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72 lines
2.6 KiB
72 lines
2.6 KiB
2 years ago
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="SmoothSyncMovement.cs" company="Exit Games GmbH">
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// Part of: Photon Unity Utilities,
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// </copyright>
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// <summary>
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// Smoothed out movement for network gameobjects
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// </summary>
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// <author>developer@exitgames.com</author>
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// --------------------------------------------------------------------------------------------------------------------
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using UnityEngine;
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using Photon.Pun;
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using Photon.Realtime;
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namespace Photon.Pun.UtilityScripts
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{
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/// <summary>
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/// Smoothed out movement for network gameobjects
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/// </summary>
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[RequireComponent(typeof(PhotonView))]
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public class SmoothSyncMovement : Photon.Pun.MonoBehaviourPun, IPunObservable
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{
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public float SmoothingDelay = 5;
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public void Awake()
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{
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bool observed = false;
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foreach (Component observedComponent in this.photonView.ObservedComponents)
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{
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if (observedComponent == this)
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{
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observed = true;
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break;
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}
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}
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if (!observed)
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{
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Debug.LogWarning(this + " is not observed by this object's photonView! OnPhotonSerializeView() in this class won't be used.");
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}
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}
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public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
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{
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if (stream.IsWriting)
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{
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//We own this player: send the others our data
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stream.SendNext(transform.position);
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stream.SendNext(transform.rotation);
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}
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else
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{
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//Network player, receive data
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correctPlayerPos = (Vector3)stream.ReceiveNext();
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correctPlayerRot = (Quaternion)stream.ReceiveNext();
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}
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}
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private Vector3 correctPlayerPos = Vector3.zero; //We lerp towards this
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private Quaternion correctPlayerRot = Quaternion.identity; //We lerp towards this
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public void Update()
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{
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if (!photonView.IsMine)
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{
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//Update remote player (smooth this, this looks good, at the cost of some accuracy)
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transform.position = Vector3.Lerp(transform.position, correctPlayerPos, Time.deltaTime * this.SmoothingDelay);
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transform.rotation = Quaternion.Lerp(transform.rotation, correctPlayerRot, Time.deltaTime * this.SmoothingDelay);
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}
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}
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}
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}
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