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studycase5 2025-12-2 17:23:05
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unity
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description vitepress-theme-bluearchive studycase5
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虚拟摇杆

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(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
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<Vector2>();
        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