } if (!netMsg.conn.clientOwnedObjects.Contains(netId)) { if (LogFilter.logWarn) { Debug.LogWarning("NetworkTransformChild netId:" + netId + " is not for a valid player"); } return; } foundSync.UnserializeModeTransform(netMsg.reader, false); foundSync.m_LastClientSyncTime = Time.time; if (!foundSync.isClient) { // dedicated server wont interpolate, so snap. foundSync.m_Target.localPosition = foundSync.m_TargetSyncPosition; foundSync.m_Target.localRotation = foundSync.m_TargetSyncRotation3D; } } public override int GetNetworkChannel() { return Channels.DefaultUnreliable; } public override float GetNetworkSendInterval() { return m_SendInterval; } } } #endif //ENABLE_UNET