void Start() { instance = this; Application.runInBackground = true; ICommunicator communicator = null; //if (!PhotonNetwork.connected || !PhotonNetwork.inRoom) { // Debug.LogWarning("You are not connected to Photon. TrueSync will start in offline mode."); //} else { // communicator = new PhotonTrueSyncCommunicator(PhotonNetwork.networkingPeer); //} Debug.LogWarning("You are not connected to Photon. TrueSync will start in offline mode."); TrueSyncConfig activeConfig = ActiveConfig; lockstep = AbstractLockstep.NewInstance( lockedTimeStep, communicator, PhysicsManager.instance, activeConfig.syncWindow, activeConfig.panicWindow, activeConfig.rollbackWindow, OnGameStarted, OnGamePaused, OnGameUnPaused, OnGameEnded, OnPlayerDisconnection, OnStepUpdate, GetLocalData, ProvideInputData ); //if (ReplayRecord.replayMode == ReplayMode.LOAD_REPLAY) { // ReplayPicker.replayToLoad.Load(); // ReplayRecord replayRecord = ReplayRecord.replayToLoad; // if (replayRecord == null) { // Debug.LogError("Replay Record can't be loaded"); // gameObject.SetActive(false); // return; // } else { // lockstep.ReplayRecord = replayRecord; // } //} if (activeConfig.showStats) { this.gameObject.AddComponent <TrueSyncStats>().Lockstep = lockstep; } scheduler = new CoroutineScheduler(lockstep); if (ReplayRecord.replayMode != ReplayMode.LOAD_REPLAY) { lockstep.AddPlayer(0, "Local_Player", true); //if (communicator == null) { // lockstep.AddPlayer(0, "Local_Player", true); //} else { // List<PhotonPlayer> players = new List<PhotonPlayer>(PhotonNetwork.playerList); // players.Sort(UnityUtils.playerComparer); // for (int index = 0, length = players.Count; index < length; index++) { // PhotonPlayer p = players[index]; // lockstep.AddPlayer((byte) p.ID, p.NickName, p.IsLocal); // } //} } TrueSyncBehaviour[] behavioursArray = FindObjectsOfType <TrueSyncBehaviour>(); for (int index = 0, length = behavioursArray.Length; index < length; index++) { generalBehaviours.Add(NewManagedBehavior(behavioursArray[index])); } initBehaviors(); initGeneralBehaviors(generalBehaviours, false); PhysicsManager.instance.OnRemoveBody(OnRemovedRigidBody); startState = StartState.BEHAVIOR_INITIALIZED; }
void Start() { instance = this; Application.runInBackground = true; if (ReplayRecord.replayMode == ReplayMode.LOAD_REPLAY) { ReplayRecord replayRecord = ReplayRecord.replayToLoad; if (replayRecord == null) { Debug.LogError("Replay Record can't be loaded"); gameObject.SetActive(false); return; } } ICommunicator communicator = null; if (!PhotonNetwork.connected || !PhotonNetwork.inRoom) { Debug.LogWarning("You are not connected to Photon. TrueSync will start in offline mode."); } else { communicator = new PhotonTrueSyncCommunicator(PhotonNetwork.networkingPeer); } TrueSyncConfig activeConfig = ActiveConfig; lockstep = AbstractLockstep.NewInstance( lockedTimeStep, communicator, PhysicsManager.instance, activeConfig.syncWindow, activeConfig.panicWindow, activeConfig.rollbackWindow, OnGameStarted, OnGamePaused, OnGameUnPaused, OnGameEnded, OnPlayerDisconnection, OnStepUpdate, GetLocalData ); if (activeConfig.showStats) { this.gameObject.AddComponent <TrueSyncStats>().Lockstep = lockstep; } scheduler = new CoroutineScheduler(lockstep); if (ReplayRecord.replayMode != ReplayMode.LOAD_REPLAY) { if (communicator == null) { lockstep.AddPlayer(0, "Local_Player", true); } else { List <PhotonPlayer> players = new List <PhotonPlayer>(PhotonNetwork.playerList); players.Sort(UnityUtils.playerComparer); foreach (PhotonPlayer p in players) { lockstep.AddPlayer((byte)p.ID, p.NickName, p.IsLocal); } } } generalBehaviours = new List <TrueSyncManagedBehaviour>(); foreach (TrueSyncBehaviour tsb in FindObjectsOfType <TrueSyncBehaviour>()) { generalBehaviours.Add(NewManagedBehavior(tsb)); } initBehaviors(); initGeneralBehaviors(generalBehaviours, false); PhysicsManager.instance.OnRemoveBody(OnRemovedRigidBody); startState = StartState.BEHAVIOR_INITIALIZED; }
void Start() { instance = this; Application.runInBackground = true; ICommunicator communicator = null; //初始化通信 //if (!PhotonNetwork.connected || !PhotonNetwork.inRoom) { // Debug.LogWarning("You are not connected to Photon. TrueSync will start in offline mode."); //} else { // communicator = new PhotonTrueSyncCommunicator(PhotonNetwork.networkingPeer); //} TrueSyncConfig activeConfig = ActiveConfig; //创建lockstep lockstep = AbstractLockstep.NewInstance( lockedTimeStep.AsFloat(), communicator, PhysicsManager.instance, activeConfig.syncWindow, activeConfig.panicWindow, activeConfig.rollbackWindow, OnGameStarted, OnGamePaused, OnGameUnPaused, OnGameEnded, OnPlayerDisconnection, OnStepUpdate, ProvideInputData ); //========================================================================== mFrameData = new FrameData(); mLockStep = gameObject.AddComponent <LockStep>(); gameObject.AddComponent <GameProcessManager_Dota>(); gameObject.AddComponent <MyTimerDriver>(); PB_MatchTeamFight_FMS2GS2C mMatchTeamFight = (PB_MatchTeamFight_FMS2GS2C)NetData.Instance.Query(MsgID.S2CMatch, (uint)MatchMsgID.Fms2Gs2CMatchFight); FRS2C_Host = mMatchTeamFight.Frs2Chost; FRS2C_Port = mMatchTeamFight.Frs2Cport; guanqia = mMatchTeamFight.Guanqia; teamid = mMatchTeamFight.Teamid; fightroomid = mMatchTeamFight.Fightroomid; randomseed = mMatchTeamFight.Seed; fps = mMatchTeamFight.Fps; foreach (PB_FightPlayerInfo mFightPlayerInfo in mMatchTeamFight.Playersdata) { GameObject actorobj; Actor actor; if (mFightPlayerInfo.ChooseHero == 1) { actorobj = _AssetManager.GetGameObject("prefab/hero/yase/yase_prefab"); actor = actorobj.GetComponent <PlayerActor_yase>(); } else { actorobj = _AssetManager.GetGameObject("prefab/hero/houyi/houyi_prefab"); actor = actorobj.GetComponent <PlayerActor_houyi>(); } //actor.ownerIndex =(int) mFightPlayerInfo.Playeridx; if (mFightPlayerInfo.Pid == NetData.Instance.PlayerID) { actor.IsETCControl = true; playeridx = mFightPlayerInfo.Playeridx; hellokey = mFightPlayerInfo.Hellokey; //actor.localOwner = new TSPlayerInfo((byte)mFightPlayerInfo.Pid, mFightPlayerInfo.Name); } else { actor.IsETCControl = false; //actor.owner = new TSPlayerInfo((byte)mFightPlayerInfo.Pid, mFightPlayerInfo.Name); } if (mActorParent == null) { mActorParent = GameObject.Find("ActorParent").transform; } actor.transform.parent = mActorParent; //actor.Position = new CustomVector3(0, 0, 0); actor.Speed = (FP)0.1f; actor.mActorAttr.HpMax = (FP)100; actor.mActorAttr.Hp = (FP)50; actor.mActorAttr.Name = mFightPlayerInfo.Name; actor.RotateTSTransform.LookAt(TSVector.left); actor.AllTSTransform.LookAt(TSVector.left); actor.Angle = new TSVector(); actor.OwnerID = mFightPlayerInfo.Playeridx; if (actor.OwnerID % 2 == 0) //临时的阵营分配规则 { actor.OwnerCamp = GameCamp.BLUE; } else { actor.OwnerCamp = GameCamp.RED; } AddPlayerActor(actor.OwnerID, actor); } OnBattleStart(); //========================================================================== //检测是否是录像模式, 如果是就加载录像 //if (ReplayRecord.replayMode == ReplayMode.LOAD_REPLAY) { // ReplayPicker.replayToLoad.Load(); // ReplayRecord replayRecord = ReplayRecord.replayToLoad; // if (replayRecord == null) { // Debug.LogError("Replay Record can't be loaded"); // gameObject.SetActive(false); // return; // } else { // lockstep.ReplayRecord = replayRecord; // } //} //如果配置了显示TrueSyncStats,那就初始化 if (activeConfig.showStats) { this.gameObject.AddComponent <TrueSyncStats>().Lockstep = lockstep; } //创建协程调度 scheduler = new CoroutineScheduler(lockstep); //非录像模式下 初始化帧的玩家列表 if (ReplayRecord.replayMode != ReplayMode.LOAD_REPLAY) { lockstep.AddPlayer(0, "Local_Player", true); //if (communicator == null) { // lockstep.AddPlayer(0, "Local_Player", true); //} else { // List<PhotonPlayer> players = new List<PhotonPlayer>(PhotonNetwork.playerList); // players.Sort(UnityUtils.playerComparer); // for (int index = 0, length = players.Count; index < length; index++) { // PhotonPlayer p = players[index]; // lockstep.AddPlayer((byte) p.ID, p.NickName, p.IsLocal); // } //} } //初始化场景中现有的帧同步行为 TrueSyncBehaviour[] behavioursArray = FindObjectsOfType <TrueSyncBehaviour>(); for (int index = 0, length = behavioursArray.Length; index < length; index++) { generalBehaviours.Add(NewManagedBehavior(behavioursArray[index])); } //实例化玩家预设playerPrefabs和同步其行为的拥有者 initBehaviors(); //初始化行为拥有者,并分配给对于玩家。没有继承TrueSyncBehaviour的就继续放到普通行为列表 initGeneralBehaviors(generalBehaviours, false); //添加物理对象移除监听 PhysicsManager.instance.OnRemoveBody(OnRemovedRigidBody); //设置启动状态 startState = StartState.BEHAVIOR_INITIALIZED; }
void Start() { instance = this; Application.runInBackground = true; //离线状态 就AbstractLockstep的OnEventDataReceived接收网络数据不会执行 //更换网络接口 可以从ICommunicator接口 入手 ICommunicator communicator = null; if (!PhotonNetwork.connected || !PhotonNetwork.inRoom) { Debug.LogWarning("You are not connected to Photon. TrueSync will start in offline mode."); } else { communicator = new PhotonTrueSyncCommunicator(PhotonNetwork.networkingPeer); } TrueSyncConfig activeConfig = ActiveConfig; lockstep = AbstractLockstep.NewInstance( lockedTimeStep.AsFloat(), communicator, PhysicsManager.instance, activeConfig.syncWindow, activeConfig.panicWindow, activeConfig.rollbackWindow, OnGameStarted, OnGamePaused, OnGameUnPaused, OnGameEnded, OnPlayerDisconnection, OnStepUpdate, GetLocalData, ProvideInputData ); if (ReplayRecord.replayMode == ReplayMode.LOAD_REPLAY) { ReplayPicker.replayToLoad.Load(); ReplayRecord replayRecord = ReplayRecord.replayToLoad; if (replayRecord == null) { Debug.LogError("Replay Record can't be loaded"); gameObject.SetActive(false); return; } else { lockstep.ReplayRecord = replayRecord; } } if (activeConfig.showStats) { this.gameObject.AddComponent <TrueSyncStats>().Lockstep = lockstep; } scheduler = new CoroutineScheduler(lockstep); if (ReplayRecord.replayMode != ReplayMode.LOAD_REPLAY) { if (communicator == null) { lockstep.AddPlayer(0, "Local_Player", true); } else { List <PhotonPlayer> players = new List <PhotonPlayer>(PhotonNetwork.playerList); players.Sort(UnityUtils.playerComparer); for (int index = 0, length = players.Count; index < length; index++) { PhotonPlayer p = players[index]; lockstep.AddPlayer((byte)p.ID, p.NickName, p.IsLocal); //更新players activePlayers } } } //搜寻场景预先挂载的TrueSyncBehaviour脚本,为它生成TrueSyncManagedBehaviour脚本 //可能这部分脚本有些属于玩家 有些属于公共部分,都根据OwnerIndex来区分 TrueSyncBehaviour[] behavioursArray = FindObjectsOfType <TrueSyncBehaviour>(); for (int index = 0, length = behavioursArray.Length; index < length; index++) { generalBehaviours.Add(NewManagedBehavior(behavioursArray[index]));//一个TrueSyncBehaviour对应TrueSyncManagedBehaviour } initBehaviors(); //初始化玩家prefab和挂在prefab上的TrueSyncBehaviour initGeneralBehaviors(generalBehaviours, false); //公用和玩家的区分,公用分给generalBehaviours,玩家分给behaviorsByPlayer PhysicsManager.instance.OnRemoveBody(OnRemovedRigidBody); startState = StartState.BEHAVIOR_INITIALIZED;//初始化完毕状态 }