mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-30 13:07:10 +01:00
CHANGED TO MIRROR
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// straight forward Vector3.Distance based interest management.
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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public class DistanceInterestManagement : InterestManagement
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{
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[Tooltip("The maximum range that objects will be visible at. Add DistanceInterestManagementCustomRange onto NetworkIdentities for custom ranges.")]
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public int visRange = 10;
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[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
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public float rebuildInterval = 1;
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double lastRebuildTime;
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// helper function to get vis range for a given object, or default.
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int GetVisRange(NetworkIdentity identity)
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{
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DistanceInterestManagementCustomRange custom = identity.GetComponent<DistanceInterestManagementCustomRange>();
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return custom != null ? custom.visRange : visRange;
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}
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
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{
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int range = GetVisRange(identity);
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return Vector3.Distance(identity.transform.position, newObserver.identity.transform.position) < range;
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}
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public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize)
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{
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// cache range and .transform because both call GetComponent.
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int range = GetVisRange(identity);
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Vector3 position = identity.transform.position;
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// brute force distance check
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// -> only player connections can be observers, so it's enough if we
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// go through all connections instead of all spawned identities.
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// -> compared to UNET's sphere cast checking, this one is orders of
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// magnitude faster. if we have 10k monsters and run a sphere
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// cast 10k times, we will see a noticeable lag even with physics
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// layers. but checking to every connection is fast.
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foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
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{
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// authenticated and joined world with a player?
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if (conn != null && conn.isAuthenticated && conn.identity != null)
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{
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// check distance
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if (Vector3.Distance(conn.identity.transform.position, position) < range)
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{
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newObservers.Add(conn);
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}
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}
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}
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}
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void Update()
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{
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// only on server
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if (!NetworkServer.active) return;
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// rebuild all spawned NetworkIdentity's observers every interval
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if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
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{
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RebuildAll();
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lastRebuildTime = NetworkTime.localTime;
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}
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}
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}
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}
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