Add StickGame Assets
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THIS DEMO REQUIRES FISH-NETWORKING PRO
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- Start two editors or builds.
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- Press play on each.
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- Run one as server, and the other as client.
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Red shows where the object was rolled back to on the server.
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Green shows where the object actually was on server.
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Rollback indicators in demo will not be correct when firing as clientHost.
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||||
using UnityEngine;
|
||||
|
||||
namespace FishNet.Example.ColliderRollbacks
|
||||
{
|
||||
public class DestroyAfterDelay : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
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||||
private float _delay = 1f;
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||||
|
||||
private void Awake()
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{
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||||
Destroy(gameObject, _delay);
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}
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}
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||||
using FishNet.Object;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace FishNet.Example.ColliderRollbacks
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// DEMO. CODE IS NOT OPTIMIZED.
|
||||
/// Aims the camera.
|
||||
/// </summary>
|
||||
public class Aim : NetworkBehaviour
|
||||
{
|
||||
|
||||
public PlayerCamera PlayerCamera { get; private set; }
|
||||
private readonly Vector3 _offset = new Vector3(0f, 1.65f, 0f);
|
||||
|
||||
public override void OnStartClient()
|
||||
{
|
||||
if (base.IsOwner)
|
||||
PlayerCamera = Camera.main.transform.GetComponent<PlayerCamera>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!base.IsOwner || PlayerCamera == null)
|
||||
return;
|
||||
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
Cursor.visible = false;
|
||||
MoveAim();
|
||||
MoveCamera();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Aims camera.
|
||||
/// </summary>
|
||||
private void MoveAim()
|
||||
{
|
||||
float speed = 2f;
|
||||
//Yaw.
|
||||
transform.Rotate(new Vector3(0f, Input.GetAxis("Mouse X") * speed, 0f));
|
||||
//Pitch.
|
||||
float pitch = PlayerCamera.transform.eulerAngles.x - (Input.GetAxis("Mouse Y") * speed);
|
||||
/* If not signed on X then make it
|
||||
* signed for easy clamping. */
|
||||
if (pitch > 180f)
|
||||
pitch -= 360f;
|
||||
pitch = Mathf.Clamp(pitch, -89f, 89f);
|
||||
|
||||
PlayerCamera.transform.eulerAngles = new Vector3(pitch, transform.eulerAngles.y, transform.eulerAngles.z);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves camera.
|
||||
/// </summary>
|
||||
private void MoveCamera()
|
||||
{
|
||||
PlayerCamera.transform.position = transform.position + _offset;
|
||||
PlayerCamera.transform.rotation = Quaternion.Euler(PlayerCamera.transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
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|
||||
using FishNet.Component.ColliderRollback;
|
||||
using FishNet.Managing.Timing;
|
||||
using FishNet.Object;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace FishNet.Example.ColliderRollbacks
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// DEMO. CODE IS NOT OPTIMIZED.
|
||||
/// Fires at objects.
|
||||
/// </summary>
|
||||
public class Fire : NetworkBehaviour
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
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@@ -0,0 +1,19 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace FishNet.Example.ColliderRollbacks
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// DEMO. CODE IS NOT OPTIMIZED.
|
||||
/// Doesn't do much...
|
||||
/// </summary>
|
||||
public class PlayerCamera : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// MuzzleFlash on the weapon.
|
||||
/// </summary>
|
||||
public Transform MuzzleFlash;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
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||||
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userData:
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@@ -0,0 +1,50 @@
|
||||
using FishNet.Object;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace FishNet.Example.ColliderRollbacks
|
||||
{
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// DEMO. CODE IS NOT OPTIMIZED.
|
||||
/// Moves the player around.
|
||||
/// </summary>
|
||||
public class PlayerMotor : NetworkBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private float _moveRate = 3f;
|
||||
|
||||
private CharacterController _characterController;
|
||||
|
||||
public override void OnStartClient()
|
||||
{
|
||||
if (base.IsOwner)
|
||||
_characterController = GetComponent<CharacterController>();
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (base.IsOwner)
|
||||
{
|
||||
Move();
|
||||
}
|
||||
}
|
||||
|
||||
private void Move()
|
||||
{
|
||||
if (_characterController == null)
|
||||
return;
|
||||
|
||||
Vector3 gravity = new Vector3(0f, -10f, 0f);
|
||||
Vector3 inputs = transform.TransformDirection(
|
||||
new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"))
|
||||
);
|
||||
|
||||
_characterController.Move((gravity + inputs) * _moveRate * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
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userData:
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assetBundleVariant:
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@@ -0,0 +1,95 @@
|
||||
using FishNet.Connection;
|
||||
using FishNet.Managing;
|
||||
using FishNet.Managing.Timing;
|
||||
using FishNet.Object;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace FishNet.Example.ColliderRollbacks
|
||||
{
|
||||
/// <summary>
|
||||
/// DEMO. CODE IS NOT OPTIMIZED.
|
||||
/// Shows where an object was when client hit it, and where it was after server rolled it back.
|
||||
/// </summary>
|
||||
|
||||
public class RollbackVisualizer : NetworkBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private GameObject _originalPrefab;
|
||||
[SerializeField]
|
||||
private GameObject _rollbackPrefab;
|
||||
[SerializeField]
|
||||
private TextCanvas _textCanvasPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// Average accuracy over the past 30 shots.
|
||||
/// </summary>
|
||||
private List<float> _accuracyAverage = new List<float>();
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_accuracyAverage.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows difference between where object was when client shot it, and where it was after rollback.
|
||||
/// </summary>
|
||||
/// <param name="original"></param>
|
||||
/// <param name="rolledBack"></param>
|
||||
[Server]
|
||||
public void ShowDifference(NetworkObject clientObject, Vector3 original, Vector3 rolledBack)
|
||||
{
|
||||
//Only send to client if not host.
|
||||
if (!base.IsHost)
|
||||
{
|
||||
float difference = Vector3.Distance(original, rolledBack);
|
||||
PrintAverage(false, difference, base.NetworkManager);
|
||||
TargetShowDifference(clientObject.Owner, original, rolledBack);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[TargetRpc]
|
||||
private void TargetShowDifference(NetworkConnection conn, Vector3 original, Vector3 rollback)
|
||||
{
|
||||
Instantiate(_originalPrefab, original, transform.rotation);
|
||||
Instantiate(_rollbackPrefab, rollback, transform.rotation);
|
||||
|
||||
float difference = Vector3.Distance(original, rollback);
|
||||
string accuracyText = PrintAverage(true, difference, base.NetworkManager);
|
||||
TextCanvas tc = Instantiate(_textCanvasPrefab);
|
||||
tc.SetText(accuracyText);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prints an average accuracy, returning what was printed.
|
||||
/// </summary>
|
||||
/// <param name="fromServer">True if difference is received from the server.</param>
|
||||
private string PrintAverage(bool fromServer, float difference, NetworkManager nm)
|
||||
{
|
||||
//If clientHost...
|
||||
if (nm.IsHost)
|
||||
{
|
||||
string result = $"Accuracy will not show properly when as clientHost.{Environment.NewLine}Use a separate client and server for testing.";
|
||||
Debug.Log(result);
|
||||
return result;
|
||||
}
|
||||
else
|
||||
{
|
||||
_accuracyAverage.Add(difference);
|
||||
if (_accuracyAverage.Count > 20)
|
||||
_accuracyAverage.RemoveAt(0);
|
||||
|
||||
string currentHit = $"Accuracy is within {difference.ToString("0.0000")} units.";
|
||||
string allHit = $"{_accuracyAverage.Count} hit average is {(_accuracyAverage.Sum() / _accuracyAverage.Count).ToString("0.0000")}.";
|
||||
string result = $"{currentHit} {allHit}";
|
||||
Debug.Log(result);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
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@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace FishNet.Example.ColliderRollbacks
|
||||
{
|
||||
public class TextCanvas : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private Text _text;
|
||||
|
||||
private static TextCanvas _instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_instance != null)
|
||||
Destroy(_instance.gameObject);
|
||||
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
public void SetText(string text)
|
||||
{
|
||||
_text.text = text;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
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@@ -0,0 +1,35 @@
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||||
using FishNet.Object;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace FishNet.Example.ColliderRollbacks
|
||||
{
|
||||
|
||||
public class Strafe : NetworkBehaviour
|
||||
{
|
||||
public float MoveRate = 2f;
|
||||
public float MoveDistance = 3f;
|
||||
|
||||
private bool _movingRight = true;
|
||||
private float _startX;
|
||||
public override void OnStartServer()
|
||||
{
|
||||
|
||||
_startX = transform.position.x;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (base.IsServer)
|
||||
{
|
||||
float x = (_movingRight) ? _startX + MoveDistance : _startX - MoveDistance;
|
||||
Vector3 goal = new Vector3(x, transform.position.y, transform.position.z);
|
||||
transform.position = Vector3.MoveTowards(transform.position, goal, MoveRate * Time.deltaTime);
|
||||
if (transform.position == goal)
|
||||
_movingRight = !_movingRight;
|
||||
}
|
||||
}
|
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}
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Reference in New Issue
Block a user