mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
169 lines
5.6 KiB
C#
169 lines
5.6 KiB
C#
#if ENABLE_UNET
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using System;
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using System.ComponentModel;
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using UnityEngine;
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namespace UnityEngine.Networking
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{
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/NetworkTransformVisualizer")]
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[RequireComponent(typeof(NetworkTransform))]
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[EditorBrowsable(EditorBrowsableState.Never)]
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public class NetworkTransformVisualizer : NetworkBehaviour
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{
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[Tooltip("The prefab to use for the visualization object.")]
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[SerializeField] GameObject m_VisualizerPrefab;
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NetworkTransform m_NetworkTransform;
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GameObject m_Visualizer;
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public GameObject visualizerPrefab { get { return m_VisualizerPrefab; } set { m_VisualizerPrefab = value; }}
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public override void OnStartClient()
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{
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if (m_VisualizerPrefab != null)
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{
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m_NetworkTransform = GetComponent<NetworkTransform>();
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CreateLineMaterial();
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m_Visualizer = (GameObject)Instantiate(m_VisualizerPrefab, transform.position, Quaternion.identity);
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}
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}
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public override void OnStartLocalPlayer()
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{
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if (m_Visualizer == null)
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return;
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if (m_NetworkTransform.localPlayerAuthority || isServer)
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{
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Destroy(m_Visualizer);
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}
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}
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void OnDestroy()
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{
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if (m_Visualizer != null)
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{
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Destroy(m_Visualizer);
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}
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}
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[ClientCallback]
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void FixedUpdate()
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{
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if (m_Visualizer == null)
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return;
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// dont run if network isn't active
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if (!NetworkServer.active && !NetworkClient.active)
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return;
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// dont run if we haven't been spawned yet
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if (!isServer && !isClient)
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return;
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// dont run this if this client has authority over this player object
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if (hasAuthority && m_NetworkTransform.localPlayerAuthority)
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return;
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m_Visualizer.transform.position = m_NetworkTransform.targetSyncPosition;
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if (m_NetworkTransform.rigidbody3D != null && m_Visualizer.GetComponent<Rigidbody>() != null)
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{
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m_Visualizer.GetComponent<Rigidbody>().velocity = m_NetworkTransform.targetSyncVelocity;
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}
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if (m_NetworkTransform.rigidbody2D != null && m_Visualizer.GetComponent<Rigidbody2D>() != null)
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{
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m_Visualizer.GetComponent<Rigidbody2D>().velocity = m_NetworkTransform.targetSyncVelocity;
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}
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Quaternion targetFacing = Quaternion.identity;
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if (m_NetworkTransform.rigidbody3D != null)
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{
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targetFacing = m_NetworkTransform.targetSyncRotation3D;
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}
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if (m_NetworkTransform.rigidbody2D != null)
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{
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targetFacing = Quaternion.Euler(0, 0, m_NetworkTransform.targetSyncRotation2D);
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}
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m_Visualizer.transform.rotation = targetFacing;
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}
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// --------------------- local transform sync ------------------------
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void OnRenderObject()
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{
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if (m_Visualizer == null)
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return;
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if (m_NetworkTransform.localPlayerAuthority && hasAuthority)
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return;
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if (m_NetworkTransform.lastSyncTime == 0)
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return;
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s_LineMaterial.SetPass(0);
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GL.Begin(GL.LINES);
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GL.Color(Color.white);
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GL.Vertex3(transform.position.x, transform.position.y, transform.position.z);
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GL.Vertex3(m_NetworkTransform.targetSyncPosition.x, m_NetworkTransform.targetSyncPosition.y, m_NetworkTransform.targetSyncPosition.z);
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GL.End();
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DrawRotationInterpolation();
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}
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void DrawRotationInterpolation()
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{
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Quaternion targetFacing = Quaternion.identity;
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if (m_NetworkTransform.rigidbody3D != null)
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{
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targetFacing = m_NetworkTransform.targetSyncRotation3D;
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}
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if (m_NetworkTransform.rigidbody2D != null)
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{
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targetFacing = Quaternion.Euler(0, 0, m_NetworkTransform.targetSyncRotation2D);
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}
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if (targetFacing == Quaternion.identity)
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return;
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// draw line for actual facing
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GL.Begin(GL.LINES);
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GL.Color(Color.yellow);
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GL.Vertex3(transform.position.x, transform.position.y, transform.position.z);
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Vector3 actualFront = transform.position + transform.right;
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GL.Vertex3(actualFront.x, actualFront.y, actualFront.z);
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GL.End();
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// draw line for target (server) facing
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GL.Begin(GL.LINES);
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GL.Color(Color.green);
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GL.Vertex3(transform.position.x, transform.position.y, transform.position.z);
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Vector3 targetPositionOffset = (targetFacing * Vector3.right);
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Vector3 targetFront = transform.position + targetPositionOffset;
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GL.Vertex3(targetFront.x, targetFront.y, targetFront.z);
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GL.End();
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}
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static Material s_LineMaterial;
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static void CreateLineMaterial()
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{
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if (s_LineMaterial)
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return;
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var shader = Shader.Find("Hidden/Internal-Colored");
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if (!shader)
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{
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Debug.LogWarning("Could not find Colored builtin shader");
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return;
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}
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s_LineMaterial = new Material(shader);
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s_LineMaterial.hideFlags = HideFlags.HideAndDontSave;
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s_LineMaterial.SetInt("_ZWrite", 0);
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}
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}
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}
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#endif //ENABLE_UNET
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