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using Unity.Netcode;
using UnityEngine;
namespace Unity.Multiplayer.Samples.BossRoom
{
/// <summary>
/// This is a temporary abstraction for different shared network states that all handle movement. This
/// way a single client-side component can be used to update the local client transform. This can be dispensed with
/// once Netcode for GameObjects handles client-side movement internally.
/// </summary>
public interface INetMovement
{
/// <summary>
/// The current transform position of this entity.
/// </summary>
public NetworkVariable<Vector3> NetworkPosition { get; }
/// <summary>
/// The networked rotation of this entity. This reflects the authorative rotation on the server.
/// </summary>
public NetworkVariable<float> NetworkRotationY { get; }
/// <summary>
/// The current speed of this entity in m/s.
/// </summary>
public NetworkVariable<float> NetworkMovementSpeed { get; }
public void InitNetworkPositionAndRotationY(Vector3 initPosition, float initRotationY);
}
}