mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
485 lines
16 KiB
C#
485 lines
16 KiB
C#
#if ENABLE_UNET
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using System;
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using UnityEngine;
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using UnityEngine.Networking.NetworkSystem;
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namespace UnityEngine.Networking
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{
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/NetworkAnimator")]
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[RequireComponent(typeof(NetworkIdentity))]
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[RequireComponent(typeof(Animator))]
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public class NetworkAnimator : NetworkBehaviour
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{
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// configuration
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[SerializeField] Animator m_Animator;
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[SerializeField] uint m_ParameterSendBits;
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// static message objects to avoid runtime-allocations
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static AnimationMessage s_AnimationMessage = new AnimationMessage();
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static AnimationParametersMessage s_AnimationParametersMessage = new AnimationParametersMessage();
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static AnimationTriggerMessage s_AnimationTriggerMessage = new AnimationTriggerMessage();
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// properties
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public Animator animator
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{
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get { return m_Animator; }
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set
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{
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m_Animator = value;
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ResetParameterOptions();
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}
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}
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public void SetParameterAutoSend(int index, bool value)
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{
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if (value)
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{
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m_ParameterSendBits |= (uint)(1 << index);
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}
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else
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{
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m_ParameterSendBits &= (uint)(~(1 << index));
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}
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}
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public bool GetParameterAutoSend(int index)
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{
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return (m_ParameterSendBits & (uint)(1 << index)) != 0;
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}
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int m_AnimationHash;
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int m_TransitionHash;
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NetworkWriter m_ParameterWriter;
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float m_SendTimer;
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// tracking - these should probably move to a Preview component.
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public string param0;
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public string param1;
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public string param2;
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public string param3;
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public string param4;
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public string param5;
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bool sendMessagesAllowed
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{
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get
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{
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if (isServer)
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{
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if (!localPlayerAuthority)
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return true;
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// This is a special case where we have localPlayerAuthority set
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// on a NetworkIdentity but we have not assigned the client who has
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// authority over it, no animator data will be sent over the network by the server.
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//
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// So we check here for a clientAuthorityOwner and if it is null we will
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// let the server send animation data until we receive an owner.
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if (netIdentity != null && netIdentity.clientAuthorityOwner == null)
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return true;
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}
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if (hasAuthority)
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return true;
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return false;
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}
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}
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internal void ResetParameterOptions()
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{
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Debug.Log("ResetParameterOptions");
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m_ParameterSendBits = 0;
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}
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void FixedUpdate()
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{
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if (!sendMessagesAllowed)
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return;
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if (m_ParameterWriter == null)
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m_ParameterWriter = new NetworkWriter();
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CheckSendRate();
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int stateHash;
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float normalizedTime;
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if (!CheckAnimStateChanged(out stateHash, out normalizedTime))
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{
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return;
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}
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var animMsg = new AnimationMessage();
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animMsg.netId = netId;
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animMsg.stateHash = stateHash;
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animMsg.normalizedTime = normalizedTime;
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m_ParameterWriter.SeekZero();
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WriteParameters(m_ParameterWriter, false);
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animMsg.parameters = m_ParameterWriter.ToArray();
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SendMessage(MsgType.Animation, animMsg);
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}
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bool CheckAnimStateChanged(out int stateHash, out float normalizedTime)
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{
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stateHash = 0;
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normalizedTime = 0;
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if (m_Animator.IsInTransition(0))
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{
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AnimatorTransitionInfo tt = m_Animator.GetAnimatorTransitionInfo(0);
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if (tt.fullPathHash != m_TransitionHash)
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{
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// first time in this transition
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m_TransitionHash = tt.fullPathHash;
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m_AnimationHash = 0;
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return true;
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}
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return false;
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}
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AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(0);
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if (st.fullPathHash != m_AnimationHash)
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{
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// first time in this animation state
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if (m_AnimationHash != 0)
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{
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// came from another animation directly - from Play()
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stateHash = st.fullPathHash;
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normalizedTime = st.normalizedTime;
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}
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m_TransitionHash = 0;
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m_AnimationHash = st.fullPathHash;
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return true;
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}
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return false;
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}
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void CheckSendRate()
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{
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if (sendMessagesAllowed && GetNetworkSendInterval() != 0 && m_SendTimer < Time.time)
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{
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m_SendTimer = Time.time + GetNetworkSendInterval();
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var animMsg = new AnimationParametersMessage();
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animMsg.netId = netId;
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m_ParameterWriter.SeekZero();
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WriteParameters(m_ParameterWriter, true);
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animMsg.parameters = m_ParameterWriter.ToArray();
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SendMessage(MsgType.AnimationParameters, animMsg);
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}
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}
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void SendMessage(short type, MessageBase msg)
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{
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if (isServer)
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{
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NetworkServer.SendToReady(gameObject, type, msg);
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}
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else
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{
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if (ClientScene.readyConnection != null)
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{
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ClientScene.readyConnection.Send(type, msg);
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}
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}
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}
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void SetSendTrackingParam(string p, int i)
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{
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p = "Sent Param: " + p;
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if (i == 0) param0 = p;
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if (i == 1) param1 = p;
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if (i == 2) param2 = p;
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if (i == 3) param3 = p;
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if (i == 4) param4 = p;
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if (i == 5) param5 = p;
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}
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void SetRecvTrackingParam(string p, int i)
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{
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p = "Recv Param: " + p;
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if (i == 0) param0 = p;
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if (i == 1) param1 = p;
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if (i == 2) param2 = p;
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if (i == 3) param3 = p;
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if (i == 4) param4 = p;
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if (i == 5) param5 = p;
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}
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internal void HandleAnimMsg(AnimationMessage msg, NetworkReader reader)
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{
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if (hasAuthority)
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return;
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// usually transitions will be triggered by parameters, if not, play anims directly.
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// NOTE: this plays "animations", not transitions, so any transitions will be skipped.
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// NOTE: there is no API to play a transition(?)
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if (msg.stateHash != 0)
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{
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m_Animator.Play(msg.stateHash, 0, msg.normalizedTime);
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}
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ReadParameters(reader, false);
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}
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internal void HandleAnimParamsMsg(AnimationParametersMessage msg, NetworkReader reader)
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{
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if (hasAuthority)
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return;
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ReadParameters(reader, true);
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}
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internal void HandleAnimTriggerMsg(int hash)
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{
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m_Animator.SetTrigger(hash);
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}
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void WriteParameters(NetworkWriter writer, bool autoSend)
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{
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for (int i = 0; i < m_Animator.parameters.Length; i++)
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{
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if (autoSend && !GetParameterAutoSend(i))
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continue;
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AnimatorControllerParameter par = m_Animator.parameters[i];
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if (par.type == AnimatorControllerParameterType.Int)
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{
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writer.WritePackedUInt32((uint)m_Animator.GetInteger(par.nameHash));
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SetSendTrackingParam(par.name + ":" + m_Animator.GetInteger(par.nameHash), i);
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}
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if (par.type == AnimatorControllerParameterType.Float)
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{
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writer.Write(m_Animator.GetFloat(par.nameHash));
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SetSendTrackingParam(par.name + ":" + m_Animator.GetFloat(par.nameHash), i);
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}
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if (par.type == AnimatorControllerParameterType.Bool)
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{
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writer.Write(m_Animator.GetBool(par.nameHash));
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SetSendTrackingParam(par.name + ":" + m_Animator.GetBool(par.nameHash), i);
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}
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}
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}
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void ReadParameters(NetworkReader reader, bool autoSend)
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{
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for (int i = 0; i < m_Animator.parameters.Length; i++)
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{
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if (autoSend && !GetParameterAutoSend(i))
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continue;
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AnimatorControllerParameter par = m_Animator.parameters[i];
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if (par.type == AnimatorControllerParameterType.Int)
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{
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int newValue = (int)reader.ReadPackedUInt32();
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m_Animator.SetInteger(par.nameHash, newValue);
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SetRecvTrackingParam(par.name + ":" + newValue, i);
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}
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if (par.type == AnimatorControllerParameterType.Float)
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{
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float newFloatValue = reader.ReadSingle();
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m_Animator.SetFloat(par.nameHash, newFloatValue);
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SetRecvTrackingParam(par.name + ":" + newFloatValue, i);
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}
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if (par.type == AnimatorControllerParameterType.Bool)
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{
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bool newBoolValue = reader.ReadBoolean();
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m_Animator.SetBool(par.nameHash, newBoolValue);
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SetRecvTrackingParam(par.name + ":" + newBoolValue, i);
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}
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}
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}
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public override bool OnSerialize(NetworkWriter writer, bool forceAll)
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{
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if (forceAll)
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{
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if (m_Animator.IsInTransition(0))
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{
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AnimatorStateInfo st = m_Animator.GetNextAnimatorStateInfo(0);
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writer.Write(st.fullPathHash);
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writer.Write(st.normalizedTime);
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}
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else
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{
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AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(0);
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writer.Write(st.fullPathHash);
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writer.Write(st.normalizedTime);
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}
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WriteParameters(writer, false);
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return true;
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}
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return false;
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}
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public override void OnDeserialize(NetworkReader reader, bool initialState)
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{
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if (initialState)
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{
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int stateHash = reader.ReadInt32();
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float normalizedTime = reader.ReadSingle();
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ReadParameters(reader, false);
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m_Animator.Play(stateHash, 0, normalizedTime);
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}
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}
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public void SetTrigger(string triggerName)
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{
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SetTrigger(Animator.StringToHash(triggerName));
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}
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public void SetTrigger(int hash)
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{
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var animMsg = new AnimationTriggerMessage();
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animMsg.netId = netId;
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animMsg.hash = hash;
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if (hasAuthority && localPlayerAuthority)
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{
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if (NetworkClient.allClients.Count > 0)
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{
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var client = ClientScene.readyConnection;
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if (client != null)
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{
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client.Send(MsgType.AnimationTrigger, animMsg);
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}
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}
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return;
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}
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if (isServer && !localPlayerAuthority)
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{
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NetworkServer.SendToReady(gameObject, MsgType.AnimationTrigger, animMsg);
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}
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}
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// ------------------ server message handlers -------------------
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static internal void OnAnimationServerMessage(NetworkMessage netMsg)
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{
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netMsg.ReadMessage(s_AnimationMessage);
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if (LogFilter.logDev) { Debug.Log("OnAnimationMessage for netId=" + s_AnimationMessage.netId + " conn=" + netMsg.conn); }
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GameObject go = NetworkServer.FindLocalObject(s_AnimationMessage.netId);
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if (go == null)
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{
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return;
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}
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NetworkAnimator animSync = go.GetComponent<NetworkAnimator>();
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if (animSync != null)
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{
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NetworkReader reader = new NetworkReader(s_AnimationMessage.parameters);
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animSync.HandleAnimMsg(s_AnimationMessage, reader);
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NetworkServer.SendToReady(go, MsgType.Animation, s_AnimationMessage);
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}
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}
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static internal void OnAnimationParametersServerMessage(NetworkMessage netMsg)
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{
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netMsg.ReadMessage(s_AnimationParametersMessage);
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if (LogFilter.logDev) { Debug.Log("OnAnimationParametersMessage for netId=" + s_AnimationParametersMessage.netId + " conn=" + netMsg.conn); }
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GameObject go = NetworkServer.FindLocalObject(s_AnimationParametersMessage.netId);
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if (go == null)
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{
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return;
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}
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NetworkAnimator animSync = go.GetComponent<NetworkAnimator>();
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if (animSync != null)
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{
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NetworkReader reader = new NetworkReader(s_AnimationParametersMessage.parameters);
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animSync.HandleAnimParamsMsg(s_AnimationParametersMessage, reader);
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NetworkServer.SendToReady(go, MsgType.AnimationParameters, s_AnimationParametersMessage);
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}
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}
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static internal void OnAnimationTriggerServerMessage(NetworkMessage netMsg)
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{
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netMsg.ReadMessage(s_AnimationTriggerMessage);
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if (LogFilter.logDev) { Debug.Log("OnAnimationTriggerMessage for netId=" + s_AnimationTriggerMessage.netId + " conn=" + netMsg.conn); }
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GameObject go = NetworkServer.FindLocalObject(s_AnimationTriggerMessage.netId);
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if (go == null)
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{
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return;
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}
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NetworkAnimator animSync = go.GetComponent<NetworkAnimator>();
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if (animSync != null)
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{
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animSync.HandleAnimTriggerMsg(s_AnimationTriggerMessage.hash);
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NetworkServer.SendToReady(go, MsgType.AnimationTrigger, s_AnimationTriggerMessage);
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}
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}
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// ------------------ client message handlers -------------------
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static internal void OnAnimationClientMessage(NetworkMessage netMsg)
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{
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netMsg.ReadMessage(s_AnimationMessage);
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GameObject go = ClientScene.FindLocalObject(s_AnimationMessage.netId);
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if (go == null)
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{
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return;
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}
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var animSync = go.GetComponent<NetworkAnimator>();
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if (animSync != null)
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{
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var reader = new NetworkReader(s_AnimationMessage.parameters);
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animSync.HandleAnimMsg(s_AnimationMessage, reader);
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}
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}
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static internal void OnAnimationParametersClientMessage(NetworkMessage netMsg)
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{
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netMsg.ReadMessage(s_AnimationParametersMessage);
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GameObject go = ClientScene.FindLocalObject(s_AnimationParametersMessage.netId);
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if (go == null)
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{
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return;
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}
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var animSync = go.GetComponent<NetworkAnimator>();
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if (animSync != null)
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{
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var reader = new NetworkReader(s_AnimationParametersMessage.parameters);
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animSync.HandleAnimParamsMsg(s_AnimationParametersMessage, reader);
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}
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}
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static internal void OnAnimationTriggerClientMessage(NetworkMessage netMsg)
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{
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netMsg.ReadMessage(s_AnimationTriggerMessage);
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GameObject go = ClientScene.FindLocalObject(s_AnimationTriggerMessage.netId);
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if (go == null)
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{
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return;
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}
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var animSync = go.GetComponent<NetworkAnimator>();
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if (animSync != null)
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{
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animSync.HandleAnimTriggerMsg(s_AnimationTriggerMessage.hash);
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}
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}
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}
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}
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#endif
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