mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
156 lines
4.2 KiB
C#
156 lines
4.2 KiB
C#
using Mirror;
|
|
using UnityEngine;
|
|
|
|
namespace SanAndreasUnity.Net
|
|
{
|
|
|
|
public class NetworkRigidBody : NetworkBehaviour
|
|
{
|
|
private Rigidbody _rigidbody;
|
|
public Rigidbody Rigidbody
|
|
{
|
|
get => _rigidbody;
|
|
set
|
|
{
|
|
if (_rigidbody == value)
|
|
return;
|
|
|
|
_rigidbody = value;
|
|
|
|
if (NetStatus.IsClientOnly)
|
|
{
|
|
this.UpdateAllPropertiesOnClient();
|
|
}
|
|
}
|
|
}
|
|
|
|
[SyncVar(hook=nameof(OnNetPositionChanged))] Vector3 m_net_position = Vector3.zero;
|
|
[SyncVar(hook=nameof(OnNetRotationChanged))] Vector3 m_net_rotation = Vector3.zero;
|
|
[SyncVar] Vector3 m_net_velocity = Vector3.zero;
|
|
[SyncVar] Vector3 m_net_angularVelocity = Vector3.zero;
|
|
|
|
public bool disableCollisionDetectionOnClients = true;
|
|
public bool disableGravityOnClients = true;
|
|
|
|
|
|
void Awake()
|
|
{
|
|
this.Rigidbody = this.GetComponent<Rigidbody>();
|
|
|
|
if (NetStatus.IsServer)
|
|
{
|
|
// assign syncvars before the object is spawned on network
|
|
this.UpdateServer();
|
|
}
|
|
|
|
// suggest that interpolation should be changed
|
|
if (!NetStatus.IsServer)
|
|
{
|
|
if (this.Rigidbody != null && this.Rigidbody.interpolation == RigidbodyInterpolation.None)
|
|
Debug.LogWarning($"For better sync, interpolation should be changed, rigid body: {this.Rigidbody.name}");
|
|
}
|
|
}
|
|
|
|
public override void OnStartClient()
|
|
{
|
|
if (NetStatus.IsServer)
|
|
return;
|
|
|
|
// need to apply initial syncvar values, because otherwise the object may stay on the place where it
|
|
// was originally spawned on the server (if object doesn't change position, syncvars will not be updated)
|
|
|
|
this.UpdateAllPropertiesOnClient();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (NetStatus.IsServer)
|
|
this.UpdateServer();
|
|
else
|
|
this.UpdateClient();
|
|
}
|
|
|
|
public void UpdateServer()
|
|
{
|
|
if (null == this.Rigidbody)
|
|
return;
|
|
|
|
Vector3 pos = this.Rigidbody.position;
|
|
Vector3 rot = this.Rigidbody.rotation.eulerAngles;
|
|
Vector3 vel = this.Rigidbody.velocity;
|
|
Vector3 angVel = this.Rigidbody.angularVelocity;
|
|
|
|
if (pos != m_net_position)
|
|
{
|
|
m_net_position = pos;
|
|
}
|
|
|
|
if (rot != m_net_rotation)
|
|
{
|
|
m_net_rotation = rot;
|
|
}
|
|
|
|
if (vel != m_net_velocity)
|
|
{
|
|
m_net_velocity = vel;
|
|
}
|
|
|
|
if (angVel != m_net_angularVelocity)
|
|
{
|
|
m_net_angularVelocity = angVel;
|
|
}
|
|
|
|
}
|
|
|
|
private void UpdateClient()
|
|
{
|
|
if (null == this.Rigidbody)
|
|
return;
|
|
|
|
if (this.disableCollisionDetectionOnClients)
|
|
this.Rigidbody.detectCollisions = false;
|
|
|
|
if (this.disableGravityOnClients)
|
|
this.Rigidbody.useGravity = false;
|
|
|
|
// position and rotation are updated in syncvar hooks
|
|
|
|
this.Rigidbody.velocity = m_net_velocity;
|
|
this.Rigidbody.angularVelocity = m_net_angularVelocity;
|
|
}
|
|
|
|
private void UpdateAllPropertiesOnClient()
|
|
{
|
|
if (null == this.Rigidbody)
|
|
return;
|
|
|
|
this.Rigidbody.MovePosition(m_net_position);
|
|
this.Rigidbody.MoveRotation(Quaternion.Euler(m_net_rotation));
|
|
this.UpdateClient();
|
|
}
|
|
|
|
void OnNetPositionChanged(Vector3 pos)
|
|
{
|
|
if (NetStatus.IsServer)
|
|
return;
|
|
|
|
if (null == this.Rigidbody)
|
|
return;
|
|
|
|
this.Rigidbody.MovePosition(pos);
|
|
}
|
|
|
|
void OnNetRotationChanged(Vector3 eulers)
|
|
{
|
|
if (NetStatus.IsServer)
|
|
return;
|
|
|
|
if (null == this.Rigidbody)
|
|
return;
|
|
|
|
this.Rigidbody.MoveRotation(Quaternion.Euler(eulers));
|
|
}
|
|
|
|
}
|
|
|
|
}
|