角色登场,消失及同步化
以下实现客户端登陆后, 构建角色的登场,消失在游戏场景中. 1. 客户端A登陆成功的话,角色的位置发送给服务器”进入游戏”通知. 2. 服务器端接收信息后,发送客户端A已经存在角色信息,并且发送其它客户端新的信息. 3. 客户端接收后添加新角色到游戏场景中. 客户端 "进入游戏!" 的信息在PIDL中定义. global Simple 1000 { JoinGameScene([in] float x, [in] float y, [in] float z, [in] float angle); Player_Appear([in] int hostID, [in] std::wstring userID, [in] float x, [in] float y, [in] float z, [in] float vx, [in] float vy, [in] float vz, [in] float angle); Player_Disappear([in] int hostID); ... |
客户端登陆成功的话,通知服务器 "进入游戏!". m_stub.NotifyLoginSuccess = (HostID remote, RmiContext rmiContext) => { // join the world! m_proxy.JoinGameScene(HostID.HostID_Server, RmiContext.ReliableSend, m_localPlayer.transform.position.x, m_localPlayer.transform.position.y, m_localPlayer.transform.position.z, m_localPlayer.GetComponent<PlayControl>().carAngle); // show 30 ends here ... |
现在,添加服务器处理的代码. class SimpleServer { DECRMI_Simple_JoinGameScene; ...
DEFRMI_Simple_JoinGameScene(SimpleServer) { // validation check auto it = m_remoteClients.find(remote); if (it == m_remoteClients.end()) { return true; } auto& rc = it->second;
// update player info rc->m_x = x; rc->m_y = y; rc->m_z = z; rc->m_angle = angle; |
以上代码中JoinGameScene继续添加一下代码. DEFRMI_Simple_JoinGameScene(SimpleServer) { ... assert(it->first == remote);
// Let incomer know others, let others know incomers. for (auto otherIter : m_remoteClients) { if (otherIter.first != it->first) { auto& otherRC = otherIter.second; m_proxy.Player_Appear((HostID)it->first, RmiContext::ReliableSend, (HostID)otherIter.first, otherRC->m_userID, otherRC->m_x, otherRC->m_y, otherRC->m_z, otherRC->m_vx, otherRC->m_vy, otherRC->m_vz, otherRC->m_angle);
m_proxy.Player_Appear((HostID)otherIter.first, RmiContext::ReliableSend, (HostID)it->first, rc->m_userID, rc->m_x, rc->m_y, rc->m_z, rc->m_vx, rc->m_vy, rc->m_vz, rc->m_angle); } } |
以上代码解析如下: 1. 接收到的更新游戏角色的信息。 2. 传递之前客户端名单,告知客户端新用户的加入。同样,告知新客户端现有客户端的加入。 客户端离开的情况,进行相反的处理. 离开后,出现"客户端OO消失"的信息.
m_netServer->OnClientLeave = [this](CNetClientInfo* info, ErrorInfo*, const ByteArray&) { // let others know the disappear vector<int> others; for (auto otherIter : m_remoteClients) { others.push_back(otherIter.first); } m_proxy.Player_Disappear((HostID*)others.data(), others.size(), RmiContext::ReliableSend, info->m_HostID); ... |
调用以上远程函数时,变量HostID的数组进入.这样的话,可对多个设备进行信息发送. 添加客户端中调用Player_Appear的处理代码.,在游戏场景中角色登场. public class NetManager : MonoBehaviour { public GameObject m_remotePlayerPrefab;
void Start() {
m_stub.Player_Appear = (HostID remote, RmiContext rmiContext, int hostID, System.String userID, float x, float y, float z, float vx, float vy, float vz, float angle) => { if (hostID != (int)m_netClient.GetLocalHostID()) { var rot = Quaternion.AngleAxis(angle, new UnityEngine.Vector3(0, 1, 0));
var remotePlayerCharacter = (GameObject)Instantiate(m_remotePlayerPrefab, new UnityEngine.Vector3(x, y, z), rot); remotePlayerCharacter.name = "RemotePlayer/" + hostID.ToString(); } return true; }; |
设置以下条件. Unity Editor中选择NetManager GameObject后,在 Inspector中 m_remotePlayerPrefab下添加名为RemotePlayer的Prefab.如果没有 RemoteCar Prefab的话,制作场景内LocalPlayer的复制版后,并删除所有的 Script Behavior.
调用Player_Disappear后, 此角色在游戏场景中被删除. m_stub.Player_Disappear = (Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, int hostID) => { var g = GameObject.Find("RemotePlayer/" + hostID.ToString()); if (g != null) { Destroy(g); } return true; }; |
现在进行测试. 运行两个以上的客户端后,角色登场. 首先,会出现角色的位置,但是无法操控,下篇将继续讲述.
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