Unet(玩家移动)

using UnityEngine;
using UnityEngine.Networking;
using System.Collections;

public class MovePlayer : NetworkBehaviour {
    [SerializeField]
    private float speedMove;
    public  float speedRoate;


    // Use this for initialization
    void Start () {

    }

    // Update is called once per frame
    void Update () {
         if (!isLocalPlayer) return;
        //float shuiping=  Input.GetAxis("Horizontal");
        //float shuzhi = Input.GetAxis("Vertical");
        //  transform.Translate(Vector3.forward * Time.deltaTime * shuzhi* speedMove, Space.Self);
        //  transform.Rotate(Vector3.up * Time.deltaTime * shuiping* speedRoate, Space.Self);
        Vector3 forward = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        Vector3 forwardpoint = transform.position + forward;
        float inputmousevalue = Mathf.Max(Mathf.Abs(forward.x), Mathf.Abs(forward.z));
        if (inputmousevalue > 0)
        {
            Quaternion lookRot = Quaternion.LookRotation(forward);
            transform.rotation = Quaternion.Slerp(transform.rotation, lookRot, speedRoate * inputmousevalue * Time.deltaTime);
            transform.Translate(Vector3.forward *speedMove* inputmousevalue * Time.deltaTime);
        }

    }
}
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