6.5 KiB
6.5 KiB
title, date, tags, pinned, head
| title | date | tags | pinned | head | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| studycase5 | 2025-12-2 17:23:05 |
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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