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Unity3D中通过UNET对多个物体进行同步

2017-07-11 11:03 363 查看
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。
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