使用UNET在Unity3D中的多人游戏中获得比赛位置

时间:2018-03-28 10:04:31

标签: c# unity3d multiplayer unet

我正在使用UNET在Unity3D中构建Runnig Race多人游戏。我有2名球员直接在比赛地铁冲浪运动员。我想在运行谁是第一个和谁是第二个时更新播放器的位置,反之亦然,代码适用于Host Player但不更新其他播放器位置。请帮我解决我的错误。

这是我的代码:

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

public class PlayerPosition : NetworkBehaviour {

    GameObject[] Players;
    Vector3 playerPos;


    void Start () {
        InvokeRepeating("UpdatePosition", 0.5f, 0.5f);
    }

    void UpdatePosition () {

        if (!isLocalPlayer)
            return;

            ClientPositionCalls();
    }

    [Client]
    void ClientPositionCalls()
    {
        CmdServerPosition();
    }

    [Command]
    public void CmdServerPosition()
    {
        Position();
    }

    [Server]
    public void Position()
    {
        playerPos = transform.position;
        RpcPosition(playerPos);
    }

    [ClientRpc]
    void RpcPosition(Vector3 pos)
    {
        if (isLocalPlayer)
        {
            playerPos = pos;
            Players = GameObject.FindGameObjectsWithTag("Player");
            foreach (GameObject p in Players)
            {

                if (p.transform.position.z < pos.z)
                    PlayerCanvas.canvas.WritePositionText("1");
                else
                    PlayerCanvas.canvas.WritePositionText("2");
            }
        }
    }
}

1 个答案:

答案 0 :(得分:0)

所以这是我自己修复的答案。我做的是我添加了2个Slider for Player Position Indicator来显示谁是谁,谁是第二个,我将Slider的最小值设置为Player的Start Position和Max Value to Finish Position of the Player然后我比较了值滑块。

这是代码:

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

public class PlayerPosition : NetworkBehaviour {

    GameObject[] Players;
    Vector3 playerPos;

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

        if (!isLocalPlayer)
            return;
            ClientPositionCalls();

            if (PlayerCanvas.canvas.hostDotObj.GetComponent<Slider>().value > PlayerCanvas.canvas.clientDotObj.GetComponent<Slider>().value)
            {
                PlayerCanvas.canvas.WritePositionText("1");
            } else
            {
                PlayerCanvas.canvas.WritePositionText("2");
            }
    }

    [Client]
    void ClientPositionCalls()
    {
        CmdServerPosition();
    }

    [Command]
    public void CmdServerPosition()
    {
        playerPos = transform.position;
        RpcPosition(playerPos);
    }

    [ClientRpc]
    void RpcPosition(Vector3 pos)
    {
        if (isLocalPlayer)
        {
            PlayerCanvas.canvas.hostDotObj.GetComponent<Slider>().value = transform.position.z;
            playerPos = pos;
        } else
        {
            PlayerCanvas.canvas.clientDotObj.GetComponent<Slider>().value = pos.z;
        }
    }
}