Boss Room 是一款使用 Unity MLAPI 制作的全功能合作多人 RPG。 它旨在作为学习样本,展示类似游戏中经常出现的某些典型游戏模式。
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using BossRoom.Shared;
using MLAPI;
using UnityEngine;
namespace BossRoom.Client
{
/// <summary>
/// <see cref="ClientCharacterVisualization"/> is responsible for displaying a character on the client's screen based on state information sent by the server.
/// </summary>
[RequireComponent(typeof(NetworkCharacterState))]
public class ClientCharacterVisualization : NetworkedBehaviour
{
private NetworkCharacterState networkCharacterState;
/// <summary>
/// The GameObject which visually represents the character is a child object of the character GameObject. This needs to be the case to support host mode.
/// In host mode <see cref="MonoBehaviour.transform"/> is the transform which is relevant for gameplay.
/// <see cref="m_ClientVisuals"/> is the visual representation on the client side which has interpolated position values.
/// </summary>
[SerializeField] private Transform m_ClientVisuals;
/// <inheritdoc />
public override void NetworkStart()
{
if (!IsClient)
{
enabled = false;
}
}
void Awake()
{
networkCharacterState = GetComponent<NetworkCharacterState>();
}
void Update()
{
// TODO Needs core sdk support. This and rotation should grab the interpolated value of network position based on the last received snapshots.
m_ClientVisuals.position = networkCharacterState.NetworkPosition.Value;
m_ClientVisuals.rotation = Quaternion.Euler(0, networkCharacterState.NetworkRotationY.Value, 0);
}
}
}