---
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