Unity3D中通过UNET对多个物体进行同步

在Unity中,通过NetworkBehavior中的[Command]和[ClientRpc]方法将多个物体进行同步。
文中的方法较为笨拙,但是主要功能可以实现,希望与大家一起交流交流。
较为方便的方法可以通过SyncListStruct进行实现。

using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.Networking;

public class MyNetworkTranformMulti : NetworkBehaviour
{
    //需要在移动同步模型时将其赋值为True;在不操作模型的情况下赋值为False
    public bool MyControll;
    //需要同步的物体,须在Start()函数中进行初始化
    public List<Transform> SyncTransform;

    private Vector3[] oldLocalPosition;
    private Quaternion[] oldLocalRotation;
    private Vector3[] oldLocalScale;

    private Vector3[] newLocalPosition;
    private Quaternion[] newLocalRotation;
    private Vector3[] newLocalScale;
    //同步过程中通过String进行信息传递
    string newLocalPositionString;
    string newLocalRotationString;
    string newLocalScaleString;

    /// <summary>
    /// 将Vector3转换为String,最终形式为"x,y,z"
    /// </summary>
    /// <param name="vec3"></param>
    /// <returns></returns>
    private string Vectro3ToString(Vector3 vec3)
    {
        string res = "";
        res += vec3.x;
        res += "," + vec3.y;
        res += "," + vec3.z;
        return res;
    }
    /// <summary>
    /// 将Quaternion转换为String,最终形式为"x,y,z,w"
    /// </summary>
    /// <param name="qua"></param>
    /// <returns></returns>
    private string QuaternionToString(Quaternion qua)
    {
        string res = "";
        res += qua.x;
        res += "," + qua.y;
        res += "," + qua.z;
        res += "," + qua.w;
        return res;
    }

    /// <summary>
    /// 将String转换为Vector3
    /// </summary>
    /// <param name="str">输入的字符串格式为"x,y,z"</param>
    /// <returns></returns>
    private Vector3 StringToVector3(string str)
    {
        Vector3 vec3 = new Vector3();
        string[] res = str.Split(',');
        if (res.Length != 3)
        {
            Debug.LogWarning("在调用StringToVector3(string str)方法时传入了错误的参数");
            return vec3;
        }
        float[] resFloat = new float[res.Length];
        for (int i = 0; i < res.Length; i++)
        {
            float.TryParse(res[i], out resFloat[i]);
        }
        vec3.x = resFloat[0];
        vec3.y = resFloat[1];
        vec3.z = resFloat[2];
        return vec3;
    }
    /// <summary>
    /// 将字符串转换为Quaternion
    /// </summary>
    /// <param name="str">输入的字符串格式为"x,y,z,w"</param>
    /// <returns></returns>
    private Quaternion StringToQuaternion(string str)
    {
        Quaternion qua = new Quaternion();
        string[] res = str.Split(',');
        if (res.Length != 4)
        {
            Debug.LogWarning("在调用StringToQuaternion(string str)方法时传入了错误的参数");
            return qua;
        }
        float[] resFloat = new float[res.Length];
        for (int i = 0; i < res.Length; i++)
        {
            float.TryParse(res[i], out resFloat[i]);
        }
        qua.x = resFloat[0];
        qua.y = resFloat[1];
        qua.z = resFloat[2];
        qua.w = resFloat[3];
        return qua;
    }



    private void Start()
    {
        SyncTransform = AllPreproty.Instance.SyncTrans;
        oldLocalPosition = new Vector3[SyncTransform.Count];
        oldLocalRotation = new Quaternion[SyncTransform.Count];
        oldLocalScale = new Vector3[SyncTransform.Count];
        newLocalPosition = new Vector3[SyncTransform.Count];
        newLocalRotation = new Quaternion[SyncTransform.Count];
        newLocalScale = new Vector3[SyncTransform.Count];
        for (int i = 0; i < SyncTransform.Count; i++)
        {
            oldLocalPosition[i] = SyncTransform[i].localPosition;
            oldLocalRotation[i] = SyncTransform[i].localRotation;
            oldLocalScale[i] = SyncTransform[i].localScale;
            newLocalPosition[i] = SyncTransform[i].localPosition;
            newLocalRotation[i] = SyncTransform[i].localRotation;
            newLocalScale[i] = SyncTransform[i].localScale;
        }
    }

    private void Update()
    {
        if (isLocalPlayer && MyControll)
        {
            if (CheckTransChanged(SyncTransform))
            {
                for (int i = 0; i < SyncTransform.Count; i++)
                {
                    newLocalPosition[i] = SyncTransform[i].localPosition;
                    newLocalRotation[i] = SyncTransform[i].localRotation;
                    newLocalScale[i] = SyncTransform[i].localScale;
                }

                newLocalPositionString = "";
                newLocalRotationString = "";
                newLocalScaleString = "";
                for (int i = 0; i < SyncTransform.Count; i++)
                {
                    newLocalPositionString += Vectro3ToString(newLocalPosition[i]) + ";";
                    newLocalRotationString += QuaternionToString(newLocalRotation[i]) + ";";
                    newLocalScaleString += Vectro3ToString(newLocalScale[i]) + ";";
                }

                CmdChangeTrans(newLocalPositionString, newLocalRotationString, newLocalScaleString);
            }
        }
    }

    [Command]
    private void CmdChangeTrans(string localPositionString,string localRotationString,string localScaleString)
    {
        RpcChangeTrans(localPositionString, localRotationString, localScaleString);
    }

    [ClientRpc]
    private void RpcChangeTrans(string localPositionString, string localRotationString, string localScaleString)
    {
        if (MyControll)
        {
            return;
        }
        string[] posRes = localPositionString.Split(';');
        string[] rotRes = localRotationString.Split(';');
        string[] sclRes = localScaleString.Split(';');
        //将字符串转换为Position、Rotation和LocalScale
        for (int i = 0; i < SyncTransform.Count; i++)
        {
            if (posRes[i].Length > 0)
            {
                newLocalPosition[i] = StringToVector3(posRes[i]);
            }
            if (rotRes[i].Length > 0)
            {
                newLocalRotation[i] = StringToQuaternion(rotRes[i]);
            }
            if (sclRes[i].Length > 0)
            {
                newLocalScale[i] = StringToVector3(sclRes[i]);
            }
        }
        //赋值新的位置、旋转和大小
        for (int i = 0; i < SyncTransform.Count; i++)
        {
            SyncTransform[i].localPosition = newLocalPosition[i];
            SyncTransform[i].localRotation = newLocalRotation[i];
            SyncTransform[i].localScale = newLocalScale[i];
            oldLocalPosition[i] = newLocalPosition[i];
            oldLocalRotation[i] = newLocalRotation[i];
            oldLocalScale[i] = newLocalScale[i];
        }
    }
    /// <summary>
    /// 判断同步列表中的物体是否发生position、rotation、scale的变化,如果发生变化,则将所有模型的状态进行同步
    /// </summary>
    /// <param name="syncTrans">同步列表</param>
    /// <returns></returns>
    private bool CheckTransChanged(List<Transform> syncTrans)
    {
        for (int i = 0; i < syncTrans.Count; i++)
        {
            if (Vector3.Distance(syncTrans[i].transform.localPosition, oldLocalPosition[i]) > 0.1f)
            {
                return true;
            }
            if (Vector3.Distance(syncTrans[i].transform.localScale, oldLocalScale[i]) > 0.05f)
            {
                return true;
            }
            if (Vector3.Distance(syncTrans[i].transform.localRotation.eulerAngles, oldLocalRotation[i].eulerAngles) > 1f)
            {
                return true;
            }
        }

        return false;
    }

}

在使用时,需要将该脚本挂到PlayerPrefab中,在初始化时需要对SyncTransform进行赋值。在服务端或客户端操作脚本端操作同步物体时,需要将MyControll赋值为True,否则在使用时可能会出现抖动的情况。

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