SanAndreasUnity/Assets/Scripts/Behaviours/Ped/Ped_Networking.cs

118 lines
3.2 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Mirror;
using System.Linq;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Net;
namespace SanAndreasUnity.Behaviours
{
public partial class Ped
{
[Range(1f / 60f, 0.5f)] [SerializeField] float m_inputSendInterval = 1f / 30f;
float m_timeSinceSentInput = 0f;
[SyncVar(hook=nameof(Net_OnIdChanged))] int m_net_pedId = 0;
[SyncVar(hook=nameof(Net_OnStateChanged))] string m_net_state = "";
//[SyncVar] Weapon m_net_weapon = null;
void Awake_Net()
{
}
void Start_Net()
{
}
public override void OnStartClient()
{
base.OnStartClient();
if (this.isServer)
return;
//this.PlayerModel.Load(m_net_pedId);
}
void Update_Net()
{
// update syncvars
if (NetStatus.IsServer)
{
if (this.PedDef != null && this.PedDef.Id != m_net_pedId)
m_net_pedId = this.PedDef.Id;
string newStateName = this.CurrentState != null ? this.CurrentState.GetType().Name : "";
if (newStateName != m_net_state)
m_net_state = newStateName;
}
// send input to server
if (!NetStatus.IsServer && this.IsControlledByLocalPlayer && PedSync.Local != null)
{
m_timeSinceSentInput += Time.unscaledDeltaTime;
if (m_timeSinceSentInput >= m_inputSendInterval)
{
m_timeSinceSentInput = 0f;
PedSync.Local.SendInput();
}
}
}
void FixedUpdate_Net()
{
}
void Net_OnIdChanged(int newId)
{
Debug.LogFormat("ped (net id {0}) changed model id to {1}", this.netId, newId);
if (this.isServer)
return;
//m_net_pedId = newId;
if (newId > 0)
F.RunExceptionSafe( () => this.PlayerModel.Load(newId) );
}
void Net_OnStateChanged(string newStateName)
{
//Debug.LogFormat("ped (net id {0}) changed state to {1}", this.netId, newStateName);
if (this.isServer)
return;
//m_net_state = newStateName;
if (string.IsNullOrEmpty(newStateName))
{
// don't do anything, this only happens when creating the ped
return;
}
// forcefully change the state
F.RunExceptionSafe( () => {
var newState = this.States.FirstOrDefault(state => state.GetType().Name == newStateName);
if (null == newState)
{
Debug.LogErrorFormat("New ped state '{0}' could not be found", newStateName);
}
else
{
newState.OnSwitchedStateByServer();
}
});
}
}
}