/// <summary> /// Update is called once per frame /// </summary> void Update() { if (!IsActive) { return; } //Debug.Log("Level: " + Application.loadedLevelName + "\n MyCharacterx: " + MyCharacter); if (MyCharacter == null || Application.loadedLevelName == MainMenuScene) { return; } if (SceneInformation == null) { LoadSceneInfo(); GameLevel = new Level(); GameLevel.load(GameLevelFile); GameObject level_object = GameLevel.game_object(); level_object.transform.parent = SceneInformation.transform; } if (CharactersToInstantiate.Count > 0) { foreach (var character in CharactersToInstantiate) { InstantiateSceneCharacter(character); } CharactersToInstantiate.Clear(); } if (ProjectilesToInstantiate.Count > 0) { foreach (var proj in ProjectilesToInstantiate) { InstantiatePlasma(SceneCharacters[proj]); } ProjectilesToInstantiate.Clear(); } if (MyPlayer == null && SceneCharacters != null && SceneCharacters.ContainsKey(MyCharacter.Id)) { MyPlayer = SceneCharacters[MyCharacter.Id]; MyPlayer.Client = this; MyPlayer.BaseCharacter = MyCharacter; MyPlayer.tag = "Player"; MyPlayer.BaseCharacter.R = MyColor.r; MyPlayer.BaseCharacter.G = MyColor.g; MyPlayer.BaseCharacter.B = MyColor.b; //recolor_walker(MyPlayer.gameObject, MyColor); GetComponent <NetworkView>().RPC("ClientColor", RPCMode.Server, MyColor.r, MyColor.g, MyColor.b); } if (CurrentGameState != GameStates.LevelLoaded || MyPlayer == null) { return; } InterpolateCharacters(); UpdateControls(); MovePlayer(); UpdateCamera(); UpdateCombatControls(); ValidateMyPosition(); HandleProjectiles(); }
public void UpdateCharacter(int charId, Vector3 position, float direction, int walking, Quaternion headRot, Vector3 velocity, float crouchfactor) { ////Debug.Log ("Update called for " + charId + " at " + position.x + ", " + position.y + ", " + position.z); // Don't update self if using client-side prediction if (CurrentGameState != Game.GameStates.LevelLoaded || MyPlayer == null || (ClientSidePrediction && charId.Equals(((Character)MyPlayer).Id)) || !SceneCharacters.ContainsKey(charId) ) { return; } SceneCharacter3D character = SceneCharacters[charId]; ObjectState charState = new ObjectState(charId, position, direction, headRot, velocity, crouchfactor, walking); // TODO: fix this to call a special method just updating the legs // character.GetComponent<SceneCharacter3D>().Move(1f, 0f, Time.deltaTime, false); if (!CharacterInterpolation) { character.transform.position = position; character.state.velocity = velocity; character.state.angle = direction; character.head.transform.localRotation = headRot; character.crouch_factor = crouchfactor; character.transform.localEulerAngles = new Vector3(0, direction, 0); return; } // 7A) Store the character state from the server if (CharacterIntendedStates.ContainsKey(charId)) { CharacterIntendedStates.Remove(charId); CharacterPositionDiffs.Remove(charId); CharacterDirectionDiffs.Remove(charId); CharacterHeadRotDiffs.Remove(charId); CharacterCrouchFactorDiffs.Remove(charId); } CharacterIntendedStates.Add(charId, charState); // 7B) Calculate the position difference Vector3 currentCharPosition = character.transform.position; Vector3 intendedCharacterPosition = charState.Position; CharacterPositionDiffs.Add(charId, new Vector3( intendedCharacterPosition.x - currentCharPosition.x, intendedCharacterPosition.y - currentCharPosition.y, intendedCharacterPosition.z - currentCharPosition.z )); // Calculate the direction difference float currentCharDirection = character.transform.localEulerAngles.y; float intendedCharacterDirection = charState.Angle; /*CharacterDirectionDiffs.Add(charId, new Vector3( * intendedCharacterDirection.x - currentCharDirection.x, * intendedCharacterDirection.y - currentCharDirection.y, * intendedCharacterDirection.z - currentCharDirection.z * )); */ // TODO: use Mathf.DeltaAngle instead and test //float phi = Mathf.Abs(currentCharDirection - intendedCharacterDirection) % 360f; //float dist = phi > 180 ? 360 - phi : phi; float dist = Mathf.DeltaAngle(currentCharDirection, intendedCharacterDirection); CharacterDirectionDiffs.Add(charId, dist); Quaternion currentCharHeadRot = character.head.transform.localRotation; Quaternion intendedCharacterHeadRot = charState.HeadRot; CharacterHeadRotDiffs.Add(charId, new Quaternion( intendedCharacterHeadRot.x - currentCharHeadRot.x, intendedCharacterHeadRot.y - currentCharHeadRot.y, intendedCharacterHeadRot.z - currentCharHeadRot.z, intendedCharacterHeadRot.w - currentCharHeadRot.w )); float currentCharCrouchFactor = character.crouch_factor; float intendedCharacterCrouchFactor = charState.CrouchFactor; CharacterCrouchFactorDiffs.Add(charId, intendedCharacterCrouchFactor - currentCharCrouchFactor); }