public void RigidbodyUpdate(Packet packet)
    {
        Message_RigidbodyUpdate rigidbodyUpdate = (Message_RigidbodyUpdate)((PacketSingle)packet).message;

        //Debug.Log($"Rigidbody Update\nOur Network ID = {networkUID} Packet Network ID = {rigidbodyUpdate.networkUID}");
        if (rigidbodyUpdate.networkUID != networkUID)
        {
            return;
        }
        targetPosition     = VTMapManager.GlobalToWorldPoint(rigidbodyUpdate.position);
        rb.velocity        = rigidbodyUpdate.velocity.toVector3;
        rb.angularVelocity = rigidbodyUpdate.angularVelocity.toVector3;
        transform.rotation = Quaternion.Euler(rigidbodyUpdate.rotation.toVector3); //Angular Velocity doesn't seem to be working so I'm just setting the rotation.

        if (Vector3.Distance(transform.position, targetPosition) > positionThreshhold)
        {
            Debug.Log("Outside of thresh hold, moving " + gameObject.name);
            transform.position = targetPosition;
        }
        else
        {
            //Debug.Log($"Updating Position of UID {networkUID} to {transform.position} : {rb.velocity}" +
            //   $"\nNetwork Message was {rigidbodyUpdate.position} : {rigidbodyUpdate.velocity}");
        }
    }
Esempio n. 2
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 static void Postfix(VTMapManager __instance)
 {
     if (TacViewDataLogger.SceneReloaded != null)
     {
         TacViewDataLogger.SceneReloaded.Invoke();
     }
 }
    public void BulletHit(Packet packet)
    {
        bulletMessage = (Message_BulletHit)((PacketSingle)packet).message;

        Debug.Log("handling bullet hit");

        if (bulletMessage.destUID != networkUID)
        {
            return;
        }


        RaycastHit hitInfo;
        Vector3    pos = VTMapManager.GlobalToWorldPoint(bulletMessage.pos);
        Vector3    vel = bulletMessage.dir.toVector3;
        Vector3    a   = pos;

        a += vel * 100.0f;

        bool   flag   = Physics.Linecast(pos, a, out hitInfo, 1025);
        Hitbox hitbox = null;

        if (flag)
        {
            hitbox = hitInfo.collider.GetComponent <Hitbox>();
            if ((bool)hitbox && (bool)hitbox.actor)
            {
                Debug.Log("found  target bullet hit");
                hitbox.Damage(bulletMessage.damage, hitInfo.point, Health.DamageTypes.Impact, hitbox.actor, "lol");
                BulletHitManager.instance.CreateBulletHit(hitInfo.point, -vel, true);
            }
        }
    }
Esempio n. 4
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    public void GroundUpdate(Packet packet)
    {
        lastMessage = (Message_ShipUpdate)((PacketSingle)packet).message;
        if (lastMessage.UID != networkUID)
        {
            return;
        }

        targetPositionGlobal = lastMessage.position + lastMessage.velocity.toVector3 * Networker.pingToHost;
        targetVelocity       = lastMessage.velocity.toVector3;
        //targetRotation = lastMessage.rotation;
        //targetRotation = targetRotation.normalized;
        //could not get the rotation to work for whatever reason, so ground moves face their velocity vector

        //Debug.Log("Ground reciever rotation is: " + lastMessage.rotation.ToString());

        if ((VTMapManager.GlobalToWorldPoint(lastMessage.position) - groundUnitMover.transform.position).magnitude > 100)
        {
            Debug.Log("Ground mover is too far, teleporting.");
            groundUnitMover.transform.position = VTMapManager.GlobalToWorldPoint(lastMessage.position);
            Quaternion qs = lastMessage.rotation;
            qs = qs.normalized;
            groundUnitMover.transform.rotation = qs;
            smoothedPosition = lastMessage.position;
            if (targetVelocity.sqrMagnitude > 1)
            {
                smoothedRotation = Quaternion.LookRotation(targetVelocity);
            }
            //smoothedRotation = lastMessage.rotation;
            //smoothedRotation = smoothedRotation.normalized;
        }
    }
Esempio n. 5
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    public void RigidbodyUpdate(Packet packet)
    {
        Message_RigidbodyUpdate rigidbodyUpdate = (Message_RigidbodyUpdate)((PacketSingle)packet).message;

        //Debug.Log($"Rigidbody Update\nOur Network ID = {networkUID} Packet Network ID = {rigidbodyUpdate.networkUID}");
        if (rigidbodyUpdate.networkUID != networkUID)
        {
            return;
        }

        if (rigidbodyUpdate.sequenceNumber <= mostCurrentUpdateNumber)
        {
            return;
        }
        mostCurrentUpdateNumber = rigidbodyUpdate.sequenceNumber;

        globalTargetPosition   = rigidbodyUpdate.position + rigidbodyUpdate.velocity * latency;
        localTargetPosition    = VTMapManager.GlobalToWorldPoint(globalTargetPosition);
        targetVelocity         = rigidbodyUpdate.velocity.toVector3;
        targetRotation         = rigidbodyUpdate.rotation * Quaternion.Euler(rigidbodyUpdate.angularVelocity.toVector3 * latency);
        targetRotationVelocity = rigidbodyUpdate.angularVelocity.toVector3;

        if (Vector3.Distance(transform.position, localTargetPosition) > positionThreshold)
        {
            //Debug.Log("Outside of thresh hold, moving " + gameObject.name);
            transform.position = localTargetPosition;

            transform.rotation = rigidbodyUpdate.rotation;
        }
    }
    protected override void UpdateTask()
    {
        base.UpdateTask();
        float maxDistance = AirTraffic.trafficRadius * 1.01f;

        if ((AirTraffic.instance.mpMode || AirTraffic.settings.mpTestMode) && AirTraffic.instance.akutan == false)
        {
            maxDistance = AirTraffic.mapRadius * 1.4f;
        }
        if (AirTraffic.DistanceFromOrigin(VTMapManager.WorldToGlobalPoint(transform.position)) > maxDistance)
        {
            if (aircraft.aiPilot.commandState == AIPilot.CommandStates.Orbit)
            {
                Debug.Log(gameObject.name + " went outta bounds, respawning elsewhere");
                Vector3D pos = AirTraffic.PointOnCruisingRadius();
                Vector3  dir = -pos.toVector3;
                dir.y = 0;
                Spawn(pos, dir);
            }
            else
            {
                if (health.normalizedHealth != 0)
                {
                    Debug.Log(gameObject.name + " went outta bounds untintentionally, destroying them for our saftey");
                    health.Kill();
                }
            }
        }
    }
    public void BulletHit(Packet packet)
    {
        bulletMessage = (Message_BulletHit)((PacketSingle)packet).message;

        Debug.Log("handling bullet hit");

        if (bulletMessage.destUID != networkUID)
        {
            return;
        }
        Vector3 pos = VTMapManager.GlobalToWorldPoint(bulletMessage.pos);
        Vector3 vel = bulletMessage.dir.toVector3;

        RaycastHit[] hits;
        hits = Physics.RaycastAll(pos, vel, 100.0f, 1025);
        Hitbox hitbox = null;

        for (int i = 0; i < hits.Length; i++)
        {
            RaycastHit hit = hits[i];
            hitbox = hit.collider.GetComponent <Hitbox>();
            if ((bool)hitbox && (bool)hitbox.actor)
            {
                Debug.Log("found  target bullet hit");
                hitbox.Damage(bulletMessage.damage, hit.point, Health.DamageTypes.Impact, hitbox.actor, "Bullet Hit Network");
                BulletHitManager.instance.CreateBulletHit(hit.point, -vel, true);
            }
        }
    }
 void FixedUpdate()
 {
     targetPositionGlobal += targetVelocity * Time.fixedDeltaTime;
     targetPosition        = VTMapManager.GlobalToWorldPoint(new Vector3D(targetPositionGlobal));
     ship.rb.MovePosition(ship.transform.position + targetVelocity * Time.fixedDeltaTime + ((targetPosition - ship.transform.position) * Time.fixedDeltaTime) / smoothTime);
     ship.rb.velocity = targetVelocity + (targetPosition - ship.transform.position) / smoothTime;
     ship.rb.MoveRotation(Quaternion.Lerp(ship.transform.rotation, targetRotation, Time.fixedDeltaTime / rotSmoothTime));
 }
 public static Vector3 GetTargetPos()
 {
     if (targetActor != null)
     {
         return(targetActor.transform.position);
     }
     return(VTMapManager.GlobalToWorldPoint(lastTargetPositon));
 }
Esempio n. 10
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    private void FixedUpdate()
    {
        if (thisMissile == null)
        {
            Debug.LogError("thisMissile null.");
        }
        if (hasFired != thisMissile.fired)
        {
            Debug.Log("Missile fired " + thisMissile.name);
            hasFired = true;

            RigidbodyNetworker_Sender rbSender = gameObject.AddComponent <RigidbodyNetworker_Sender>();
            rbSender.networkUID = networkUID;
        }
        if (thisMissile != null && thisMissile.fired)
        {
            if (lastMessage == null)
            {
                Debug.LogError("lastMessage null");
            }
            lastMessage.networkUID   = networkUID;
            lastMessage.guidanceMode = thisMissile.guidanceMode;
            if (thisMissile.guidanceMode == Missile.GuidanceModes.Radar)
            {
                if (thisMissile.radarLock != null && thisMissile.radarLock.actor != null)
                {
                    lastMessage.targetPosition = VTMapManager.WorldToGlobalPoint(thisMissile.radarLock.actor.transform.position);
                    foreach (var AI in AIManager.AIVehicles)
                    {
                        if (AI.actor == thisMissile.radarLock.actor)
                        {
                            lastMessage.radarLock = AI.vehicleUID;
                            // Debug.Log($"Missile {gameObject.name} has found its lock {AI.actor.name} with an uID of {AI.vehicleUID} while trying to lock {thisMissile.radarLock.actor.name}");
                        }
                    }
                }
            }
            else if (thisMissile.guidanceMode == Missile.GuidanceModes.Optical)
            {
                lastMessage.targetPosition = VTMapManager.WorldToGlobalPoint(thisMissile.opticalTargetActor.transform.position);
                //lastMessage.seekerRotation = thisMissile.heatSeeker.transform.rotation;
            }
            else if (thisMissile.guidanceMode == Missile.GuidanceModes.Heat)
            {
                //lastMessage.targetPosition = VTMapManager.WorldToGlobalPoint(thisMissile.opticalTargetActor.transform.position);
                lastMessage.seekerRotation = thisMissile.heatSeeker.transform.rotation;
            }
            SendMessage(false);
        }

        /*if (thisMissile.guidanceMode == Missile.GuidanceModes.Radar)
         * {
         *  if (thisMissile.isPitbull)
         *  {
         *      Debug.Log(gameObject.name + " is now pitbull.");
         *  }
         * }*/
    }
    void FixedUpdate()
    {
        ///stops baha touching our velocities
        actor.fixedVelocityUpdate = true;
        if (rb == null)
        {
            Debug.LogError("Rigid body is null on object " + gameObject.name);
        }
        if (rb.isKinematic == false)
        {
            rb.isKinematic = true;
            Debug.Log("Rigidbody was not kinematic on " + gameObject.name);
        }

        if (kplane != null) // yes this can be null on objects that arent airplanes
        {
            if (kplane.enabled == true)
            {
                kplane.enabled = false;
                Debug.Log("Disabled kplane again on " + gameObject.name);
            }
        }
        if (playerWeRepresent == null)
        {
            int playerID = PlayerManager.FindPlayerIDFromNetworkUID(networkUID);                                               //get the ping of the player we represent
            if (playerID == -1)
            {                                                                                                                  //we are not a player, get the ping from the host
                playerID = PlayerManager.FindPlayerIDFromNetworkUID(PlayerManager.GetPlayerUIDFromCSteamID(Networker.hostID)); //getting the host
            }
            if (playerID != -1)                                                                                                //couldnt find host latency, that sucks
            {
                playerWeRepresent = PlayerManager.players[playerID];
            }
        }
        if (playerWeRepresent != null)
        {
            //delta time needs to be added to latency as this runs after packet has arrived for a while
            latency = playerWeRepresent.ping + Time.fixedDeltaTime;
        }

        globalTargetPosition += new Vector3D(targetVelocity * Time.fixedDeltaTime);
        localTargetPosition   = VTMapManager.GlobalToWorldPoint(globalTargetPosition);

        Quaternion quatVel         = Quaternion.Euler(targetRotationVelocity * Time.fixedDeltaTime);
        Quaternion currentRotation = transform.rotation;

        currentRotation *= quatVel;
        targetRotation  *= quatVel;

        rb.velocity = targetVelocity + (localTargetPosition - transform.position) / smoothingTime;
        //actor.SetCustomVelocity(Vector3.Lerp(actor.velocity, targetVelocity + (localTargetPosition - transform.position) / smoothingTime, Time.fixedDeltaTime / velSmoothingTime));
        actor.SetCustomVelocity(rb.velocity);

        rb.MovePosition(transform.position + targetVelocity * Time.fixedDeltaTime + ((localTargetPosition - transform.position) * Time.fixedDeltaTime) / smoothingTime);
        Quaternion quat = Quaternion.Slerp(currentRotation, targetRotation, Time.fixedDeltaTime / rotSmoothingTime);

        rb.MoveRotation(quat.normalized);
    }
 void FixedUpdate()
 {
     targetPositionGlobal += targetVelocity * Time.fixedDeltaTime;
     targetPosition        = VTMapManager.GlobalToWorldPoint(targetPositionGlobal);
     ship.rb.MovePosition(ship.transform.position + targetVelocity * Time.fixedDeltaTime + ((targetPosition - ship.transform.position) * Time.fixedDeltaTime) / smoothTime);
     ship.rb.velocity = targetVelocity + (targetPosition - ship.transform.position) / smoothTime;
     shipTraverse.Field("_velocity").SetValue(ship.rb.velocity);//makes the wake emit partical
     ship.rb.MoveRotation(Quaternion.Lerp(ship.transform.rotation, targetRotation, Time.fixedDeltaTime / rotSmoothTime));
 }
Esempio n. 13
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    public override void StartTask(TrafficAI_Base ai)
    {
        Debug.Log("Starting landing at temporary task!");
        TrafficAI_Transport transportAI = (TrafficAI_Transport)ai;

        ai.waypoint.GetTransform().position = VTMapManager.GlobalToWorldPoint(point);
        transportAI.aircraft.LandAtWpt(ai.waypoint);
        idleTimer = UnityEngine.Random.Range(15f, 30f);
        base.StartTask(ai);
    }
Esempio n. 14
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    public override void StartTask(TrafficAI_Base ai)
    {
        Debug.Log("Starting fly off map task!");
        TrafficAI_Transport ai2 = (TrafficAI_Transport)ai;

        ai2.waypoint.GetTransform().position = VTMapManager.GlobalToWorldPoint(AirTraffic.PointOnMapRadius());
        ai2.aircraft.SetOrbitNow(ai2.waypoint, 10000, AirTraffic.cruisingAltitudes.Random());
        ai2.pilot.navSpeed = UnityEngine.Random.Range(ai2.normalSpeed, ai2.pilot.maxSpeed);
        base.StartTask(ai2);
    }
 public static Vector3D GetPlayerPosition()
 {
     if ((instance.mpMode || settings.mpTestMode) && instance.akutan == false)
     {
         return(new Vector3D(mapRadius, 0, mapRadius));
     }
     else
     {
         return(VTMapManager.WorldToGlobalPoint(FlightSceneManager.instance.playerActor.gameObject.transform.position));
     }
 }
Esempio n. 16
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    public override void StartTask(TrafficAI_Base ai)
    {
        Debug.Log("Starting scout airbase!");
        TrafficAI_CAP capAI = (TrafficAI_CAP)ai;

        ai.waypoint.GetTransform().position = VTMapManager.GlobalToWorldPoint(point);
        capAI.Orbit(ai.waypoint, radius, alt);
        idleTimer = UnityEngine.Random.Range(30f, 120f);
        arived    = false;
        base.StartTask(ai);
    }
 void Update()
 {
     if (targetActor != null)
     {
         lastTargetPositon  = VTMapManager.WorldToGlobalPoint(targetActor.transform.position);
         lastTargetVelocity = targetActor.velocity;
     }
     else
     {
         lastTargetPositon += lastTargetVelocity * Time.deltaTime;
     }
 }
    public override void Spawn(Vector3D pos, Vector3 dir)
    {
        Debug.Log("Reseting aircraft");
        foreach (CAP_Aircraft plane in formation)
        {
            plane.aircraft.transform.position = VTMapManager.GlobalToWorldPoint(pos);
            plane.aircraft.transform.LookAt(plane.aircraft.transform.position + dir);
            plane.rb.velocity = plane.gameObject.transform.forward * plane.pilot.navSpeed;

            plane.gameObject.GetComponentInChildren <GearAnimator>().RetractImmediate();
            plane.gameObject.GetComponent <KinematicPlane>().SetToKinematic();
            Debug.Log("aircraft reset");
        }
    }
Esempio n. 19
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 private void Update()
 {
     if (receivedGlobalUID && thisMissile != null && thisMissile.fired)
     {
         lastMessage.networkUID = networkUID;
         lastMessage.position   = VTMapManager.WorldToGlobalPoint(rigidbody.position);
         lastMessage.rotation   = new Vector3D(rigidbody.rotation.eulerAngles);
         if (thisMissile.radarLock != null && thisMissile.radarLock.actor != null)
         {
             lastMessage.targetPosition = VTMapManager.WorldToGlobalPoint(thisMissile.radarLock.actor.transform.position);
         }
         SendMessage(false);
     }
 }
Esempio n. 20
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        int GetSpawnID(AICarrierSpawn carrier)
        {
            Vector3 b      = VTMapManager.GlobalToWorldPoint(new Vector3D(actor.transform.position));
            int     result = 0;
            float   num    = float.MaxValue;

            for (int i = 0; i < carrier.spawnPoints.Count; i++)
            {
                float sqrMagnitude = (carrier.spawnPoints[i].spawnTf.position - b).sqrMagnitude;
                if (sqrMagnitude < num)
                {
                    result = i;
                    num    = sqrMagnitude;
                }
            }
            return(result);
        }
Esempio n. 21
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    private Actor GetActorAtPosition(Vector3D globalPos)
    {
        Vector3 worldPos = VTMapManager.GlobalToWorldPoint(globalPos);
        Actor   result   = null;
        float   num      = 250000f;

        for (int i = 0; i < TargetManager.instance.allActors.Count; i++)
        {
            float sqrMagnitude = (TargetManager.instance.allActors[i].position - worldPos).sqrMagnitude;
            if (sqrMagnitude < num)
            {
                num    = sqrMagnitude;
                result = TargetManager.instance.allActors[i];
            }
        }
        return(result);
    }
Esempio n. 22
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    private void FixedUpdate()
    {
        globalLastPosition += new Vector3D(lastVelocity * Time.fixedDeltaTime);
        localLastPosition   = VTMapManager.GlobalToWorldPoint(globalLastPosition);
        Quaternion quatVel = Quaternion.Euler(lastAngularVelocity * Time.fixedDeltaTime);

        lastRotation *= quatVel;

        lastUp      = lastRotation * Vector3.up;
        lastForward = lastRotation * Vector3.forward;
        tick       += Time.fixedDeltaTime;
        if (tick > 1.0f / tickRate || Vector3.Distance(localLastPosition, transform.TransformPoint(originOffset)) > threshold || Vector3.Angle(lastUp, transform.up) > angleThreshold || Vector3.Angle(lastForward, transform.forward) > angleThreshold)
        {
            tick        = 0.0f;
            lastUp      = transform.up;
            lastForward = transform.forward;

            globalLastPosition = VTMapManager.WorldToGlobalPoint(transform.TransformPoint(originOffset));
            lastVelocity       = rb.velocity;

            lastRotation        = transform.rotation;
            lastAngularVelocity = rb.angularVelocity * Mathf.Rad2Deg;

            lastMessage.position = VTMapManager.WorldToGlobalPoint(transform.TransformPoint(originOffset));
            lastMessage.rotation = transform.rotation;
            if (Multiplayer.SoloTesting)
            {
                lastMessage.position += new Vector3D(-30, 0, 0);
            }
            lastMessage.velocity        = new Vector3D(rb.velocity);
            lastMessage.angularVelocity = new Vector3D(rb.angularVelocity * Mathf.Rad2Deg);
            lastMessage.networkUID      = networkUID;
            lastMessage.sequenceNumber  = ++updateNumber;
            if (Networker.isHost)
            {
                NetworkSenderThread.Instance.SendPacketAsHostToAllClients(lastMessage, Steamworks.EP2PSend.k_EP2PSendUnreliableNoDelay);
            }
            else
            {
                NetworkSenderThread.Instance.SendPacketToSpecificPlayer(Networker.hostID, lastMessage, Steamworks.EP2PSend.k_EP2PSendUnreliableNoDelay);
            }
        }
        // Temperz STOP KILLING PERFORMANCE AND HARD DRIVES!
        //Debug.Log($"{actor.name} is not outside of the threshold {Threshold}, the distance is {Vector3.Distance(lastPos, gameObject.transform.position)} not updating it.");
    }
    public void ShipUpdate(Packet packet)
    {
        lastMessage = (Message_ShipUpdate)((PacketSingle)packet).message;
        if (lastMessage.UID != networkUID)
        {
            return;
        }

        targetPositionGlobal = lastMessage.position.toVector3 + lastMessage.velocity.toVector3 * Networker.pingToHost;
        targetVelocity       = lastMessage.velocity.toVector3;
        targetRotation       = lastMessage.rotation;

        if ((VTMapManager.GlobalToWorldPoint(lastMessage.position) - ship.transform.position).magnitude > 100)
        {
            Debug.Log("Ship is too far, teleporting. This message should apear once per ship at spawn, if ur seeing more something is probably fucky");
            ship.transform.position = VTMapManager.GlobalToWorldPoint(lastMessage.position);
        }
    }
Esempio n. 24
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    public void BulletHit(Packet packet)
    {
        bulletMessage = (Message_BulletHit)((PacketSingle)packet).message;

        Debug.Log("handling bullet hit");

        if (bulletMessage.destUID != networkUID)
        {
            return;
        }


        RaycastHit hitInfo;
        Vector3    pos = VTMapManager.GlobalToWorldPoint(bulletMessage.pos);
        Vector3    vel = bulletMessage.dir.toVector3;
        Vector3    a   = pos;

        a += vel * 100.0f;

        bool  flag   = Physics.Linecast(pos, a, out hitInfo, 1025);
        Actor source = null;

        if (AIDictionaries.allActors.ContainsKey(bulletMessage.sourceActorUID))
        {
            source = AIDictionaries.allActors[bulletMessage.sourceActorUID];
        }
        Hitbox hitbox = null;

        if (flag)
        {
            hitbox = hitInfo.collider.GetComponent <Hitbox>();
            if ((bool)hitbox && (bool)hitbox.actor)
            {
                Debug.Log("found  target bullet hit");
                hitbox.Damage(bulletMessage.damage * 3.0f, hitInfo.point, Health.DamageTypes.Impact, source, "Bullet Impact");
                BulletHitManager.instance.CreateBulletHit(hitInfo.point, -vel, true);
            }
        }
        else
        {
            health.Damage(bulletMessage.damage * 3.0f, ownerActor.gameObject.transform.position, Health.DamageTypes.Impact, source, "Bullet Impact");
            BulletHitManager.instance.CreateBulletHit(ownerActor.gameObject.transform.position, -vel, true);
        }
    }
Esempio n. 25
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        public void getHeightMap(bool customScene, string TacViewFolder, VTMapManager mm)
        {
            if (!gameHeightmap)
            {
                // This probably shouldn't be hit anymore?
                if (customScene)
                {
                    support.WriteLog("Getting custom map");

                    VTMap map = support.mm.map;

                    if (map != null)
                    {
                        support.WriteLog("Getting texture data");
                        Texture2D myTexture2D = getTexture(support.mm.fallbackHeightmap);
                        saveHeightMap(myTexture2D, map, TacViewFolder);
                        generateMapXML(myTexture2D, map, customScene, TacViewFolder);
                    }
                    else
                    {
                        support.WriteLog("Unable to build heightmap. Map is null!");
                    }
                }
                else
                {
                    VTMap map = support.getMap();
                    support.WriteLog("Getting built in map");

                    Texture2D myTexture2D = getTexture(mm.fallbackHeightmap);
                    saveHeightMap(myTexture2D, map, TacViewFolder);
                    generateMapXML(myTexture2D, map, customScene, TacViewFolder);
                }
            }
            else
            {
                support.WriteLog("We already have a heightmap thank god.");
                VTMap map = support.mm.map;

                Texture2D myTexture2D = getTexture(gameHeightmap);
                saveHeightMap(myTexture2D, map, TacViewFolder);
                generateMapXML(myTexture2D, map, customScene, TacViewFolder);
            }
        }
Esempio n. 26
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    void FixedUpdate()
    {
        if (targetVelocity.sqrMagnitude > 1)
        {
            targetRotation = Quaternion.LookRotation(targetVelocity);
        }

        targetPositionGlobal += targetVelocity * Time.fixedDeltaTime;

        smoothedPosition = smoothedPosition + targetVelocity * Time.fixedDeltaTime + ((targetPositionGlobal - smoothedPosition) * Time.fixedDeltaTime) / smoothTime;
        smoothedRotation = Quaternion.Slerp(smoothedRotation, targetRotation, Time.fixedDeltaTime / rotSmoothTime);
        smoothedRotation = smoothedRotation.normalized;
        Vector3    adjustedPos      = VTMapManager.GlobalToWorldPoint(smoothedPosition);
        Vector3    surfaceNormal    = smoothedRotation * Vector3.up;
        Vector3    surfaceRight     = smoothedRotation * Vector3.right;
        Vector3    surfaceForward   = smoothedRotation * Vector3.forward;
        Quaternion adjustedRotation = smoothedRotation;

        RaycastHit hit;

        if (Physics.Raycast(adjustedPos + 500 * Vector3.up, Vector3.down, out hit, 1000, 1, QueryTriggerInteraction.Ignore))
        {
            adjustedPos    = hit.point + hit.normal * groundUnitMover.height;
            surfaceNormal  = hit.normal;
            surfaceRight   = Vector3.Cross(surfaceNormal, smoothedRotation * Vector3.forward);
            surfaceForward = Vector3.Cross(surfaceRight, surfaceNormal);
            if (surfaceForward != Vector3.zero && surfaceNormal != Vector3.zero)
            {
                adjustedRotation = Quaternion.LookRotation(surfaceForward, surfaceNormal);
            }
        }
        adjustedRotation = adjustedRotation.normalized;
        //groundTraverse.Field("velocity").SetValue(targetVelocity + (targetPositionGlobal - smoothedPosition).toVector3 / smoothTime);

        rb.MovePosition(adjustedPos);
        rb.MoveRotation(adjustedRotation);//move rotation was throwing "Rotation quaternions must be unit length"

        if (isSoldier)
        {
            soldier.animator.SetFloat(walkingAnimation, (targetVelocity + (targetPositionGlobal - smoothedPosition).toVector3 / smoothTime).magnitude);
        }
    }
Esempio n. 27
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 private void LateUpdate()
 {
     lastMessage.position = VTMapManager.WorldToGlobalPoint(transform.position);
     lastMessage.rotation = new Vector3D(transform.rotation.eulerAngles);
     if (Multiplayer.SoloTesting)
     {
         lastMessage.position += new Vector3D(-30, 0, 0);
     }
     lastMessage.velocity        = new Vector3D(rb.velocity);
     lastMessage.angularVelocity = new Vector3D(rb.angularVelocity);
     lastMessage.networkUID      = networkUID;
     if (Networker.isHost)
     {
         Networker.SendGlobalP2P(lastMessage, Steamworks.EP2PSend.k_EP2PSendUnreliableNoDelay);
     }
     else
     {
         Networker.SendP2P(Networker.hostID, lastMessage, Steamworks.EP2PSend.k_EP2PSendUnreliableNoDelay);
     }
 }
Esempio n. 28
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    private void FixedUpdate()
    {
        globalLastPosition += new Vector3D(lastVelocity * Time.fixedDeltaTime);
        localLastPosition   = VTMapManager.GlobalToWorldPoint(globalLastPosition);
        Quaternion quatVel = Quaternion.Euler(lastAngularVelocity * Time.fixedDeltaTime);

        lastRotation *= quatVel;

        lastUp      = lastRotation * Vector3.up;
        lastForward = lastRotation * Vector3.forward;
        tick       += Time.fixedDeltaTime;
        if (tick > 1.0f / tickRate || Vector3.Distance(localLastPosition, transform.TransformPoint(originOffset)) > threshold || Vector3.Angle(lastUp, transform.up) > angleThreshold || Vector3.Angle(lastForward, transform.forward) > angleThreshold)
        {
            tick        = 0.0f;
            lastUp      = transform.up;
            lastForward = transform.forward;

            globalLastPosition = VTMapManager.WorldToGlobalPoint(transform.TransformPoint(originOffset));
            lastVelocity       = rb.velocity;

            lastRotation        = transform.rotation;
            lastAngularVelocity = rb.angularVelocity * Mathf.Rad2Deg;

            lastMessage.position = VTMapManager.WorldToGlobalPoint(transform.TransformPoint(originOffset));
            lastMessage.rotation = transform.rotation;

            lastMessage.velocity        = new Vector3D(rb.velocity);
            lastMessage.angularVelocity = new Vector3D(rb.angularVelocity * Mathf.Rad2Deg);
            lastMessage.networkUID      = networkUID;
            lastMessage.sequenceNumber  = ++updateNumber;
            if (Networker.isHost)
            {
                Networker.addToUnreliableSendBuffer(lastMessage);
            }
            else
            {
                NetworkSenderThread.Instance.SendPacketToSpecificPlayer(Networker.hostID, lastMessage, Steamworks.EP2PSend.k_EP2PSendUnreliable);
            }
        }
    }
    void FixedUpdate()
    {
        timer += Time.fixedDeltaTime;
        if (timer > 1)
        {
            timer = 0;

            lastMessage.position = VTMapManager.WorldToGlobalPoint(ship.transform.position);
            lastMessage.rotation = ship.transform.rotation;
            lastMessage.velocity = new Vector3D(ship.velocity);

            lastMessage.UID = networkUID;
            if (Networker.isHost)
            {
                NetworkSenderThread.Instance.SendPacketAsHostToAllClients(lastMessage, Steamworks.EP2PSend.k_EP2PSendUnreliableNoDelay);
            }
            else
            {
                NetworkSenderThread.Instance.SendPacketToSpecificPlayer(Networker.hostID, lastMessage, Steamworks.EP2PSend.k_EP2PSendUnreliableNoDelay);
            }
        }
    }
    static bool Prefix(GPSTargetSystem __instance, Vector3 worldPosition, string prefix)
    {
        Vector3 pos  = worldPosition;
        string  msgp = prefix;

        Debug.Log("sending GPS");


        Message_GPSData gpsm = new Message_GPSData(PlayerManager.localUID, VTMapManager.WorldToGlobalPoint(pos), "MP", PlayerManager.teamLeftie, __instance.currentGroup.groupName);

        if (PlayerManager.sendGPS)
        {
            if (Networker.isHost)
            {
                NetworkSenderThread.Instance.SendPacketAsHostToAllClients(gpsm, Steamworks.EP2PSend.k_EP2PSendReliable);
            }
            else
            {
                NetworkSenderThread.Instance.SendPacketToSpecificPlayer(Networker.hostID, gpsm, Steamworks.EP2PSend.k_EP2PSendReliable);
            }
        }
        return(true);
    }