【发布时间】:2019-06-22 16:55:44
【问题描述】:
我正在为 Unity 开发一款 Fortnite 风格的游戏。
玩家生成,有能力生成立方体来建立一个“基地”。
在单声道中一切正常,但我遇到了一个奇怪的网络问题。在服务器上,我的玩家可以在客户端上根据 Raycast 生命值完美地生成立方体,即使玩家是 Player 预制件的克隆,生成的对象也总是在世界原点结束,而不是 Raycast 生命值 -或者 - 如果我从包含 Raycast 信息的播放器脚本中删除 if (!isPlayLocal) {return;},立方体会不准确地生成并且没有相应的材料。
我会尝试找出代码,以便将其放在这里,但我想这可能是很多事情。
本地播放器身份验证在生成预制件上被选中,并且所有预制件都已在网络管理器中注册。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class BuildingSystemNew : NetworkBehaviour
{
[SerializeField] private Camera playerCamera;
[SerializeField] private GameObject blockTemplatePrefab;
[SerializeField] private GameObject blockPrefab;
[SerializeField] private Material templateMaterial;
[SerializeField] private LayerMask buildableSurfacesLayer;
private bool buildModeOn = false;
private bool canBuild = false;
private bool crossHairOn = false;
private BlockSystem bSys;
public Texture2D crosshairImage;
private int blockSelectCounter = 0;
private GameObject weapon;
private Vector3 buildPos;
private GameObject currentTemplateBlock;
private void Start()
{
bSys = GetComponent<BlockSystem>();
}
private void Update()
{
if (isLocalPlayer == false)
return;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
if (Input.GetKeyDown("e"))
{
buildModeOn = !buildModeOn;
if (buildModeOn)
{
// weapon.SetActive(false);
crossHairOn = true;
}
else
{
// weapon.SetActive(true);
crossHairOn = false;
}
}
if (Input.GetKeyDown("r"))
{
blockSelectCounter++;
if (blockSelectCounter >= bSys.allBlocks.Count) blockSelectCounter = 0;
}
if (buildModeOn)
{
RaycastHit buildPosHit;
if (Physics.Raycast(playerCamera.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0)), out buildPosHit, 10, buildableSurfacesLayer))
{
Vector3 point = buildPosHit.point;
buildPos = new Vector3(Mathf.Round(point.x), Mathf.Round(point.y), Mathf.Round(point.z));
canBuild = true;
}
else
{
Destroy(currentTemplateBlock.gameObject);
canBuild = false;
}
}
if (!buildModeOn && currentTemplateBlock != null)
{
Destroy(currentTemplateBlock.gameObject);
canBuild = false;
}
if (canBuild && currentTemplateBlock == null)
{
currentTemplateBlock = Instantiate(blockTemplatePrefab, buildPos, Quaternion.identity);
currentTemplateBlock.GetComponent<MeshRenderer>().material = templateMaterial;
}
if (canBuild && currentTemplateBlock != null)
{
currentTemplateBlock.transform.position = buildPos;
if (Input.GetMouseButtonDown(0))
{
CmdPlaceBlock();
}
else if (Input.GetMouseButtonDown(1))
{
CmdDestroyBlock();
}
}
}
[Command]
public void CmdPlaceBlock()
{
GameObject newBlock = Instantiate(blockPrefab, buildPos, Quaternion.identity);
Block tempBlock = bSys.allBlocks[blockSelectCounter];
newBlock.name = tempBlock.blockName + "-Block";
newBlock.GetComponent<MeshRenderer>().material = tempBlock.blockMaterial;
NetworkServer.SpawnWithClientAuthority(newBlock, connectionToClient);
}
[Command]
private void CmdDestroyBlock()
{
RaycastHit hit;
Ray ray = playerCamera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
var objectHit = hit.collider.gameObject;
if (hit.collider.gameObject.tag == "Block")
{
Destroy(objectHit);
}
}
}
void OnGUI()
{
if (crossHairOn == true)
{
float xMin = (Screen.width / 2) - (crosshairImage.width / 2);
float yMin = (Screen.height / 2) - (crosshairImage.height / 2);
GUI.DrawTexture(new Rect(xMin, yMin, crosshairImage.width, crosshairImage.height), crosshairImage);
}
}
}
【问题讨论】:
-
您是否尝试过进行任何研究?我还不够先进,无法回答这个问题,但我知道一点点研究会有很长的路要走。
-
哈哈是的,我研究过了……
标签: unity3d transform multiplayer raycasting unity3d-unet