Unity3D中通过UNET对多个物体进行同步

来源:互联网 发布:淘宝cdk 编辑:程序博客网 时间:2024/05/18 01:48

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。

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。