我目前正在开发游戏,并且遇到以下情况:
我有一个附带有脚本的Player预制游戏对象(请参见下文)。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。
我已经进行了基本设置,以便播放器可以生成并可以进行多人游戏。玩家可以移动,每次构建会话时我都能看到其他玩家的移动。
我有一段代码,当播放器“行走”时(如果按了A,W,S或D键,则称为“ CmdWalk()”。)
基本上CmdWalk()使它改变了播放器的腿部旋转,使它看起来好像在走路。 (我不喜欢动画,所以这是我唯一的方法。)
问题在于,只有本地玩家才能看到他们的玩家“行走”,而其他在线玩家则看不到移动。 我不确定自己做错了什么,请有人帮忙。
以下是我为播放器准备的整个脚本:
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;
}
}
}
对不起,代码量很多,但是唯一需要看的部分是键“ A”,“ W”,“ S”,“ D”和“ Void CmdWalk()”的“ IF语句”
谢谢。
答案 0 :(得分:4)
import requests
r = requests.get('https://intranet.jsondata.com/xy.json', auth=('user', 'pass'))
json_content = r.json()
看到了动静,这让我感到惊讶。我只能说local Player
可以看到它,因为
Host / Server Player
仅在服务器上执行。因此,实际上,主持人也应该已经可以看到其他客户端的动向。
无论如何将呼叫转接回所有客户,您都应该添加[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;
}
}
ClientRpc
更新
通常,这种方法的问题仍然是网络滞后。用户(如果不是主机的话)在呼叫被发送到服务器并返回给自己之前,不会看到自己的移动结果。因此,我还要在本地播放器上进行移动,并为他跳过Rpc调用:
[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;
}
}
并在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();
}
中使用
Update
代替