예제 #1
0
        /// <summary>
        /// Be sure to use base.OnAwake() when overriding.
        /// This is called when the NetObject runs Awake(). All code that depends on the NetObj being initialized should use this
        /// rather than Awake();
        /// </summary>
        public virtual void OnAwake()
        {
            netObj = GetComponentInParent <NetObject>();

            if (netObj)
            {
                syncState = netObj.GetComponent <SyncState>();
            }

            EnsureComponentsDependenciesExist();

            OnAwakeInitialize(true);
        }
예제 #2
0
        /// <summary>
        /// Apply the vectors (offset, pos, rot, velocity) in StateChangeInfo to the syncState object. Returns true if teleport is required for change.
        /// </summary>
        public static void ApplyVectors(this SyncState syncState, StateChangeInfo stateChangeInfo, Transform prevParent, List <IOnTeleport> callbacks)
        {
            Transform transform = syncState.transform;

            /// For respawns just the pos/rot values are NET relative to he old parent.
            //if (stateChangeInfo.respawn)
            //{
            //	var mount = stateChangeInfo.mount;
            //	var localPos = stateChangeInfo.offsetPos;
            //	var localRot = stateChangeInfo.offsetRot;

            //	int cnt = callbacks.Count;
            //	for (int i = 0; i < cnt; i++)
            //		callbacks[i].OnTeleport();

            //	transform.parent = (mount) ? mount.transform : null;

            //	if (localPos.HasValue)
            //		transform.localPosition = localPos.Value;
            //	if (localRot.HasValue)
            //		transform.localEulerAngles = localRot.Value;

            //	return;
            //}
            //else
            //{
            //if (stateChangeInfo.offsetPos.HasValue)
            //{
            //	{
            //		var parRot = prevParent ? prevParent.rotation : transform.rotation;
            //		/// TODO: offset and vel likely should be part of the ChangeState itself
            //		/// Apply offset before changing state
            //		var localOffset = stateChangeInfo.offsetPos;

            //		//Debug.Log(Time.time + " " + transform.name + " Dequeue " + transform.position + " " + transform.position + prevParent.rotation * localOffset);
            //		//transform.position = transform.position + prevParent.rotation * localOffset.Value;

            //		Vector3? pos = localOffset.HasValue ? (transform.position + parRot * localOffset.Value) : (Vector3?)null;
            //		Vector3? rot = stateChangeInfo.offsetRot;

            //		//int cnt = callbacks.Count;
            //		//for (int i = 0; i < cnt; i++)
            //		//	callbacks[i].OnTeleport();

            //		transform.parent = null;
            //		if (pos.HasValue)
            //			transform.position = pos.Value;
            //		if (rot.HasValue)
            //			transform.eulerAngles = rot.Value;
            //	}
            //}
            //}

            if (stateChangeInfo.velocity.HasValue)
            {
                var rb = syncState.Rb;
                if (rb)
                {
                    if (!rb.isKinematic)
                    {
                        rb.velocity = ((prevParent) ? prevParent.rotation : rb.rotation) * stateChangeInfo.velocity.Value;
                    }
                }
                else
                {
                    var rb2d = syncState.Rb2d;
                    if (rb2d)
                    {
                        if (!rb2d.isKinematic)
                        {
                            rb2d.velocity = stateChangeInfo.velocity.Value;
                        }
                    }
                }
            }
        }