NetworkTransformVisualizer.cs
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using System;
using System.ComponentModel;
using UnityEngine;
namespace UnityEngine.Networking
{
/// <summary>
/// This is a helper component to help understand and debug networked movement synchronization with the NetworkTransform component.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkTransformVisualizer")]
[RequireComponent(typeof(NetworkTransform))]
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("The high level API classes are deprecated and will be removed in the future.")]
public class NetworkTransformVisualizer : NetworkBehaviour
{
[Tooltip("The prefab to use for the visualization object.")]
[SerializeField] GameObject m_VisualizerPrefab;
NetworkTransform m_NetworkTransform;
GameObject m_Visualizer;
/// <summary>
/// The prefab to use for the visualization object.
/// </summary>
public GameObject visualizerPrefab { get { return m_VisualizerPrefab; } set { m_VisualizerPrefab = value; }}
public override void OnStartClient()
{
if (m_VisualizerPrefab != null)
{
m_NetworkTransform = GetComponent<NetworkTransform>();
CreateLineMaterial();
m_Visualizer = (GameObject)Instantiate(m_VisualizerPrefab, transform.position, Quaternion.identity);
}
}
public override void OnStartLocalPlayer()
{
if (m_Visualizer == null)
return;
if (m_NetworkTransform.localPlayerAuthority || isServer)
{
Destroy(m_Visualizer);
}
}
void OnDestroy()
{
if (m_Visualizer != null)
{
Destroy(m_Visualizer);
}
}
[ClientCallback]
void FixedUpdate()
{
if (m_Visualizer == null)
return;
// dont run if network isn't active
if (!NetworkServer.active && !NetworkClient.active)
return;
// dont run if we haven't been spawned yet
if (!isServer && !isClient)
return;
// dont run this if this client has authority over this player object
if (hasAuthority && m_NetworkTransform.localPlayerAuthority)
return;
m_Visualizer.transform.position = m_NetworkTransform.targetSyncPosition;
if (m_NetworkTransform.rigidbody3D != null && m_Visualizer.GetComponent<Rigidbody>() != null)
{
m_Visualizer.GetComponent<Rigidbody>().velocity = m_NetworkTransform.targetSyncVelocity;
}
if (m_NetworkTransform.rigidbody2D != null && m_Visualizer.GetComponent<Rigidbody2D>() != null)
{
m_Visualizer.GetComponent<Rigidbody2D>().velocity = m_NetworkTransform.targetSyncVelocity;
}
Quaternion targetFacing = Quaternion.identity;
if (m_NetworkTransform.rigidbody3D != null)
{
targetFacing = m_NetworkTransform.targetSyncRotation3D;
}
if (m_NetworkTransform.rigidbody2D != null)
{
targetFacing = Quaternion.Euler(0, 0, m_NetworkTransform.targetSyncRotation2D);
}
m_Visualizer.transform.rotation = targetFacing;
}
// --------------------- local transform sync ------------------------
void OnRenderObject()
{
if (m_Visualizer == null)
return;
if (m_NetworkTransform.localPlayerAuthority && hasAuthority)
return;
if (m_NetworkTransform.lastSyncTime == 0)
return;
s_LineMaterial.SetPass(0);
GL.Begin(GL.LINES);
GL.Color(Color.white);
GL.Vertex3(transform.position.x, transform.position.y, transform.position.z);
GL.Vertex3(m_NetworkTransform.targetSyncPosition.x, m_NetworkTransform.targetSyncPosition.y, m_NetworkTransform.targetSyncPosition.z);
GL.End();
DrawRotationInterpolation();
}
void DrawRotationInterpolation()
{
Quaternion targetFacing = Quaternion.identity;
if (m_NetworkTransform.rigidbody3D != null)
{
targetFacing = m_NetworkTransform.targetSyncRotation3D;
}
if (m_NetworkTransform.rigidbody2D != null)
{
targetFacing = Quaternion.Euler(0, 0, m_NetworkTransform.targetSyncRotation2D);
}
if (targetFacing == Quaternion.identity)
return;
// draw line for actual facing
GL.Begin(GL.LINES);
GL.Color(Color.yellow);
GL.Vertex3(transform.position.x, transform.position.y, transform.position.z);
Vector3 actualFront = transform.position + transform.right;
GL.Vertex3(actualFront.x, actualFront.y, actualFront.z);
GL.End();
// draw line for target (server) facing
GL.Begin(GL.LINES);
GL.Color(Color.green);
GL.Vertex3(transform.position.x, transform.position.y, transform.position.z);
Vector3 targetPositionOffset = (targetFacing * Vector3.right);
Vector3 targetFront = transform.position + targetPositionOffset;
GL.Vertex3(targetFront.x, targetFront.y, targetFront.z);
GL.End();
}
static Material s_LineMaterial;
static void CreateLineMaterial()
{
if (s_LineMaterial)
return;
var shader = Shader.Find("Hidden/Internal-Colored");
if (!shader)
{
Debug.LogWarning("Could not find Colored builtin shader");
return;
}
s_LineMaterial = new Material(shader);
s_LineMaterial.hideFlags = HideFlags.HideAndDontSave;
s_LineMaterial.SetInt("_ZWrite", 0);
}
}
}