Unity3D中通过UNET对多个物体进行同步
2017-07-11 11:03
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在Unity中,通过NetworkBehavior中的[Command]和[ClientRpc]方法将多个物体进行同步。
文中的方法较为笨拙,但是主要功能可以实现,希望与大家一起交流交流。
较为方便的方法可以通过SyncListStruct进行实现。
在使用时,需要将该脚本挂到PlayerPrefab中,在初始化时需要对SyncTransform进行赋值。在服务端或客户端操作脚本端操作同步物体时,需要将MyControll赋值为True,否则在使用时可能会出现抖动的情况。
文中的方法较为笨拙,但是主要功能可以实现,希望与大家一起交流交流。
较为方便的方法可以通过SyncListStruct进行实现。
using System.Collections; using System.Collections.Generic; using System.Text; using UnityEngine; using UnityEngine.Networking; public class MyNetworkTranformMulti : NetworkBehaviour { //需要在移动同步模型时将其赋值为True;在不操作模型的情况下赋值为False public bool MyControll; //需要同步的物体,须在Start()函数中进行初始化 public List<Transform> SyncTransform; private Vector3[] oldLocalPosition; private Quaternion[] oldLocalRotation; private Vector3[] oldLocalScale; private Vector3[] newLocalPosition; private Quaternion[] newLocalRotation; private Vector3[] newLocalScale; //同步过程中通过String进行信息传递 string newLocalPositionString; string newLocalRotationString; string newLocalScaleString; /// <summary> /// 将Vector3转换为String,最终形式为"x,y,z" /// </summary> /// <param name="vec3"></param> /// <returns></returns> private string Vectro3ToString(Vector3 vec3) { string res = ""; res += vec3.x; res += "," + vec3.y; res += "," + vec3.z; return res; } /// <summary> /// 将Quaternion转换为String,最终形式为"x,y,z,w" /// </summary> /// <param name="qua"></param> /// <returns></returns> private string QuaternionToString(Quaternion qua) { string res = ""; res += qua.x; res += "," + qua.y; res += "," + qua.z; res += "," + qua.w; return res; } /// <summary> /// 将String转换为Vector3 /// </summary> /// <param name="str">输入的字符串格式为"x,y,z"</param> /// <returns></returns> private Vector3 StringToVector3(string str) { Vector3 vec3 = new Vector3(); string[] res = str.Split(','); if (res.Length != 3) { Debug.LogWarning("在调用StringToVector3(string str)方法时传入了错误的参数"); return vec3; } float[] resFloat = new float[res.Length]; for (int i = 0; i < res.Length; i++) { float.TryParse(res[i], out resFloat[i]); } vec3.x = resFloat[0]; vec3.y = resFloat[1]; vec3.z = resFloat[2]; return vec3; } /// <summary> /// 将字符串转换为Quaternion /// </summary> /// <param name="str">输入的字符串格式为"x,y,z,w"</param> /// <returns></returns> private Quaternion StringToQuaternion(string str) { Quaternion qua = new Quaternion(); string[] res = str.Split(','); if (res.Length != 4) { Debug.LogWarning("在调用StringToQuaternion(string str)方法时传入了错误的参数"); return qua; } float[] resFloat = new float[res.Length]; for (int i = 0; i < res.Length; i++) { float.TryParse(res[i], out resFloat[i]); } qua.x = resFloat[0]; qua.y = resFloat[1]; qua.z = resFloat[2]; qua.w = resFloat[3]; return qua; } private void Start() { SyncTransform = AllPreproty.Instance.SyncTrans; oldLocalPosition = new Vector3[SyncTransform.Count]; oldLocalRotation = new Quaternion[SyncTransform.Count]; oldLocalScale = new Vector3[SyncTransform.Count]; newLocalPosition = new Vector3[SyncTransform.Count]; newLocalRotation = new Quaternion[SyncTransform.Count]; newLocalScale = new Vector3[SyncTransform.Count]; for (int i = 0; i < SyncTransform.Count; i++) { oldLocalPosition[i] = SyncTransform[i].localPosition; oldLocalRotation[i] = SyncTransform[i].localRotation; oldLocalScale[i] = SyncTransform[i].localScale; newLocalPosition[i] = SyncTransform[i].localPosition; newLocalRotation[i] = SyncTransform[i].localRotation; newLocalScale[i] = SyncTransform[i].localScale; } } private void Update() { if (isLocalPlayer && MyControll) { if (CheckTransChanged(SyncTransform)) { for (int i = 0; i < SyncTransform.Count; i++) { newLocalPosition[i] = SyncTransform[i].localPosition; newLocalRotation[i] = SyncTransform[i].localRotation; newLocalScale[i] = SyncTransform[i].localScale; } newLocalPositionString = ""; newLocalRotationString = ""; newLocalScaleString = ""; for (int i = 0; i < SyncTransform.Count; i++) { newLocalPositionString += Vectro3ToString(newLocalPosition[i]) + ";"; newLocalRotationString += QuaternionToString(newLocalRotation[i]) + ";"; newLocalScaleString += Vectro3ToString(newLocalScale[i]) + ";"; } CmdChangeTrans(newLocalPositionString, newLocalRotationString, newLocalScaleString); } } } [Command] private void CmdChangeTrans(string localPositionString,string localRotationString,string localScaleString) { RpcChangeTrans(localPositionString, localRotationString, localScaleString); } [ClientRpc] private void RpcChangeTrans(string localPositionString, string localRotationString, string localScaleString) { if (MyControll) { return; } string[] posRes = localPositionString.Split(';'); string[] rotRes = localRotationString.Split(';'); string[] sclRes = localScaleString.Split(';'); //将字符串转换为Position、Rotation和LocalScale for (int i = 0; i < SyncTransform.Count; i++) { if (posRes[i].Length > 0) { newLocalPosition[i] = StringToVector3(posRes[i]); } if (rotRes[i].Length > 0) { newLocalRotation[i] = StringToQuaternion(rotRes[i]); } if (sclRes[i].Length > 0) { newLocalScale[i] = StringToVector3(sclRes[i]); } } //赋值新的位置、旋转和大小 for (int i = 0; i < SyncTransform.Count; i++) { SyncTransform[i].localPosition = newLocalPosition[i]; SyncTransform[i].localRotation = newLocalRotation[i]; SyncTransform[i].localScale = newLocalScale[i]; oldLocalPosition[i] = newLocalPosition[i]; oldLocalRotation[i] = newLocalRotation[i]; oldLocalScale[i] = newLocalScale[i]; } } /// <summary> /// 判断同步列表中的物体是否发生position、rotation、scale的变化,如果发生变化,则将所有模型的状态进行同步 /// </summary> /// <param name="syncTrans">同步列表</param> /// <returns></returns> private bool CheckTransChanged(List<Transform> syncTrans) { for (int i = 0; i < syncTrans.Count; i++) { if (Vector3.Distance(syncTrans[i].transform.localPosition, oldLocalPosition[i]) > 0.1f) { return true; } if (Vector3.Distance(syncTrans[i].transform.localScale, oldLocalScale[i]) > 0.05f) { return true; } if (Vector3.Distance(syncTrans[i].transform.localRotation.eulerAngles, oldLocalRotation[i].eulerAngles) > 1f) { return true; } } return false; } }
在使用时,需要将该脚本挂到PlayerPrefab中,在初始化时需要对SyncTransform进行赋值。在服务端或客户端操作脚本端操作同步物体时,需要将MyControll赋值为True,否则在使用时可能会出现抖动的情况。
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