using UnityEngine;
using UnityEngine.Networking;
using VRLite.Controller;
public class PlayerCamController : NetworkBehaviour
{
[SerializeField]
private Camera localCamera;
[SerializeField]
CameraController camController;
[SyncVar]
Vector3 clientPos=Vector3.zero;
string clientPosition;
private void Start()
{
}
public override void OnStartLocalPlayer()
{
if (localCamera)
{
localCamera.enabled = true;
}
}
private void Update()
{
TransmitPos();
}
/// <summary>
/// 如果是本地玩家,上传数据
/// </summary>
private void TransmitPos()
{
CmdTransmitPosition(transform.position);
}
private void FixedUpdate()
{
if (!isLocalPlayer)
{
UpdatePos();
}
}
private void UpdatePos()
{
transform.position = Vector3.Lerp(transform.position, clientPos, Time.deltaTime * 5);
}
[Command]
private void CmdTransmitPosition(Vector3 postiion)
{
clientPos = postiion;
}
}