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			530 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			530 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
// vis2k:
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// base class for NetworkTransform and NetworkTransformChild.
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// New method is simple and stupid. No more 1500 lines of code.
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//
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// Server sends current data.
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// Client saves it and interpolates last and latest data points.
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//   Update handles transform movement / rotation
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//   FixedUpdate handles rigidbody movement / rotation
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//
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// Notes:
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// * Built-in Teleport detection in case of lags / teleport / obstacles
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// * Quaternion > EulerAngles because gimbal lock and Quaternion.Slerp
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// * Syncs XYZ. Works 3D and 2D. Saving 4 bytes isn't worth 1000 lines of code.
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// * Initial delay might happen if server sends packet immediately after moving
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//   just 1cm, hence we move 1cm and then wait 100ms for next packet
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// * Only way for smooth movement is to use a fixed movement speed during
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//   interpolation. interpolation over time is never that good.
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//
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using System;
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using UnityEngine;
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namespace Mirror.Experimental
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{
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    public abstract class NetworkTransformBase : NetworkBehaviour
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    {
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        // target transform to sync. can be on a child.
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        protected abstract Transform targetTransform { get; }
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        [Header("Authority")]
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        [Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
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        [SyncVar]
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        public bool clientAuthority;
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        [Tooltip("Set to true if updates from server should be ignored by owner")]
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        [SyncVar]
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        public bool excludeOwnerUpdate = true;
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        [Header("Synchronization")]
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        [Tooltip("Set to true if position should be synchronized")]
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        [SyncVar]
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        public bool syncPosition = true;
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        [Tooltip("Set to true if rotation should be synchronized")]
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        [SyncVar]
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        public bool syncRotation = true;
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        [Tooltip("Set to true if scale should be synchronized")]
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        [SyncVar]
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        public bool syncScale = true;
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        [Header("Interpolation")]
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        [Tooltip("Set to true if position should be interpolated")]
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        [SyncVar]
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        public bool interpolatePosition = true;
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        [Tooltip("Set to true if rotation should be interpolated")]
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        [SyncVar]
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        public bool interpolateRotation = true;
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        [Tooltip("Set to true if scale should be interpolated")]
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        [SyncVar]
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        public bool interpolateScale = true;
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        // Sensitivity is added for VR where human players tend to have micro movements so this can quiet down
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        // the network traffic.  Additionally, rigidbody drift should send less traffic, e.g very slow sliding / rolling.
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        [Header("Sensitivity")]
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        [Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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        [SyncVar]
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        public float localPositionSensitivity = .01f;
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        [Tooltip("If rotation exceeds this angle, it will be transmitted on the network")]
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        [SyncVar]
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        public float localRotationSensitivity = .01f;
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        [Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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        [SyncVar]
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        public float localScaleSensitivity = .01f;
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        [Header("Diagnostics")]
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        // server
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        public Vector3 lastPosition;
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        public Quaternion lastRotation;
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        public Vector3 lastScale;
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        // client
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        // use local position/rotation for VR support
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        [Serializable]
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        public struct DataPoint
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        {
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            public float timeStamp;
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            public Vector3 localPosition;
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            public Quaternion localRotation;
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            public Vector3 localScale;
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            public float movementSpeed;
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            public bool isValid => timeStamp != 0;
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        }
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        // Is this a client with authority over this transform?
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        // This component could be on the player object or any object that has been assigned authority to this client.
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        bool IsOwnerWithClientAuthority => hasAuthority && clientAuthority;
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        // interpolation start and goal
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        public DataPoint start = new DataPoint();
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        public DataPoint goal = new DataPoint();
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        // We need to store this locally on the server so clients can't request Authority when ever they like
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        bool clientAuthorityBeforeTeleport;
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        void FixedUpdate()
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        {
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            // if server then always sync to others.
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            // let the clients know that this has moved
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            if (isServer && HasEitherMovedRotatedScaled())
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            {
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                ServerUpdate();
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            }
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            if (isClient)
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            {
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                // send to server if we have local authority (and aren't the server)
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                // -> only if connectionToServer has been initialized yet too
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                if (IsOwnerWithClientAuthority)
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                {
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                    ClientAuthorityUpdate();
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                }
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                else if (goal.isValid)
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                {
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                    ClientRemoteUpdate();
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                }
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            }
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        }
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        void ServerUpdate()
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        {
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            RpcMove(targetTransform.localPosition, Compression.CompressQuaternion(targetTransform.localRotation), targetTransform.localScale);
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        }
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        void ClientAuthorityUpdate()
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        {
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            if (!isServer && HasEitherMovedRotatedScaled())
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            {
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                // serialize
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                // local position/rotation for VR support
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                // send to server
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                CmdClientToServerSync(targetTransform.localPosition, Compression.CompressQuaternion(targetTransform.localRotation), targetTransform.localScale);
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            }
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        }
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        void ClientRemoteUpdate()
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        {
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            // teleport or interpolate
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            if (NeedsTeleport())
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            {
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                // local position/rotation for VR support
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                ApplyPositionRotationScale(goal.localPosition, goal.localRotation, goal.localScale);
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                // reset data points so we don't keep interpolating
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                start = new DataPoint();
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                goal = new DataPoint();
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            }
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            else
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            {
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                // local position/rotation for VR support
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                ApplyPositionRotationScale(InterpolatePosition(start, goal, targetTransform.localPosition),
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                                           InterpolateRotation(start, goal, targetTransform.localRotation),
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                                           InterpolateScale(start, goal, targetTransform.localScale));
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            }
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        }
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        // moved or rotated or scaled since last time we checked it?
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        bool HasEitherMovedRotatedScaled()
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        {
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            // Save last for next frame to compare only if change was detected, otherwise
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            // slow moving objects might never sync because of C#'s float comparison tolerance.
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            // See also: https://github.com/vis2k/Mirror/pull/428)
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            bool changed = HasMoved || HasRotated || HasScaled;
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            if (changed)
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            {
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                // local position/rotation for VR support
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                if (syncPosition) lastPosition = targetTransform.localPosition;
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                if (syncRotation) lastRotation = targetTransform.localRotation;
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                if (syncScale) lastScale = targetTransform.localScale;
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            }
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            return changed;
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        }
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        // local position/rotation for VR support
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        // SqrMagnitude is faster than Distance per Unity docs
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        // https://docs.unity3d.com/ScriptReference/Vector3-sqrMagnitude.html
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        bool HasMoved => syncPosition && Vector3.SqrMagnitude(lastPosition - targetTransform.localPosition) > localPositionSensitivity * localPositionSensitivity;
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        bool HasRotated => syncRotation && Quaternion.Angle(lastRotation, targetTransform.localRotation) > localRotationSensitivity;
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        bool HasScaled => syncScale && Vector3.SqrMagnitude(lastScale - targetTransform.localScale) > localScaleSensitivity * localScaleSensitivity;
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        // teleport / lag / stuck detection
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        // - checking distance is not enough since there could be just a tiny fence between us and the goal
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        // - checking time always works, this way we just teleport if we still didn't reach the goal after too much time has elapsed
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        bool NeedsTeleport()
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        {
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            // calculate time between the two data points
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            float startTime = start.isValid ? start.timeStamp : Time.time - Time.fixedDeltaTime;
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            float goalTime = goal.isValid ? goal.timeStamp : Time.time;
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            float difference = goalTime - startTime;
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            float timeSinceGoalReceived = Time.time - goalTime;
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            return timeSinceGoalReceived > difference * 5;
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        }
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        // local authority client sends sync message to server for broadcasting
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        [Command(channel = Channels.Unreliable)]
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        void CmdClientToServerSync(Vector3 position, uint packedRotation, Vector3 scale)
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        {
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            // Ignore messages from client if not in client authority mode
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            if (!clientAuthority)
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                return;
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            // deserialize payload
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            SetGoal(position, Compression.DecompressQuaternion(packedRotation), scale);
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            // server-only mode does no interpolation to save computations, but let's set the position directly
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            if (isServer && !isClient)
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                ApplyPositionRotationScale(goal.localPosition, goal.localRotation, goal.localScale);
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            RpcMove(position, packedRotation, scale);
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        }
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        [ClientRpc(channel = Channels.Unreliable)]
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        void RpcMove(Vector3 position, uint packedRotation, Vector3 scale)
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        {
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            if (hasAuthority && excludeOwnerUpdate) return;
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            if (!isServer)
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                SetGoal(position, Compression.DecompressQuaternion(packedRotation), scale);
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        }
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        // serialization is needed by OnSerialize and by manual sending from authority
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        void SetGoal(Vector3 position, Quaternion rotation, Vector3 scale)
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        {
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            // put it into a data point immediately
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            DataPoint temp = new DataPoint
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            {
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                // deserialize position
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                localPosition = position,
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                localRotation = rotation,
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                localScale = scale,
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                timeStamp = Time.time
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            };
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            // movement speed: based on how far it moved since last time has to be calculated before 'start' is overwritten
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            temp.movementSpeed = EstimateMovementSpeed(goal, temp, targetTransform, Time.fixedDeltaTime);
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            // reassign start wisely
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            // first ever data point? then make something up for previous one so that we can start interpolation without waiting for next.
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            if (start.timeStamp == 0)
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            {
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                start = new DataPoint
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                {
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                    timeStamp = Time.time - Time.fixedDeltaTime,
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                    // local position/rotation for VR support
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                    localPosition = targetTransform.localPosition,
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                    localRotation = targetTransform.localRotation,
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                    localScale = targetTransform.localScale,
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                    movementSpeed = temp.movementSpeed
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                };
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            }
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            // second or nth data point? then update previous
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            // but: we start at where ever we are right now, so that it's perfectly smooth and we don't jump anywhere
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            //
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            //    example if we are at 'x':
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            //
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            //        A--x->B
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            //
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            //    and then receive a new point C:
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            //
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            //        A--x--B
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            //              |
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            //              |
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            //              C
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            //
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            //    then we don't want to just jump to B and start interpolation:
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            //
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            //              x
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            //              |
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            //              |
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            //              C
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            //
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            //    we stay at 'x' and interpolate from there to C:
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            //
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            //           x..B
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            //            \ .
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            //             \.
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            //              C
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            //
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            else
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            {
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                float oldDistance = Vector3.Distance(start.localPosition, goal.localPosition);
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                float newDistance = Vector3.Distance(goal.localPosition, temp.localPosition);
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                start = goal;
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                // local position/rotation for VR support
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                // teleport / lag / obstacle detection: only continue at current position if we aren't too far away
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                // XC  < AB + BC (see comments above)
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                if (Vector3.Distance(targetTransform.localPosition, start.localPosition) < oldDistance + newDistance)
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                {
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                    start.localPosition = targetTransform.localPosition;
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                    start.localRotation = targetTransform.localRotation;
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                    start.localScale = targetTransform.localScale;
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                }
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            }
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            // set new destination in any case. new data is best data.
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            goal = temp;
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        }
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        // try to estimate movement speed for a data point based on how far it moved since the previous one
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        // - if this is the first time ever then we use our best guess:
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        //     - delta based on transform.localPosition
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        //     - elapsed based on send interval hoping that it roughly matches
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        static float EstimateMovementSpeed(DataPoint from, DataPoint to, Transform transform, float sendInterval)
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        {
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            Vector3 delta = to.localPosition - (from.localPosition != transform.localPosition ? from.localPosition : transform.localPosition);
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            float elapsed = from.isValid ? to.timeStamp - from.timeStamp : sendInterval;
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            // avoid NaN
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            return elapsed > 0 ? delta.magnitude / elapsed : 0;
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        }
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        // set position carefully depending on the target component
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        void ApplyPositionRotationScale(Vector3 position, Quaternion rotation, Vector3 scale)
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        {
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            // local position/rotation for VR support
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            if (syncPosition) targetTransform.localPosition = position;
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            if (syncRotation) targetTransform.localRotation = rotation;
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            if (syncScale) targetTransform.localScale = scale;
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        }
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        // where are we in the timeline between start and goal? [0,1]
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        Vector3 InterpolatePosition(DataPoint start, DataPoint goal, Vector3 currentPosition)
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        {
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            if (!interpolatePosition)
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                return currentPosition;
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            if (start.movementSpeed != 0)
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            {
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                // Option 1: simply interpolate based on time, but stutter will happen, it's not that smooth.
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                // This is especially noticeable if the camera automatically follows the player
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                // -         Tell SonarCloud this isn't really commented code but actual comments and to stfu about it
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                // -         float t = CurrentInterpolationFactor();
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                // -         return Vector3.Lerp(start.position, goal.position, t);
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                // Option 2: always += speed
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                // speed is 0 if we just started after idle, so always use max for best results
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                float speed = Mathf.Max(start.movementSpeed, goal.movementSpeed);
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                return Vector3.MoveTowards(currentPosition, goal.localPosition, speed * Time.deltaTime);
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            }
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            return currentPosition;
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        }
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        Quaternion InterpolateRotation(DataPoint start, DataPoint goal, Quaternion defaultRotation)
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        {
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            if (!interpolateRotation)
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                return defaultRotation;
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            if (start.localRotation != goal.localRotation)
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            {
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                float t = CurrentInterpolationFactor(start, goal);
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                return Quaternion.Slerp(start.localRotation, goal.localRotation, t);
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            }
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            return defaultRotation;
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        }
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        Vector3 InterpolateScale(DataPoint start, DataPoint goal, Vector3 currentScale)
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        {
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            if (!interpolateScale)
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                return currentScale;
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            if (start.localScale != goal.localScale)
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            {
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                float t = CurrentInterpolationFactor(start, goal);
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                return Vector3.Lerp(start.localScale, goal.localScale, t);
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            }
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            return currentScale;
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        }
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        static float CurrentInterpolationFactor(DataPoint start, DataPoint goal)
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        {
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            if (start.isValid)
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            {
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                float difference = goal.timeStamp - start.timeStamp;
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                // the moment we get 'goal', 'start' is supposed to start, so elapsed time is based on:
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                float elapsed = Time.time - goal.timeStamp;
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                // avoid NaN
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                return difference > 0 ? elapsed / difference : 1;
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            }
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            return 1;
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        }
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        #region Server Teleport (force move player)
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        /// <summary>
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        /// This method will override this GameObject's current Transform.localPosition to the specified Vector3  and update all clients.
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        /// <para>NOTE: position must be in LOCAL space if the transform has a parent</para>
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        /// </summary>
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        /// <param name="localPosition">Where to teleport this GameObject</param>
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        [Server]
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        public void ServerTeleport(Vector3 localPosition)
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        {
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            Quaternion localRotation = targetTransform.localRotation;
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            ServerTeleport(localPosition, localRotation);
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        }
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        /// <summary>
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        /// This method will override this GameObject's current Transform.localPosition and Transform.localRotation
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        /// to the specified Vector3 and Quaternion and update all clients.
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        /// <para>NOTE: localPosition must be in LOCAL space if the transform has a parent</para>
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        /// <para>NOTE: localRotation must be in LOCAL space if the transform has a parent</para>
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        /// </summary>
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        /// <param name="localPosition">Where to teleport this GameObject</param>
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        /// <param name="localRotation">Which rotation to set this GameObject</param>
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        [Server]
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        public void ServerTeleport(Vector3 localPosition, Quaternion localRotation)
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        {
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            // To prevent applying the position updates received from client (if they have ClientAuth) while being teleported.
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            // clientAuthorityBeforeTeleport defaults to false when not teleporting, if it is true then it means that teleport
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            // was previously called but not finished therefore we should keep it as true so that 2nd teleport call doesn't clear authority
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            clientAuthorityBeforeTeleport = clientAuthority || clientAuthorityBeforeTeleport;
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            clientAuthority = false;
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						|
 | 
						|
            DoTeleport(localPosition, localRotation);
 | 
						|
 | 
						|
            // tell all clients about new values
 | 
						|
            RpcTeleport(localPosition, Compression.CompressQuaternion(localRotation), clientAuthorityBeforeTeleport);
 | 
						|
        }
 | 
						|
 | 
						|
        void DoTeleport(Vector3 newLocalPosition, Quaternion newLocalRotation)
 | 
						|
        {
 | 
						|
            targetTransform.localPosition = newLocalPosition;
 | 
						|
            targetTransform.localRotation = newLocalRotation;
 | 
						|
 | 
						|
            // Since we are overriding the position we don't need a goal and start.
 | 
						|
            // Reset them to null for fresh start
 | 
						|
            goal = new DataPoint();
 | 
						|
            start = new DataPoint();
 | 
						|
            lastPosition = newLocalPosition;
 | 
						|
            lastRotation = newLocalRotation;
 | 
						|
        }
 | 
						|
 | 
						|
        [ClientRpc(channel = Channels.Unreliable)]
 | 
						|
        void RpcTeleport(Vector3 newPosition, uint newPackedRotation, bool isClientAuthority)
 | 
						|
        {
 | 
						|
            DoTeleport(newPosition, Compression.DecompressQuaternion(newPackedRotation));
 | 
						|
 | 
						|
            // only send finished if is owner and is ClientAuthority on server 
 | 
						|
            if (hasAuthority && isClientAuthority)
 | 
						|
                CmdTeleportFinished();
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// This RPC will be invoked on server after client finishes overriding the position.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="initialAuthority"></param>
 | 
						|
        [Command(channel = Channels.Unreliable)]
 | 
						|
        void CmdTeleportFinished()
 | 
						|
        {
 | 
						|
            if (clientAuthorityBeforeTeleport)
 | 
						|
            {
 | 
						|
                clientAuthority = true;
 | 
						|
 | 
						|
                // reset value so doesn't effect future calls, see note in ServerTeleport
 | 
						|
                clientAuthorityBeforeTeleport = false;
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                Debug.LogWarning("Client called TeleportFinished when clientAuthority was false on server", this);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        #endregion
 | 
						|
 | 
						|
        #region Debug Gizmos
 | 
						|
 | 
						|
        // draw the data points for easier debugging
 | 
						|
        void OnDrawGizmos()
 | 
						|
        {
 | 
						|
            // draw start and goal points and a line between them
 | 
						|
            if (start.localPosition != goal.localPosition)
 | 
						|
            {
 | 
						|
                DrawDataPointGizmo(start, Color.yellow);
 | 
						|
                DrawDataPointGizmo(goal, Color.green);
 | 
						|
                DrawLineBetweenDataPoints(start, goal, Color.cyan);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        static void DrawDataPointGizmo(DataPoint data, Color color)
 | 
						|
        {
 | 
						|
            // use a little offset because transform.localPosition might be in the ground in many cases
 | 
						|
            Vector3 offset = Vector3.up * 0.01f;
 | 
						|
 | 
						|
            // draw position
 | 
						|
            Gizmos.color = color;
 | 
						|
            Gizmos.DrawSphere(data.localPosition + offset, 0.5f);
 | 
						|
 | 
						|
            // draw forward and up like unity move tool
 | 
						|
            Gizmos.color = Color.blue;
 | 
						|
            Gizmos.DrawRay(data.localPosition + offset, data.localRotation * Vector3.forward);
 | 
						|
            Gizmos.color = Color.green;
 | 
						|
            Gizmos.DrawRay(data.localPosition + offset, data.localRotation * Vector3.up);
 | 
						|
        }
 | 
						|
 | 
						|
        static void DrawLineBetweenDataPoints(DataPoint data1, DataPoint data2, Color color)
 | 
						|
        {
 | 
						|
            Gizmos.color = color;
 | 
						|
            Gizmos.DrawLine(data1.localPosition, data2.localPosition);
 | 
						|
        }
 | 
						|
 | 
						|
        #endregion
 | 
						|
    }
 | 
						|
}
 |