예제 #1
0
파일: Entity.cs 프로젝트: NiceWG/lightshift
    void Update()
    {
        Step();

        if (!networkObject.IsServer)
        {
            if (_syncBuffer.HasKeyframes)
            {
                _syncBuffer.UpdatePlayback(Time.deltaTime);
                _transform.position = _syncBuffer.Position;
                _transform.rotation = _syncBuffer.Rotation;
            }
        }

        if (networkObject.IsServer)
        {
            _rigidbody.AddTorque(Vector3.forward * HorizontalInput * Agility * Time.deltaTime, ForceMode.Impulse);
            /* Handle Rotation */
            Quaternion rotation = _rigidbody.rotation * Quaternion.Euler(0, 0, HorizontalInput * Agility * Time.deltaTime);
            //_rigidbody.MoveRotation(rotation);

            /* Handle Movement */
            _rigidbody.AddForce((rotation * Vector3.up) * VerticalInput * 1000.0f * Acceleration * Time.deltaTime);

            if (_rigidbody.velocity.magnitude > Speed * 1000.0f)
            {
                _rigidbody.velocity = _rigidbody.velocity.normalized * Speed * 1000.0f;
            }
        }
    }
예제 #2
0
        private void Update()
        {
            if (!hasAuthority)
            {
                if (_syncBuffer.HasKeyframes)
                {
                    _syncBuffer.UpdatePlayback(Time.deltaTime);
                    _transform.position = _syncBuffer.Position;
                    _transform.rotation = _syncBuffer.Rotation;
                }
            }
            else
            {
                // movement
                _input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));

                // teleportation
                if (Input.GetKeyDown(KeyCode.Space))
                {
                    // send a keyframe to interpolate to before teleporting
                    SendSyncMessage();

                    var newPosition = new Vector3(Random.Range(-6f, 6f), 2f, Random.Range(-6f, 6f));
                    _rigidbody.position        = newPosition;
                    _rigidbody.rotation        = Quaternion.identity;
                    _rigidbody.velocity        = Vector3.zero;
                    _rigidbody.angularVelocity = Vector3.zero;

                    // and then immediately send a teleportation keyframe with 0 interpolation time
                    SendSyncMessage();
                }
            }
        }