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using System;
using Unity.Netcode;
using UnityEngine;
using Unity.Netcode.Components;
namespace LobbyRelaySample.ngo
{
/// <summary>
/// Rather than track movement data for every symbol object, the symbols will all be parented under one container that will move.
/// 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.
/// </summary>
[RequireComponent(typeof(NetworkTransform))]
public class SymbolContainer : NetworkBehaviour, IReceiveMessages
{
[SerializeField]
private float m_speed = 1;
private bool m_isConnected = false;
private bool m_hasGameStarted = false;
/// <summary>
/// Verify both that the game has started and that the network connection is working before moving the symbols.
/// </summary>
private void OnGameStarted()
{
m_hasGameStarted = true;
if (m_isConnected)
BeginMotion();
}
public void Awake() // If there's just one player, Start would occur after the GameBeginning message is sent, so use Awake/OnEnable instead.
{
Locator.Get.Messenger.Subscribe(this);
}
public void Start()
{
if (!IsHost)
{
this.enabled = false; // Just disabling this script, not the whole GameObject.
return;
}
GetComponent<NetworkObject>().Spawn();
}
public override void OnNetworkSpawn()
{
if (IsHost)
{
m_isConnected = true;
transform.position = Vector3.up * 10;
}
}
void Update()
{
if (!IsHost)
return;
if (!m_hasGameStarted)
return;
BeginMotion();
}
private void BeginMotion()
{
transform.position += Time.deltaTime * m_speed*Vector3.down;
}
public void OnReceiveMessage(MessageType type, object msg)
{
if (type == MessageType.InstructionsShown)
{
Locator.Get.Messenger.Unsubscribe(this);
OnGameStarted();
}
}
}
}