Updated NetworkedTransform to better deal with non player objects

This commit is contained in:
Albin Corén 2018-03-06 22:29:14 +01:00
parent 4e39d37722
commit b66856ce5a

View File

@ -65,6 +65,7 @@ namespace MLAP
{
if(isLocalPlayer)
{
//We own the object
if(Time.time - lastSendTime >= timeForLerp && (Vector3.Distance(transform.position, lastSentPos) > MinMeters || Quaternion.Angle(transform.rotation, lastSentRot) > MinDegrees))
{
lastSendTime = Time.time;
@ -86,9 +87,34 @@ namespace MLAP
}
}
else if(ownerClientId == -2 && isServer)
{
//This object is not our localObject. But it's not owned by anyone. Thus it's a server object.
if (Time.time - lastSendTime >= timeForLerp && (Vector3.Distance(transform.position, lastSentPos) > MinMeters || Quaternion.Angle(transform.rotation, lastSentRot) > MinDegrees))
{
lastSendTime = Time.time;
lastSentPos = transform.position;
lastSentRot = transform.rotation;
using (MemoryStream writeStream = new MemoryStream(24))
{
using (BinaryWriter writer = new BinaryWriter(writeStream))
{
writer.Write(transform.position.x);
writer.Write(transform.position.y);
writer.Write(transform.position.z);
writer.Write(transform.rotation.eulerAngles.x);
writer.Write(transform.rotation.eulerAngles.y);
writer.Write(transform.rotation.eulerAngles.z);
}
SendToServerTarget("MLAPI_OnRecieveTransformFromClient", "MLAPI_POSITION_UPDATE", writeStream.GetBuffer());
}
}
}
else
{
if((isServer && InterpolateServer) || !isServer)
//If we are server and interpolation is turned on for server OR we are not server and interpolation is turned on
if((isServer && InterpolateServer && InterpolatePosition) || (!isServer && InterpolatePosition))
{
if(Vector3.Distance(transform.position, lerpEndPos) > SnapDistance)
{
@ -104,8 +130,6 @@ namespace MLAP
private void OnRecieveTransformFromServer(int clientId, byte[] data)
{
if (isServer)
return;
using (MemoryStream stream = new MemoryStream(data))
{
using (BinaryReader reader = new BinaryReader(stream))