NetworkAnimator.cs
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using System;
using UnityEngine;
using UnityEngine.Networking.NetworkSystem;
namespace UnityEngine.Networking
{
/// <summary>
/// A component to synchronize Mecanim animation states for networked objects.
/// <para>The animation of game objects can be networked by this component. There are two models of authority for networked movement:</para>
/// <para>If the object has authority on the client, then it should animated locally on the owning client. The animation state information will be sent from the owning client to the server, then broadcast to all of the other clients. This is common for player objects.</para>
/// <para>If the object has authority on the server, then it should be animated on the server and state information will be sent to all clients. This is common for objects not related to a specific client, such as an enemy unit.</para>
/// <para>The NetworkAnimator synchronizes the animation parameters that are checked in the inspector view. It does not automatically sychronize triggers. The function SetTrigger can by used by an object with authority to fire an animation trigger on other clients.</para>
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkAnimator")]
[RequireComponent(typeof(NetworkIdentity))]
[RequireComponent(typeof(Animator))]
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class NetworkAnimator : NetworkBehaviour
{
// configuration
[SerializeField] Animator m_Animator;
[SerializeField] uint m_ParameterSendBits;
// static message objects to avoid runtime-allocations
static AnimationMessage s_AnimationMessage = new AnimationMessage();
static AnimationParametersMessage s_AnimationParametersMessage = new AnimationParametersMessage();
static AnimationTriggerMessage s_AnimationTriggerMessage = new AnimationTriggerMessage();
/// <summary>
/// The animator component to synchronize.
/// </summary>
// properties
public Animator animator
{
get { return m_Animator; }
set
{
m_Animator = value;
ResetParameterOptions();
}
}
/// <summary>
/// Sets whether an animation parameter should be auto sent.
/// </summary>
/// <param name="index">Index of the parameter in the Animator.</param>
/// <param name="value">The new value.</param>
public void SetParameterAutoSend(int index, bool value)
{
if (value)
{
m_ParameterSendBits |= (uint)(1 << index);
}
else
{
m_ParameterSendBits &= (uint)(~(1 << index));
}
}
/// <summary>
/// Gets whether an animation parameter should be auto sent.
/// </summary>
/// <param name="index">Index of the parameter in the Animator.</param>
/// <returns>True if the parameter should be sent.</returns>
public bool GetParameterAutoSend(int index)
{
return (m_ParameterSendBits & (uint)(1 << index)) != 0;
}
int m_AnimationHash;
int m_TransitionHash;
NetworkWriter m_ParameterWriter;
float m_SendTimer;
// tracking - these should probably move to a Preview component.
public string param0;
public string param1;
public string param2;
public string param3;
public string param4;
public string param5;
bool sendMessagesAllowed
{
get
{
if (isServer)
{
if (!localPlayerAuthority)
return true;
// This is a special case where we have localPlayerAuthority set
// on a NetworkIdentity but we have not assigned the client who has
// authority over it, no animator data will be sent over the network by the server.
//
// So we check here for a clientAuthorityOwner and if it is null we will
// let the server send animation data until we receive an owner.
if (netIdentity != null && netIdentity.clientAuthorityOwner == null)
return true;
}
if (hasAuthority)
return true;
return false;
}
}
internal void ResetParameterOptions()
{
Debug.Log("ResetParameterOptions");
m_ParameterSendBits = 0;
}
void FixedUpdate()
{
if (!sendMessagesAllowed)
return;
if (m_ParameterWriter == null)
m_ParameterWriter = new NetworkWriter();
CheckSendRate();
int stateHash;
float normalizedTime;
if (!CheckAnimStateChanged(out stateHash, out normalizedTime))
{
return;
}
var animMsg = new AnimationMessage();
animMsg.netId = netId;
animMsg.stateHash = stateHash;
animMsg.normalizedTime = normalizedTime;
m_ParameterWriter.SeekZero();
WriteParameters(m_ParameterWriter, false);
animMsg.parameters = m_ParameterWriter.ToArray();
SendMessage(MsgType.Animation, animMsg);
}
bool CheckAnimStateChanged(out int stateHash, out float normalizedTime)
{
stateHash = 0;
normalizedTime = 0;
if (m_Animator.IsInTransition(0))
{
AnimatorTransitionInfo tt = m_Animator.GetAnimatorTransitionInfo(0);
if (tt.fullPathHash != m_TransitionHash)
{
// first time in this transition
m_TransitionHash = tt.fullPathHash;
m_AnimationHash = 0;
return true;
}
return false;
}
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(0);
if (st.fullPathHash != m_AnimationHash)
{
// first time in this animation state
if (m_AnimationHash != 0)
{
// came from another animation directly - from Play()
stateHash = st.fullPathHash;
normalizedTime = st.normalizedTime;
}
m_TransitionHash = 0;
m_AnimationHash = st.fullPathHash;
return true;
}
return false;
}
void CheckSendRate()
{
if (sendMessagesAllowed && GetNetworkSendInterval() != 0 && m_SendTimer < Time.time)
{
m_SendTimer = Time.time + GetNetworkSendInterval();
var animMsg = new AnimationParametersMessage();
animMsg.netId = netId;
m_ParameterWriter.SeekZero();
WriteParameters(m_ParameterWriter, true);
animMsg.parameters = m_ParameterWriter.ToArray();
SendMessage(MsgType.AnimationParameters, animMsg);
}
}
void SendMessage(short type, MessageBase msg)
{
if (isServer)
{
NetworkServer.SendToReady(gameObject, type, msg);
}
else
{
if (ClientScene.readyConnection != null)
{
ClientScene.readyConnection.Send(type, msg);
}
}
}
void SetSendTrackingParam(string p, int i)
{
p = "Sent Param: " + p;
if (i == 0) param0 = p;
if (i == 1) param1 = p;
if (i == 2) param2 = p;
if (i == 3) param3 = p;
if (i == 4) param4 = p;
if (i == 5) param5 = p;
}
void SetRecvTrackingParam(string p, int i)
{
p = "Recv Param: " + p;
if (i == 0) param0 = p;
if (i == 1) param1 = p;
if (i == 2) param2 = p;
if (i == 3) param3 = p;
if (i == 4) param4 = p;
if (i == 5) param5 = p;
}
internal void HandleAnimMsg(AnimationMessage msg, NetworkReader reader)
{
if (hasAuthority)
return;
// usually transitions will be triggered by parameters, if not, play anims directly.
// NOTE: this plays "animations", not transitions, so any transitions will be skipped.
// NOTE: there is no API to play a transition(?)
if (msg.stateHash != 0)
{
m_Animator.Play(msg.stateHash, 0, msg.normalizedTime);
}
ReadParameters(reader, false);
}
internal void HandleAnimParamsMsg(AnimationParametersMessage msg, NetworkReader reader)
{
if (hasAuthority)
return;
ReadParameters(reader, true);
}
internal void HandleAnimTriggerMsg(int hash)
{
m_Animator.SetTrigger(hash);
}
void WriteParameters(NetworkWriter writer, bool autoSend)
{
for (int i = 0; i < m_Animator.parameters.Length; i++)
{
if (autoSend && !GetParameterAutoSend(i))
continue;
AnimatorControllerParameter par = m_Animator.parameters[i];
if (par.type == AnimatorControllerParameterType.Int)
{
writer.WritePackedUInt32((uint)m_Animator.GetInteger(par.nameHash));
SetSendTrackingParam(par.name + ":" + m_Animator.GetInteger(par.nameHash), i);
}
if (par.type == AnimatorControllerParameterType.Float)
{
writer.Write(m_Animator.GetFloat(par.nameHash));
SetSendTrackingParam(par.name + ":" + m_Animator.GetFloat(par.nameHash), i);
}
if (par.type == AnimatorControllerParameterType.Bool)
{
writer.Write(m_Animator.GetBool(par.nameHash));
SetSendTrackingParam(par.name + ":" + m_Animator.GetBool(par.nameHash), i);
}
}
}
void ReadParameters(NetworkReader reader, bool autoSend)
{
for (int i = 0; i < m_Animator.parameters.Length; i++)
{
if (autoSend && !GetParameterAutoSend(i))
continue;
AnimatorControllerParameter par = m_Animator.parameters[i];
if (par.type == AnimatorControllerParameterType.Int)
{
int newValue = (int)reader.ReadPackedUInt32();
m_Animator.SetInteger(par.nameHash, newValue);
SetRecvTrackingParam(par.name + ":" + newValue, i);
}
if (par.type == AnimatorControllerParameterType.Float)
{
float newFloatValue = reader.ReadSingle();
m_Animator.SetFloat(par.nameHash, newFloatValue);
SetRecvTrackingParam(par.name + ":" + newFloatValue, i);
}
if (par.type == AnimatorControllerParameterType.Bool)
{
bool newBoolValue = reader.ReadBoolean();
m_Animator.SetBool(par.nameHash, newBoolValue);
SetRecvTrackingParam(par.name + ":" + newBoolValue, i);
}
}
}
public override bool OnSerialize(NetworkWriter writer, bool forceAll)
{
if (forceAll)
{
if (m_Animator.IsInTransition(0))
{
AnimatorStateInfo st = m_Animator.GetNextAnimatorStateInfo(0);
writer.Write(st.fullPathHash);
writer.Write(st.normalizedTime);
}
else
{
AnimatorStateInfo st = m_Animator.GetCurrentAnimatorStateInfo(0);
writer.Write(st.fullPathHash);
writer.Write(st.normalizedTime);
}
WriteParameters(writer, false);
return true;
}
return false;
}
public override void OnDeserialize(NetworkReader reader, bool initialState)
{
if (initialState)
{
int stateHash = reader.ReadInt32();
float normalizedTime = reader.ReadSingle();
ReadParameters(reader, false);
m_Animator.Play(stateHash, 0, normalizedTime);
}
}
/// <summary>
/// Causes an animation trigger to be invoked for a networked object.
/// <para>If local authority is set, and this is called from the client, then the trigger will be invoked on the server and all clients. If not, then this is called on the server, and the trigger will be called on all clients.</para>
/// </summary>
/// <param name="triggerName">Name of trigger.</param>
public void SetTrigger(string triggerName)
{
SetTrigger(Animator.StringToHash(triggerName));
}
/// <summary>
///
/// </summary>
/// <param name="hash">Hash id of trigger (from the Animator).</param>
public void SetTrigger(int hash)
{
var animMsg = new AnimationTriggerMessage();
animMsg.netId = netId;
animMsg.hash = hash;
if (hasAuthority && localPlayerAuthority)
{
if (NetworkClient.allClients.Count > 0)
{
var client = ClientScene.readyConnection;
if (client != null)
{
client.Send(MsgType.AnimationTrigger, animMsg);
}
}
return;
}
if (isServer && !localPlayerAuthority)
{
NetworkServer.SendToReady(gameObject, MsgType.AnimationTrigger, animMsg);
}
}
// ------------------ server message handlers -------------------
static internal void OnAnimationServerMessage(NetworkMessage netMsg)
{
netMsg.ReadMessage(s_AnimationMessage);
if (LogFilter.logDev) { Debug.Log("OnAnimationMessage for netId=" + s_AnimationMessage.netId + " conn=" + netMsg.conn); }
GameObject go = NetworkServer.FindLocalObject(s_AnimationMessage.netId);
if (go == null)
{
return;
}
NetworkAnimator animSync = go.GetComponent<NetworkAnimator>();
if (animSync != null)
{
NetworkReader reader = new NetworkReader(s_AnimationMessage.parameters);
animSync.HandleAnimMsg(s_AnimationMessage, reader);
NetworkServer.SendToReady(go, MsgType.Animation, s_AnimationMessage);
}
}
static internal void OnAnimationParametersServerMessage(NetworkMessage netMsg)
{
netMsg.ReadMessage(s_AnimationParametersMessage);
if (LogFilter.logDev) { Debug.Log("OnAnimationParametersMessage for netId=" + s_AnimationParametersMessage.netId + " conn=" + netMsg.conn); }
GameObject go = NetworkServer.FindLocalObject(s_AnimationParametersMessage.netId);
if (go == null)
{
return;
}
NetworkAnimator animSync = go.GetComponent<NetworkAnimator>();
if (animSync != null)
{
NetworkReader reader = new NetworkReader(s_AnimationParametersMessage.parameters);
animSync.HandleAnimParamsMsg(s_AnimationParametersMessage, reader);
NetworkServer.SendToReady(go, MsgType.AnimationParameters, s_AnimationParametersMessage);
}
}
static internal void OnAnimationTriggerServerMessage(NetworkMessage netMsg)
{
netMsg.ReadMessage(s_AnimationTriggerMessage);
if (LogFilter.logDev) { Debug.Log("OnAnimationTriggerMessage for netId=" + s_AnimationTriggerMessage.netId + " conn=" + netMsg.conn); }
GameObject go = NetworkServer.FindLocalObject(s_AnimationTriggerMessage.netId);
if (go == null)
{
return;
}
NetworkAnimator animSync = go.GetComponent<NetworkAnimator>();
if (animSync != null)
{
animSync.HandleAnimTriggerMsg(s_AnimationTriggerMessage.hash);
NetworkServer.SendToReady(go, MsgType.AnimationTrigger, s_AnimationTriggerMessage);
}
}
// ------------------ client message handlers -------------------
static internal void OnAnimationClientMessage(NetworkMessage netMsg)
{
netMsg.ReadMessage(s_AnimationMessage);
GameObject go = ClientScene.FindLocalObject(s_AnimationMessage.netId);
if (go == null)
{
return;
}
var animSync = go.GetComponent<NetworkAnimator>();
if (animSync != null)
{
var reader = new NetworkReader(s_AnimationMessage.parameters);
animSync.HandleAnimMsg(s_AnimationMessage, reader);
}
}
static internal void OnAnimationParametersClientMessage(NetworkMessage netMsg)
{
netMsg.ReadMessage(s_AnimationParametersMessage);
GameObject go = ClientScene.FindLocalObject(s_AnimationParametersMessage.netId);
if (go == null)
{
return;
}
var animSync = go.GetComponent<NetworkAnimator>();
if (animSync != null)
{
var reader = new NetworkReader(s_AnimationParametersMessage.parameters);
animSync.HandleAnimParamsMsg(s_AnimationParametersMessage, reader);
}
}
static internal void OnAnimationTriggerClientMessage(NetworkMessage netMsg)
{
netMsg.ReadMessage(s_AnimationTriggerMessage);
GameObject go = ClientScene.FindLocalObject(s_AnimationTriggerMessage.netId);
if (go == null)
{
return;
}
var animSync = go.GetComponent<NetworkAnimator>();
if (animSync != null)
{
animSync.HandleAnimTriggerMsg(s_AnimationTriggerMessage.hash);
}
}
}
}