我想重建坦克!来自Unity教程系列的游戏作为多人游戏。我也已经看过网络系列了。但我在实施拍摄权方面遇到了问题。坦克可以充电以增加子弹的发射力。它适用于主机,但客户端陷入困境。
代码:
[ClientCallback]
private void Update()
{
if (!isLocalPlayer)
return;
if (m_CurrentLaunchForce >= MaxLaunchForce && !m_Fired)
{
m_CurrentLaunchForce = MaxLaunchForce;
Debug.Log("Max force achieved! Firing!");
CmdFire();
}
else if (Input.GetButtonDown("Fire1"))
{
m_Fired = false;
m_CurrentLaunchForce = MinLaunchForce;
Debug.Log("Start charging up!");
}
else if (Input.GetButton("Fire1") && !m_Fired)
{
m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime;
Debug.Log("Charging up!");
}
else if (Input.GetButtonUp("Fire1") && !m_Fired)
{
Debug.Log("Firing with low force!");
CmdFire();
}
}
[Command]
private void CmdFire()
{
m_Fired = true;
Rigidbody shellInstance = Instantiate(ShellPrefab, FireTransform.position, FireTransform.rotation);
shellInstance.velocity = m_CurrentLaunchForce * transform.forward;
m_CurrentLaunchForce = MinLaunchForce;
NetworkServer.Spawn(shellInstance.gameObject);
m_Fired = false;
}
不是主机的客户端陷入第二种情况:
if (m_CurrentLaunchForce >= MaxLaunchForce && !m_Fired)
我检查了调试器中的变量,而currentLaunchForce从未重置为minLaunchForce。
答案 0 :(得分:0)
我自己找到了解决方案。我实现了另一个函数“fire()”,它首先从Update函数调用,然后再次调用命令“cmdfire()”。在fire命令中我重置变量,在命令中我告诉服务器以force为参数为alle客户端生成射弹。
private void fire()
{
m_Fired = true;
CmdFire(m_CurrentLaunchForce);
m_CurrentLaunchForce = MinLaunchForce;
m_Fired = false;
startReloadTime();
}
private void CmdFire(float launchForce)
{
Rigidbody bulletInstance = Instantiate(BulletPrefab, FireTransform.position, FireTransform.rotation);
bulletInstance.velocity = launchForce * transform.forward;
NetworkServer.Spawn(bulletInstance.gameObject);
}
似乎如果您使用某些变量来检查客户端上的某些条件,您还必须自己在客户端上重置它们,就像我的情况一样:
private float m_CurrentLaunchForce;
private bool m_Fired;
然后告诉服务器使用诸如力,位置,旋转等选项来生成对象以验证它们,具体取决于你对作弊的关注程度。