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			94 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using UnityEngine;
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| 
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| namespace Mirror.Experimental
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| {
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|     [AddComponentMenu("Network/Experimental/NetworkLerpRigidbody")]
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|     [HelpURL("https://mirror-networking.gitbook.io/docs/components/network-lerp-rigidbody")]
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|     public class NetworkLerpRigidbody : NetworkBehaviour
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|     {
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|         [Header("Settings")]
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|         [SerializeField] internal Rigidbody target = null;
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|         [Tooltip("How quickly current velocity approaches target velocity")]
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|         [SerializeField] float lerpVelocityAmount = 0.5f;
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|         [Tooltip("How quickly current position approaches target position")]
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|         [SerializeField] float lerpPositionAmount = 0.5f;
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| 
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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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|         [SerializeField] bool clientAuthority = false;
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| 
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|         float nextSyncTime;
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| 
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| 
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|         [SyncVar()]
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|         Vector3 targetVelocity;
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| 
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|         [SyncVar()]
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|         Vector3 targetPosition;
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| 
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|         /// <summary>
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|         /// Ignore value if is host or client with Authority
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|         /// </summary>
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|         /// <returns></returns>
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|         bool IgnoreSync => isServer || ClientWithAuthority;
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| 
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|         bool ClientWithAuthority => clientAuthority && hasAuthority;
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| 
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|         void OnValidate()
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|         {
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|             if (target == null)
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|             {
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|                 target = GetComponent<Rigidbody>();
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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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|             if (isServer)
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|             {
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|                 SyncToClients();
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|             }
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|             else if (ClientWithAuthority)
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|             {
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|                 SendToServer();
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|             }
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|         }
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| 
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|         void SyncToClients()
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|         {
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|             targetVelocity = target.velocity;
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|             targetPosition = target.position;
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|         }
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| 
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|         void SendToServer()
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|         {
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|             float now = Time.time;
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|             if (now > nextSyncTime)
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|             {
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|                 nextSyncTime = now + syncInterval;
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|                 CmdSendState(target.velocity, target.position);
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|             }
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|         }
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| 
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|         [Command]
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|         void CmdSendState(Vector3 velocity, Vector3 position)
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|         {
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|             target.velocity = velocity;
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|             target.position = position;
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|             targetVelocity = velocity;
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|             targetPosition = position;
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|         }
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| 
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|         void FixedUpdate()
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|         {
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|             if (IgnoreSync) { return; }
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| 
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|             target.velocity = Vector3.Lerp(target.velocity, targetVelocity, lerpVelocityAmount);
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|             target.position = Vector3.Lerp(target.position, targetPosition, lerpPositionAmount);
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|             // add velocity to position as position would have moved on server at that velocity
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|             targetPosition += target.velocity * Time.fixedDeltaTime;
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| 
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|             // TODO does this also need to sync acceleration so and update velocity?
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|         }
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|     }
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| }
 | 
