示例#1
0
        //
        // Methods
        //
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            var rangeAttribute = (TSRangeAttribute)base.attribute;

            var rawProp = property.FindPropertyRelative("_serializedValue");

            fpValue = EditorGUI.Slider(position, label, fpValue.AsFloat(), rangeAttribute.min, rangeAttribute.max);

            fpValue = (fpValue / rangeAttribute.step) * rangeAttribute.step;

            rawProp.longValue = fpValue.RawValue;
        }
        // INTERNALS

        private void InternalSetTimeScale(FP i_Value)
        {
            m_TimeScale = MathFP.Max(FP.Zero, i_Value);

            if (m_TimeScale == FP.One)
            {
                Time.timeScale = 1f;
            }
            else
            {
                Time.timeScale = m_TimeScale.AsFloat();
            }
        }
        private void OnDrawGizmosSelected()
        {
            if (!m_DrawGizmos)
            {
                return;
            }

            Color oldColor = Gizmos.color;

            Gizmos.color = Color.white;

            Vector2 center = tsTransform2D.position.ToVector();

            float halfWidth  = m_Width.AsFloat() / 2f;
            float halfHeight = m_Height.AsFloat() / 2f;

            Vector2 topLeft     = new Vector2(center.x - halfWidth, center.y + halfHeight);
            Vector2 topRight    = new Vector2(center.x + halfWidth, center.y + halfHeight);
            Vector2 bottomLeft  = new Vector2(center.x - halfWidth, center.y - halfHeight);
            Vector2 bottomRight = new Vector3(center.x + halfWidth, center.y - halfHeight);

            Vector2 localTopLeft     = topLeft - center;
            Vector2 localTopRight    = topRight - center;
            Vector2 localBottomLeft  = bottomLeft - center;
            Vector2 localBottomRight = bottomRight - center;

            if (m_Angle != FP.Zero)
            {
                FP    angleFP = MathFP.GetNormalizedAngle(m_Angle);
                float angle   = angleFP.AsFloat();

                localTopLeft     = localTopLeft.Rotate(angle);
                localTopRight    = localTopRight.Rotate(angle);
                localBottomLeft  = localBottomLeft.Rotate(angle);
                localBottomRight = localBottomRight.Rotate(angle);
            }

            Gizmos.DrawLine(center + localTopLeft, center + localTopRight);
            Gizmos.DrawLine(center + localTopRight, center + localBottomRight);
            Gizmos.color = Color.blue;
            Gizmos.DrawLine(center + localBottomRight, center + localBottomLeft);
            Gizmos.color = Color.white;
            Gizmos.DrawLine(center + localBottomLeft, center + localTopLeft);

            Gizmos.color = oldColor;
        }
示例#4
0
 /// <summary>
 /// Builds a string from the JVector.
 /// </summary>
 /// <returns>A string containing all three components.</returns>
 #region public override string ToString()
 public override string ToString()
 {
     return(string.Format("({0:f1}, {1:f1}, {2:f1})", x.AsFloat(), y.AsFloat(), z.AsFloat()));
 }
        void Start()
        {
            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.");

            var 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)
            {
                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);
                //    }
                //}
            }

            var 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;
        }
示例#6
0
        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;
        }
示例#7
0
        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
        }