// Update is called once per frame
    void Update()
    {
        // #SHOW45 We adopt position smoother function here.
        m_positionFollower.FrameMove(Time.deltaTime);

        var p = new Nettention.Proud.Vector3();
        var v = new Nettention.Proud.Vector3();

        m_positionFollower.GetFollower(ref p, ref v);

        transform.position = new UnityEngine.Vector3((float)p.x, (float)p.y, (float)p.z);
    }
Beispiel #2
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    public void RotationPos(UnityEngine.Vector3 position, UnityEngine.Vector3 rotation)
    {
        _position = position;
        _rotation = rotation;

        var npos = new Nettention.Proud.Vector3();

        npos.x = position.x;
        npos.y = position.y;
        npos.z = position.z;

        var nvel = new Nettention.Proud.Vector3();

        nvel.x = nvel.y = nvel.z = 0;
        posFollower.SetTarget(npos, nvel);
    }
Beispiel #3
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    void Update()
    {
        posFollower.FrameMove(Time.deltaTime);

        var pos = new Nettention.Proud.Vector3();
        var vel = new Nettention.Proud.Vector3();

        posFollower.GetFollower(ref pos, ref vel);

        _transform.position = new UnityEngine.Vector3((float)pos.x, (float)pos.y, (float)pos.z);


        if (Quaternion.Angle(_transform.rotation, Quaternion.Euler(_rotation)) > 0.1f)
        {
            _transform.rotation = Quaternion.Lerp(_transform.rotation, Quaternion.Euler(_rotation), 20f * Time.deltaTime);
        }
    }
Beispiel #4
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    public void SetMoveFrameData(UnityEngine.Vector3 position, UnityEngine.Vector3 targetpos, UnityEngine.Vector3 velocity, UnityEngine.Vector3 rotation, float relay)
    {
        _targetPosintion = targetpos;
        _position        = position;
        _rotation        = rotation;
        _velocity        = velocity;
        _relayTime       = relay;

        var npos = new Nettention.Proud.Vector3();

        npos.x = position.x;
        npos.y = position.y;
        npos.z = position.z;

        var nvel = new Nettention.Proud.Vector3();

        nvel.x = velocity.x;
        nvel.y = velocity.y;
        nvel.z = velocity.z;

        posFollower.SetTarget(npos, nvel);
    }
Beispiel #5
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    // #SHOW23 Client receives the login result. Finished. NOW, TEST IT!
    private void InitRMI()
    {
        m_stub.NotifyLoginSuccess = (HostID remote, RmiContext rmiContext) =>
        {
            m_state = MyState.Connected;


            //#SHOW30 call to the server!
            // join the world!
            m_proxy.JoinGameScene(HostID.HostID_Server, RmiContext.ReliableSend,
                                  m_localPlayer.transform.position.x,
                                  m_localPlayer.transform.position.y,
                                  m_localPlayer.transform.position.z,
                                  m_localPlayer.GetComponent <PlayControl>().carAngle); // show 30 ends here


            return(true);
        };
        m_stub.NotifyLoginFailed = (HostID remote, RmiContext rmiContext, System.String reason) =>
        {
            Debug.Log(reason);
            m_disconnectNow = true;
            return(true);
        };


        //#SHOW35 On cient, let the other player appear on Unity scene. FINISHED. TEST IT!
        m_stub.Player_Appear = (HostID remote, RmiContext rmiContext, int hostID, System.String userID, float x, float y, float z, float vx, float vy, float vz, float angle) =>
        {
            if (hostID != (int)m_netClient.GetLocalHostID())
            {
                var rot = Quaternion.AngleAxis(angle, new UnityEngine.Vector3(0, 1, 0));

                var remotePlayerCharacter = (GameObject)Instantiate(m_remotePlayerPrefab, new UnityEngine.Vector3(x, y, z), rot);
                remotePlayerCharacter.name = "RemotePlayer/" + hostID.ToString();

                var control = remotePlayerCharacter.GetComponent <RemoteControl>();
                var p       = new Nettention.Proud.Vector3();
                p.x = x;
                p.y = y;
                p.z = z;
                var v = new Nettention.Proud.Vector3();
                v.x = vx;
                v.y = vy;
                v.z = vz;
                control.m_positionFollower.SetTarget(p, v);
                control.m_positionFollower.SetFollower(p, v);
            }
            return(true);
        };
        m_stub.Player_Disappear = (Nettention.Proud.HostID remote,
                                   Nettention.Proud.RmiContext rmiContext, int hostID) =>
        {
            var g = GameObject.Find("RemotePlayer/" + hostID.ToString());
            if (g != null)
            {
                Destroy(g);
            }
            return(true);
        };



        // #SHOW42 On client, receive movement message.
        m_stub.Player_Move = (Nettention.Proud.HostID remote,
                              Nettention.Proud.RmiContext rmiContext,
                              float x, float y, float z, float vx, float vy, float vz, float angle) =>
        {
            var g = GameObject.Find("RemotePlayer/" + remote.ToString());
            if (g != null)
            {
                //g.transform.rotation = new UnityEngine.Vector3(x, y, z);

                //#SHOW46 we don't move GameObject directly here. But we let positionFollower know it. FINISHED. DO IT!
                var control = g.GetComponent <RemoteControl>();
                var p       = new Nettention.Proud.Vector3();
                p.x = x;
                p.y = y;
                p.z = z;
                var v = new Nettention.Proud.Vector3();
                v.x = vx;
                v.y = vy;
                v.z = vz;
                control.m_positionFollower.SetTarget(p, v);

                var rot = Quaternion.AngleAxis(angle, new UnityEngine.Vector3(0, 1, 0));
                g.transform.rotation = rot;
            }

            return(true);
        };
    }