case5
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posts/studycase5.md
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title: studycase5
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date: 2025-12-2 17:23:05
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tags: [studycase, unity]
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pinned: true
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head:
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- - meta
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- name: description
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content: vitepress-theme-bluearchive studycase5
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- - meta
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- name: keywords
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content: vitepress theme bluearchive studycase5
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---
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# 虚拟摇杆
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- [世界构筑的起始篇章-编辑器](#_1-世界构筑的起始篇章-编辑器)
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- [光芒汇聚之所-章节目标](#_2-光芒汇聚之所-章节目标)
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- [光流影卷-演示视频](#_3-光流影卷-演示视频)
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- [初始祭坛-前置准备](#_4-初始祭坛-前置准备)
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- [勇者行迹录-章节任务](#_5-勇者行迹录-章节任务)
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- [异闻录-FAQ](#_6-异闻录-faq)
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## 1.世界构筑的起始篇章-编辑器
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- **Unity 2022.3.62f2**:
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- **Visual Studio 2022**
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## 2.光芒汇聚之所-章节目标
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- **使用Mirror实现简单联机**
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- **打包exe**
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## 3.光流影卷-演示视频
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<video id="vdMain" controls muted poster="/video/studycase5/演示视频.png" playsinline>
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<source id="vSource" src="/video/studycase5/演示视频.mp4" type="video/mp4" />
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</video>
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## 4.初始祭坛-前置准备
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### 导入[资源](/resources/studycase5/case5.zip)(Mirror)
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<img src="/image/studycase5/导入Mirror.png" data-fancybox="gallery"/>
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<img src="/image/studycase5/导入Mirror步骤2.png" data-fancybox="gallery"/>
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<img src="/image/studycase5/导入Mirror步骤3.png" data-fancybox="gallery"/>
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## 5.勇者行迹录-章节任务
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### 5.1 创建StudyCase5
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- 复制场景改名为StudyCase5
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- 删除道具,Player移除ThirdCharacterController
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### 5.2 了解 `Mirror`
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- 打开示例Tanks场景
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<img src="/image/studycase5/打开示例Tanks场景.png" data-fancybox="gallery"/>
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- 为了查看联机效果,修改项目设置
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<img src="/image/studycase5/Windows项目设置.png" data-fancybox="gallery"/>
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- 把示例打包成exe
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<img src="/image/studycase5/打包Windows.png" data-fancybox="gallery"/>
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- 打开俩个exe,一个选择host,另一个选择client
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<img src="/image/studycase5/打开host和client.png" data-fancybox="gallery"/>
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- 体验联机效果
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<img src="/image/studycase5/体验联机.png" data-fancybox="gallery"/>
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### 5.2 使用 `Mirror`
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- 首先将示例场景(MirrorTanks)中的网络控制器(NetworkManager)复制到我们的场景中(StudyCase5)
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<img src="/image/studycase5/复制NetworkManager.png" data-fancybox="gallery"/>
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- Player添加NetworkIdentity组件(联网对象需要这个组件)
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<img src="/image/studycase5/Player添加NetworkIdentity组件.png" data-fancybox="gallery"/>
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- 添加俩个NetworkTransform(Transform同步需要这个组件)
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<img src="/image/studycase5/添加俩个NetworkTransform.png" data-fancybox="gallery"/>
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- 设置NetworkTransform(Player和Model)
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<img src="/image/studycase5/设置NetworkTransform.png" data-fancybox="gallery"/>
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- Player添加NetworkAnimator组件并设置(动画状态同步需要这个组件)
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<img src="/image/studycase5/Player添加NetworkAnimator组件并设置.png" data-fancybox="gallery"/>
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- PlayerInputActions中创建Esc的监听事件
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<img src="/image/studycase5/添加ESC.png" data-fancybox="gallery"/>
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- 创建NetworkBehaviour,命名为 `NetWorkPlayer`
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<img src="/image/studycase5/创建NetworkBehaviour.png" data-fancybox="gallery"/>
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- 编写脚本 `NetWorkPlayer`
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```csharp
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using UnityEngine;
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using Mirror;
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using UnityEngine.InputSystem;
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using Cinemachine;
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public class NetWorkPlayer : NetworkBehaviour
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{
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public CharacterController characterController;
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public InputActionAsset inputAction;
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public Animator animator;
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public Transform forward;
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public Transform model;
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public CinemachineVirtualCamera vCam;
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public CursorLockMode cursorLock;
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public float moveSpeed = 5f;
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public float jumpSpeed = 2f;
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public float turnSpeed = 10f;
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public float gravity = 10f;
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Vector3 moveDir;
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Vector2 moveInput;
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public override void OnStartLocalPlayer()
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{
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Cursor.lockState = cursorLock;
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vCam.Priority = 15;
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inputAction.FindAction("Move").started += OnMove;
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inputAction.FindAction("Move").performed += OnMove;
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inputAction.FindAction("Move").canceled += OnMove;
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inputAction.FindAction("Jump").performed += OnJump;
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inputAction.FindAction("Esc").performed += OnEsc;
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inputAction.Enable();
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}
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private void Update()
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{
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if (!isLocalPlayer) return;
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moveDir = new Vector3(moveInput.x, moveDir.y, moveInput.y);
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forward.eulerAngles = new Vector3(0, vCam.transform.eulerAngles.y, 0);
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moveDir = forward.TransformDirection(moveDir);
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if (moveInput != Vector2.zero)
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{
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animator.SetBool("Move", true);
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Quaternion target = Quaternion.LookRotation(new Vector3(moveDir.x, 0, moveDir.z));
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model.rotation = Quaternion.Slerp(model.rotation, target, turnSpeed * Time.deltaTime);
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}
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else animator.SetBool("Move", false);
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if (!characterController.isGrounded)
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moveDir.y -= gravity * Time.deltaTime;
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characterController.Move(moveDir * moveSpeed * Time.deltaTime);
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}
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public void OnMove(InputAction.CallbackContext context)
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{
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if (!isLocalPlayer) return;
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if (characterController.isGrounded)
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moveInput = context.ReadValue<Vector2>();
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else moveInput = Vector2.zero;
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}
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public void OnJump(InputAction.CallbackContext context)
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{
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if (!isLocalPlayer) return;
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if (characterController.isGrounded)
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{
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moveDir.y = jumpSpeed;
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}
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}
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public void OnEsc(InputAction.CallbackContext context)
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{
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if (!isLocalPlayer) return;
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if(Cursor.lockState == CursorLockMode.Locked)
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Cursor.lockState = CursorLockMode.None;
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else
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Cursor.lockState = CursorLockMode.Locked;
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}
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}
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```
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- Player挂载 `NetWorkPlayer` ,Player的设置
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<img src="/image/studycase5/Player的设置.png" data-fancybox="gallery"/>
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- 将Player保存为预制体(拖拽到文件夹中会自动保存为预制体)
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<img src="/image/studycase5/保存玩家Prefab.png" data-fancybox="gallery"/>
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- 删除场景中的Player,后续由NetworkManager创建,创建俩个出生点,挂载 `NetworkStartPosition`
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<img src="/image/studycase5/设置场景.png" data-fancybox="gallery"/>
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- 将预制体Player拖拽到NetworkManager上的 `PlayerPrefab`
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<img src="/image/studycase5/player替换tank.png" data-fancybox="gallery"/>
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- 打包exe,打开俩个体验联机
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<img src="/image/studycase5/体验联机2.png" data-fancybox="gallery"/>
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## 6.异闻录-FAQ
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