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83 行
2.9 KiB
83 行
2.9 KiB
#if COM_UNITY_MODULES_PHYSICS2D
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using UnityEngine;
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namespace Unity.Netcode.Components
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{
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/// <summary>
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/// NetworkRigidbody allows for the use of <see cref="Rigidbody2D"/> on network objects. By controlling the kinematic
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/// mode of the rigidbody and disabling it on all peers but the authoritative one.
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/// </summary>
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[RequireComponent(typeof(Rigidbody2D))]
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[RequireComponent(typeof(NetworkTransform))]
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[AddComponentMenu("Netcode/Network Rigidbody 2D")]
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public class NetworkRigidbody2D : NetworkBehaviour
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{
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private Rigidbody2D m_Rigidbody;
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private NetworkTransform m_NetworkTransform;
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private bool m_OriginalKinematic;
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private RigidbodyInterpolation2D m_OriginalInterpolation;
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// Used to cache the authority state of this rigidbody during the last frame
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private bool m_IsAuthority;
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/// <summary>
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/// Gets a bool value indicating whether this <see cref="NetworkRigidbody2D"/> on this peer currently holds authority.
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/// </summary>
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private bool HasAuthority => m_NetworkTransform.CanCommitToTransform;
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private void Awake()
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{
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m_Rigidbody = GetComponent<Rigidbody2D>();
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m_NetworkTransform = GetComponent<NetworkTransform>();
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}
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private void FixedUpdate()
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{
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if (IsSpawned)
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{
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if (HasAuthority != m_IsAuthority)
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{
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m_IsAuthority = HasAuthority;
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UpdateRigidbodyKinematicMode();
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}
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}
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}
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// Puts the rigidbody in a kinematic non-interpolated mode on everyone but the server.
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private void UpdateRigidbodyKinematicMode()
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{
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if (m_IsAuthority == false)
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{
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m_OriginalKinematic = m_Rigidbody.isKinematic;
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m_Rigidbody.isKinematic = true;
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m_OriginalInterpolation = m_Rigidbody.interpolation;
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// Set interpolation to none, the NetworkTransform component interpolates the position of the object.
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m_Rigidbody.interpolation = RigidbodyInterpolation2D.None;
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}
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else
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{
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// Resets the rigidbody back to it's non replication only state. Happens on shutdown and when authority is lost
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m_Rigidbody.isKinematic = m_OriginalKinematic;
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m_Rigidbody.interpolation = m_OriginalInterpolation;
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}
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}
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/// <inheritdoc />
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public override void OnNetworkSpawn()
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{
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m_IsAuthority = HasAuthority;
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m_OriginalKinematic = m_Rigidbody.isKinematic;
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m_OriginalInterpolation = m_Rigidbody.interpolation;
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UpdateRigidbodyKinematicMode();
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}
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/// <inheritdoc />
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public override void OnNetworkDespawn()
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{
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UpdateRigidbodyKinematicMode();
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}
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}
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}
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#endif // COM_UNITY_MODULES_PHYSICS2D
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