2020-07-01 21:32:40 +00:00
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using Mirror;
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using UnityEngine;
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namespace SanAndreasUnity.Net
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{
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public class NetworkRigidBody : NetworkBehaviour
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{
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public Rigidbody Rigidbody { get; set; }
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2020-07-01 22:59:17 +00:00
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[SyncVar] Vector3 m_net_position = Vector3.zero;
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[SyncVar] Vector3 m_net_rotation = Vector3.zero;
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[SyncVar] Vector3 m_net_velocity = Vector3.zero;
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[SyncVar] Vector3 m_net_angularVelocity = Vector3.zero;
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2020-07-01 21:32:40 +00:00
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void Awake()
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{
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this.Rigidbody = this.GetComponent<Rigidbody>();
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2020-07-01 22:59:17 +00:00
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if (NetStatus.IsServer)
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{
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this.UpdateServer();
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this.InvokeRepeating(nameof(this.UpdateServer), 0.001f, this.syncInterval);
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}
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else
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{
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this.InvokeRepeating(nameof(this.UpdateClient), 0.001f, this.syncInterval);
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}
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2020-07-01 21:32:40 +00:00
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}
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2020-07-01 22:59:17 +00:00
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public void UpdateServer()
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{
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if (null == this.Rigidbody)
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return;
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Vector3 pos = this.Rigidbody.position;
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Vector3 rot = this.Rigidbody.rotation.eulerAngles;
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Vector3 vel = this.Rigidbody.velocity;
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Vector3 angVel = this.Rigidbody.angularVelocity;
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if (pos != m_net_position)
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{
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m_net_position = pos;
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}
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if (rot != m_net_rotation)
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{
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m_net_rotation = rot;
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}
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if (vel != m_net_velocity)
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{
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m_net_velocity = vel;
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}
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if (angVel != m_net_angularVelocity)
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{
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m_net_angularVelocity = angVel;
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}
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}
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public void UpdateClient()
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2020-07-01 21:32:40 +00:00
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{
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if (null == this.Rigidbody)
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return;
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2020-07-01 22:59:17 +00:00
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this.Rigidbody.MovePosition(m_net_position);
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this.Rigidbody.MoveRotation(Quaternion.Euler(m_net_rotation));
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this.Rigidbody.velocity = m_net_velocity;
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this.Rigidbody.angularVelocity = m_net_angularVelocity;
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}
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2020-07-01 21:32:40 +00:00
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}
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}
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