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66 行
2.5 KiB
66 行
2.5 KiB
using Unity.Netcode;
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using UnityEngine;
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namespace LobbyRelaySample.ngo
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{
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// Note: The SymbolObjects, which will be children of this object, need their NetworkTransforms to have IsLocalSpace set to true. Otherwise, they might get desynced.
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// (This would manifest as packet loss errors.)
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// Also note: The initial position of the SymbolObject prefab is set to be outside the camera view in the Z-direction, so that it doesn't interpolate past the actual
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// position when it spawns on a client (as opposed to in the Y-direction, since this SymbolContainer is also moving downward).
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/// <summary>
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/// Rather than track movement data for every symbol object, the symbols will all be parented under one container that will move.
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/// It will not begin that movement until it both has been Spawned on the network and it has been informed that the game has started.
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/// </summary>
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[RequireComponent(typeof(Rigidbody))]
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public class SymbolContainer : NetworkBehaviour, IReceiveMessages
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{
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[SerializeField] private Rigidbody m_rb = default;
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private bool m_isConnected = false;
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private bool m_hasGameStarted = false;
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private void OnGameStarted()
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{
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m_hasGameStarted = true;
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if (m_isConnected)
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BeginMotion();
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}
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public void Awake() // If there's just one player, Start would occur after the GameBeginning message is sent, so use Awake/OnEnable instead.
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{
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Locator.Get.Messenger.Subscribe(this);
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}
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public void Start()
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{
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if (!IsHost)
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{ this.enabled = false; // Just disabling this script, not the whole GameObject.
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return;
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}
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GetComponent<NetworkObject>().Spawn();
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}
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public override void OnNetworkSpawn()
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{
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if (IsHost)
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{
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m_isConnected = true;
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m_rb.MovePosition(Vector3.up * 10);
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if (m_hasGameStarted)
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BeginMotion();
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}
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}
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private void BeginMotion()
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{
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m_rb.velocity = Vector3.down;
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}
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public void OnReceiveMessage(MessageType type, object msg)
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{
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if (type == MessageType.GameBeginning)
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{ Locator.Get.Messenger.Unsubscribe(this);
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OnGameStarted();
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}
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}
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}
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}
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