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			94 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using UnityEngine;
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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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        [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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        float nextSyncTime;
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        [SyncVar()]
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        Vector3 targetVelocity;
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        [SyncVar()]
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        Vector3 targetPosition;
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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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        bool ClientWithAuthority => clientAuthority && hasAuthority;
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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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        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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        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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        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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        [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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        void FixedUpdate()
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        {
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            if (IgnoreSync) { return; }
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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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            // TODO does this also need to sync acceleration so and update velocity?
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        }
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    }
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}
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