Unity网络转换问题-客户端在错误的位置生成对象

时间:2019-01-29 14:24:10

标签: unity3d transform multiplayer raycasting unity3d-unet

我正在为Unity制作Fortnite风格的游戏。

玩家生成,具有生成多维数据集作为“基础”的能力。

一切在单声道中都运行良好,但是我在网络方面遇到了一个奇怪的问题。在服务器上,即使播放器是Player预制件的克隆,我的播放器也可以根据客户端上的Raycast命中点完美地生成多维数据集,但生成的对象总是以世界原点结束,而不是Raycast命中点-或者-如果我从包含Raycast信息的播放器脚本中删除if (!isPlayLocal) {return;},则该多维数据集会错误地生成,并且没有相应的材质。

我将尝试查明代码,以便将其放在此处,但我想可能是很多事情。

已在生成的预制件上选中了本地播放器身份验证,并且所有预制件都已在网络管理器中注册。

enter image description here

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

public class BuildingSystemNew : NetworkBehaviour
{

    [SerializeField] private Camera playerCamera; 
    [SerializeField] private GameObject blockTemplatePrefab; 
    [SerializeField] private GameObject blockPrefab; 
    [SerializeField] private Material templateMaterial;  
    [SerializeField] private LayerMask buildableSurfacesLayer;

    private bool buildModeOn = false;
    private bool canBuild = false;
    private bool crossHairOn = false;
    private BlockSystem bSys;
    public Texture2D crosshairImage;
    private int blockSelectCounter = 0;
    private GameObject weapon;
    private Vector3 buildPos;
    private GameObject currentTemplateBlock;  

    private void Start()
    {
        bSys = GetComponent<BlockSystem>();
    }

    private void Update()
    {
        if (isLocalPlayer == false)
            return;  

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;

        if (Input.GetKeyDown("e"))
        {
            buildModeOn = !buildModeOn;

            if (buildModeOn)
            {
                // weapon.SetActive(false);
                crossHairOn = true;
            }
            else
            {
                // weapon.SetActive(true);
                crossHairOn = false;
            }
        }

        if (Input.GetKeyDown("r"))
        {
            blockSelectCounter++;
            if (blockSelectCounter >= bSys.allBlocks.Count) blockSelectCounter = 0;
        }

        if (buildModeOn)
        {
            RaycastHit buildPosHit;

            if (Physics.Raycast(playerCamera.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0)), out buildPosHit, 10, buildableSurfacesLayer))
            {
                Vector3 point = buildPosHit.point;
                buildPos = new Vector3(Mathf.Round(point.x), Mathf.Round(point.y), Mathf.Round(point.z));
                canBuild = true;
            }
            else
            {
                Destroy(currentTemplateBlock.gameObject);
                canBuild = false;
            }
        }

        if (!buildModeOn && currentTemplateBlock != null)
        {
            Destroy(currentTemplateBlock.gameObject);
            canBuild = false;
        }

        if (canBuild && currentTemplateBlock == null)
        {
            currentTemplateBlock = Instantiate(blockTemplatePrefab, buildPos, Quaternion.identity);
            currentTemplateBlock.GetComponent<MeshRenderer>().material = templateMaterial;
        }

        if (canBuild && currentTemplateBlock != null)
        {
            currentTemplateBlock.transform.position = buildPos;

            if (Input.GetMouseButtonDown(0))
            {
                CmdPlaceBlock();
            }
            else if (Input.GetMouseButtonDown(1))
            {
                CmdDestroyBlock();
            }
        }
    }

    [Command]
    public void CmdPlaceBlock()
    {
        GameObject newBlock = Instantiate(blockPrefab, buildPos, Quaternion.identity);
        Block tempBlock = bSys.allBlocks[blockSelectCounter];
        newBlock.name = tempBlock.blockName + "-Block";
        newBlock.GetComponent<MeshRenderer>().material = tempBlock.blockMaterial;
        NetworkServer.SpawnWithClientAuthority(newBlock, connectionToClient);  
    }

    [Command]
    private void CmdDestroyBlock()
    {
        RaycastHit hit;
        Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);

        if (Physics.Raycast(ray, out hit)) 
        {
            var objectHit = hit.collider.gameObject;

            if (hit.collider.gameObject.tag == "Block")
            {
                Destroy(objectHit);
            }
        }
    }

    void OnGUI()
    {
        if (crossHairOn == true) 
        {
            float xMin = (Screen.width / 2) - (crosshairImage.width / 2);
            float yMin = (Screen.height / 2) - (crosshairImage.height / 2);
            GUI.DrawTexture(new Rect(xMin, yMin, crosshairImage.width, crosshairImage.height), crosshairImage);
        }
    }
}

1 个答案:

答案 0 :(得分:0)

问题

您正在呼叫

Array

没有参数。

[Command] public void CmdPlaceBlock() { GameObject newBlock = Instantiate(blockPrefab, buildPos, Quaternion.identity); Block tempBlock = bSys.allBlocks[blockSelectCounter]; newBlock.name = tempBlock.blockName + "-Block"; newBlock.GetComponent<MeshRenderer>().material = tempBlock.blockMaterial; NetworkServer.SpawnWithClientAuthority(newBlock, connectionToClient); } 在客户端上被调用,但在服务器

上执行

=>带有服务器的局部变量!

例如由于以下原因,Command在服务器上始终具有默认值buildPos

0,0,0

稍后再行

if(!isLocalPlayer) return;

永远不会在服务器上执行。这同样适用于例如到buildPos = new Vector3(Mathf.Round(point.x), Mathf.Round(point.y), Mathf.Round(point.z)); 以及您的blockSelectCounter可能依赖的其他值。


解决方案

您应将客户端的CmdPlaceBlock值(以及客户端和服务器上所有其他不同的值)传递到服务器命令,以便服务器知道应将新对象放置在正确的位置:

buildPos

我只添加了一个位置示例,因为它知道客户端和服务器上的位置总是不同的。但这也可能适用于您的其他值,例如//... if (Input.GetMouseButtonDown(0)) { CmdPlaceBlock(buildPos); } //... [Command] public void CmdPlaceBlock(Vector3 spawnPosition) { GameObject newBlock = Instantiate(blockPrefab, spawnPosition, Quaternion.identity); Block tempBlock = bSys.allBlocks[blockSelectCounter]; newBlock.name = tempBlock.blockName + "-Block"; newBlock.GetComponent<MeshRenderer>().material = tempBlock.blockMaterial; NetworkServer.SpawnWithClientAuthority(newBlock, connectionToClient); }

对所有必须是客户端值而不是服务器值的值进行更改。

请注意,联网方法之间可以传递的类型是有限的!您无法通过任何组件引用。

  

允许的参数类型为;

     
      
  • 基本类型(字节,整数,浮点数,字符串,UInt64等)
  •   
  • 内置Unity数学类型(Vector3,四元数等),
  •   
  • 基本类型的数组
  •   
  • 包含允许类型的结构
  •   
  • NetworkIdentity
  •   
  • NetworkInstanceId
  •   
  • NetworkHash128
  •   
  • 带有NetworkIdentity组件的GameObject。
  •   

其他提示

对于可读性和行数,您应该更改例如

blockSelectCounter

简单

if (buildModeOn)
{
    // weapon.SetActive(false);
    crossHairOn = true;
}
else
{
    // weapon.SetActive(true);
    crossHairOn = false;
}

并检查不喜欢的

// weapon.SetActive(!buildModeOn);
crossHairOn = buildModeOn;

但是

if (isLocalPlayer == false)

它读/写更简单;)