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