c# - Unity Moving Player Leg 多人游戏

标签 c# unity3d game-engine

我目前正在开发一款游戏,遇到以下情况:

我有一个 Player 预制游戏对象,上面附加了一个脚本(见下文)。我已经设置了网络管理器,并在“服务”下设置了一个帐户,以便能够使用多人游戏方面。

我已设置好基础,以便玩家生成和多人游戏正常运行。玩家能够移动,我在每个构建 session 中看到其他玩家的移动。

我有一段代码,当玩家“行走”时(如果按下 A、W、S 或 D 键,我调用“CmdWalk()”。

基本上 CmdWalk() 可以改变我的玩家的腿部旋转,使其看起来像是在行走。 (我不喜欢动画,所以这是我唯一知道的方法)。

问题是只有本地玩家能够看到他们的玩家“走路”,其他在线玩家看不到移动。 我不确定我做错了什么,有人可以帮忙吗。

下面是我为播放器准备的完整脚本:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class PlayerController : NetworkBehaviour
{
    public float speedH = 2.0f;
    private float yaw = 0.0f;

    public float WalkingTime; //timer for walking animation
    public GameObject PlayerLeftLeg;
    public GameObject PlayerRightLeg;

    private float PlayerStatMenuTimer;
    public GameObject PlayerStatsMenu;

    // Update is called once per frame
    void Update () 
    {

        if (!isLocalPlayer)
        {
            return;
        }

        //keep track of time for player stat menu
        //if not here than menua will show and hide like a thousand times when pressed once due to update reading code per frame
        PlayerStatMenuTimer = PlayerStatMenuTimer + 1 * Time.deltaTime;

        //moving player left right forward backward
        var x = Input.GetAxis ("Horizontal") * Time.deltaTime * 50.0f;
        var z = Input.GetAxis ("Vertical") * Time.deltaTime * 50.0f;
        transform.Translate (x, 0, z);

        //rotating player or "Looking"
        yaw += speedH * Input.GetAxis ("Mouse X");
        transform.eulerAngles = new Vector3 (0.0f, yaw, 0.0f);

        //if player is using WASD to move then do leg moving animation
        //if not moving then set legs to be still and reset in standing position
        //FYI:  "transform.TransformVector(1,0,0)" was used instead of "Vector3.forward" was because
        //   vector3.forward is local space, so when i rotate player the sense of "forward" also changes, thus i needed
        //  a code that uses the world space, thus i used "transform.TransformVector(1,0,0)"
        if (Input.GetKey (KeyCode.W) || Input.GetKey (KeyCode.S) || Input.GetKey (KeyCode.A) || Input.GetKey (KeyCode.D))
        {
            CmdWalk ();
        }
        else
        {
            //if player not walking then reset
            PlayerRightLeg.transform.rotation = Quaternion.AngleAxis (0, Vector3.forward);
            PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis (0, Vector3.forward);
            WalkingTime = 0;
        }

        //get hidden mouse pointer back and unlock
        if (Input.GetKey (KeyCode.Escape))
        {
            Cursor.lockState = CursorLockMode.None;
        }

        //opens and closes stat menu
        if (Input.GetKey (KeyCode.Return) && (PlayerStatMenuTimer >= 1) && (PlayerStatsMenu.activeSelf == false)) 
        {
            Cursor.lockState = CursorLockMode.None;
            PlayerStatsMenu.SetActive (true);
            PlayerStatMenuTimer = 0;

            //call the script "GetplayerStats" and call function "retrieceplayerstats"
            var GetStats = GetComponent<GetPlayerStats> ();
            GetStats.RetrievePlayerStats ();

        }
        else if (Input.GetKey (KeyCode.Return) && PlayerStatMenuTimer >= 1 && PlayerStatsMenu == true) 
        {
            Cursor.lockState = CursorLockMode.Locked;
            PlayerStatsMenu.SetActive (false);
            PlayerStatMenuTimer = 0;
        }
    }

    private void Awake ()
    {
        //this code locks mouse onto center of window
        //Screen.lockCursor = true;
        Cursor.lockState = CursorLockMode.Locked;
    }

    [Command]
    void CmdWalk ()
    {
        //timer
        WalkingTime += Time.deltaTime;

        //right leg stepping forward
        if (WalkingTime > 0 && WalkingTime < .4)
        {
            PlayerRightLeg.transform.rotation = Quaternion.AngleAxis (PlayerRightLeg.transform.rotation.x - (60 * WalkingTime), transform.TransformVector (1, 0, 0));
            PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis (PlayerLeftLeg.transform.rotation.x + (60 * WalkingTime), transform.TransformVector (1, 0, 0));
        }

        //left leg stepping forward
        if (WalkingTime >.4 && WalkingTime < 1.2)
        {
            PlayerRightLeg.transform.rotation = Quaternion.AngleAxis (PlayerRightLeg.transform.rotation.x + (60 * (WalkingTime - .8f)), transform.TransformVector (1, 0, 0));
            PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis (PlayerLeftLeg.transform.rotation.x - (60 * (WalkingTime - .8f)), transform.TransformVector (1, 0, 0));
        }

        //right leg stepping forward
        if (WalkingTime > 1.2 && WalkingTime < 1.59)
        {
            PlayerRightLeg.transform.rotation = Quaternion.AngleAxis (PlayerRightLeg.transform.rotation.x - (60 * (WalkingTime - 1.6f)), transform.TransformVector (1, 0, 0));
            PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis (PlayerLeftLeg.transform.rotation.x + (60 * (WalkingTime - 1.6f)), transform.TransformVector (1, 0, 0));
        }

        //resetting
        if (WalkingTime > 1.6)
        {
            PlayerRightLeg.transform.rotation = Quaternion.AngleAxis (0, Vector3.forward);
            PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis (0, Vector3.forward);
            WalkingTime = 0;
        }
    }
}

抱歉,代码量很大,但唯一需要查看的部分是键“A”、“W”、“S”、“D”和“Void CmdWalk()”的“IF 语句”

谢谢。

最佳答案

让我感到惊讶的是 local Player 看到了移动。我会说只有 Host/Server Player 可以看到它,因为

[Command]
void CmdWalk()
{
    //timer
    WalkingTime += Time.deltaTime;

    //right leg stepping forward
    if (WalkingTime > 0 && WalkingTime < .4)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * WalkingTime), transform.TransformVector(1, 0, 0));
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * WalkingTime), transform.TransformVector(1, 0, 0));
    }

    //left leg stepping forward
    if (WalkingTime > .4 && WalkingTime < 1.2)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x + (60 * (WalkingTime - .8f)), transform.TransformVector(1, 0, 0));
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x - (60 * (WalkingTime - .8f)), transform.TransformVector(1, 0, 0));
    }

    //right leg stepping forward
    if (WalkingTime > 1.2 && WalkingTime < 1.59)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * (WalkingTime - 1.6f)), transform.TransformVector(1, 0, 0));
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * (WalkingTime - 1.6f)), transform.TransformVector(1, 0, 0));
    }

    //resetting
    if (WalkingTime > 1.6)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
        WalkingTime = 0;
    }
}

仅在服务器上执行。所以实际上,Host 也应该可以看到其他 Client 的移动。

然而,要将调用传回给所有 客户端,您应该添加一个ClientRpc

[Command]
void CmdWalk()
{
    RpcWalk();
}

[ClientRpc]
void RpcWalk()
{
    //timer
    WalkingTime += Time.deltaTime;

    // also it is slightly more efficient to use if-else 
    // to avoid unneccesary checks since 
    // only one of those conditions can be true at a time

    //right leg stepping forward
    if (WalkingTime > 0 && WalkingTime < .4)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * WalkingTime), transform.TransformVector(1, 0, 0));
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * WalkingTime), transform.TransformVector(1, 0, 0));
    }

    //left leg stepping forward
    else if (WalkingTime > .4 && WalkingTime < 1.2)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x + (60 * (WalkingTime - .8f)), transform.TransformVector(1, 0, 0));
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x - (60 * (WalkingTime - .8f)), transform.TransformVector(1, 0, 0));
    }

    //right leg stepping forward
    else if (WalkingTime > 1.2 && WalkingTime < 1.59)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * (WalkingTime - 1.6f)), transform.TransformVector(1, 0, 0));
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * (WalkingTime - 1.6f)), transform.TransformVector(1, 0, 0));
    }

    //resetting
    else if (WalkingTime > 1.6)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
        WalkingTime = 0;
    }
}

更新

这种方法的一般问题仍然是网络延迟。用户(如果不是主机)将不会看到他自己的移动结果,直到调用被发送到服务器然后返回到他自己。所以我会另外在本地播放器上进行移动并为他跳过 Rpc 调用:

void Walk()
{
    //timer
    WalkingTime += Time.deltaTime;

    //right leg stepping forward
    if (WalkingTime > 0 && WalkingTime < .4)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * WalkingTime), transform.TransformVector(1, 0, 0));
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * WalkingTime), transform.TransformVector(1, 0, 0));
    }

    //left leg stepping forward
    else if (WalkingTime > .4 && WalkingTime < 1.2)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x + (60 * (WalkingTime - .8f)), transform.TransformVector(1, 0, 0));
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x - (60 * (WalkingTime - .8f)), transform.TransformVector(1, 0, 0));
    }

    //right leg stepping forward
    else if (WalkingTime > 1.2 && WalkingTime < 1.59)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * (WalkingTime - 1.6f)), transform.TransformVector(1, 0, 0));
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * (WalkingTime - 1.6f)), transform.TransformVector(1, 0, 0));
    }

    //resetting
    else if (WalkingTime > 1.6)
    {
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
        WalkingTime = 0;
    }

    if(!isLocalPlayer) return;

    // if executed by the local Player invoke the call on the server
    CmdWalk(gameObject);
}

// passing the GameObject reference over network works
// since the player GameObject has a unique identity on all instances
// namely the NetworkIdentity
[Command]
void CmdWalk(GameObject caller)
{
    Walk();
    RpcWalk(caller);
}

[ClientRpc]
void RpcWalk(GameObject caller)
{
    // skip if server since already done it in CmdWalk
    if(isServer) return;

    // skip if this is caller since already done locally
    if(caller == gameObject) return;

    Walk();
}

并在更新中使用

if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D))
{
    Walk();
}

代替

关于c# - Unity Moving Player Leg 多人游戏,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53784897/

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