开发多人同步项目时,物体Transform信息同步分为两种:
- Player(客户端自主控制,服务器广播,其他客户端刷新)
- NPC(自身带有AI逻辑,服务器广播其Transform、Animator属性,所有客户端刷新)
- 可接力操作物体(如Aclient 将一个物体交给BClient)
前两种情况,网上教程很多,不再赘述。
第三种情况,没有找到相关介绍,而且官网介绍也有一个坑。
Network Transform - Mirrorhttps://mirror-networking.gitbook.io/docs/components/network-transform这里说到
By default, Network Transform is server-authoritative unless you check the box for Client Authority. Client Authority applies to player objects as well as non-player objects that have been specifically assigned to a client, but only for this component. With this enabled, position changes are send from the client to the server.
实践中:场景创建Cube添加NetworkTransform(自动添加NetworkIdentity)勾选ClientAuthority
?打包测试后发现,客户端和服务器都自能各自移动,却不同步位置。
解决方案:仍然勾选该选项,并且在当前操作client请求权限
注意Command请求只能在player上,所以该脚本应该放挂在player上
using Mirror;
using UnityEngine;
public class AuthorityAndOwnerShip : NetworkBehaviour
{
private GameObject prefab;
void Update()
{
bool isplayerDead = false;
if (isplayerDead && base.hasAuthority)
{
CmdRequestRespawn();
}
RequestOwnerShipOnClick();
}
[Command]
private void CmdRequestRespawn()
{
NetworkServer.Spawn(prefab,GetComponent<NetworkIdentity>().connectionToClient);
}
private void RequestOwnerShipOnClick()
{
if (!base.hasAuthority)
{
return;
}
if (!Input.GetMouseButton(2))
{
return;
}
RaycastHit hit;
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition),out hit,100))
{
NetworkIdentity id = hit.collider.GetComponent<NetworkIdentity>();
if (id != null && !id.hasAuthority)
{
CmdRequestAuthority(id);
}
}
}
[Command]
private void CmdRequestAuthority(NetworkIdentity id)
{
id.RemoveClientAuthority();
id.AssignClientAuthority(base.connectionToClient);
}
}
为了验证该效果,在Cube 上挂载一个验证脚本
using Mirror;
using UnityEngine;
public class ChangeColorOnAuthority : NetworkBehaviour
{
public override void OnStartAuthority()
{
base.OnStartAuthority();
GetComponent<MeshRenderer>().material.color = Color.blue;
}
public override void OnStopAuthority()
{
base.OnStopAuthority();
GetComponent<MeshRenderer>().material.color = Color.white;
}
void Update()
{
if (Input.GetMouseButton(1))
{
transform.Rotate(Vector3.down, Input.GetAxis("Mouse X"));
transform.Rotate(Vector3.left, -Input.GetAxis("Mouse Y"));
}
}
}
链接后,在client上用鼠标中键点击cube、接收到权限后会变成蓝色。此时点击鼠标右键并滑动。旋转角度就会同步回服务器了。
效果视频:
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