《Unity網(wǎng)絡(luò)游戲?qū)崙?zhàn)》終章: 坦克大戰(zhàn)小游戲

1、介紹

在《Unity網(wǎng)絡(luò)游戲?qū)崙?zhàn)》書的最后五個(gè)章節(jié)是制作一個(gè)小的多人對戰(zhàn)游戲巴刻,坦克大戰(zhàn)涵紊。這里就把東西都寫在一起傍妒。做一個(gè)總結(jié)。

最后的五個(gè)章節(jié)是實(shí)現(xiàn)一個(gè)坦克大戰(zhàn)游戲摸柄。游戲功能大致如下:
1颤练、玩家注冊游戲賬號(hào),登陸游戲驱负。
2嗦玖、進(jìn)入游戲大廳,玩家可以創(chuàng)建房間跃脊,等待其他玩家加入房間宇挫。
3、玩家進(jìn)入房間之后分配陣營酪术,兩邊陣營人數(shù)相同并且最少有一人就可以開始游戲器瘪。
4、游戲過程很簡單绘雁。地方坦克全滅就取得勝利橡疼。

因?yàn)檎鹿?jié)太多,代碼太長了庐舟。就不一一記錄了欣除。而且小游戲?qū)崿F(xiàn)的功能確實(shí)比較簡單。就只拿一下比較有用代碼說一下挪略。

2历帚、大廳系統(tǒng)

大廳系統(tǒng)是玩家登錄游戲之后進(jìn)入游戲大廳,然后創(chuàng)建房間或加入已經(jīng)存在的房間的操作杠娱。

客戶端實(shí)現(xiàn):
界面制作有大廳界面以及房間界面抹缕。
玩家登陸游戲之后,會(huì)向服務(wù)器發(fā)送MsgGetRoomList協(xié)議墨辛,獲取當(dāng)前存在的房間∨糠客戶端收到回應(yīng)之后睹簇,就清空當(dāng)前的所有RoomItem,根據(jù)服務(wù)器的回送創(chuàng)建新的RoomItem寥闪。

玩家點(diǎn)擊進(jìn)入房間太惠,會(huì)向服務(wù)器發(fā)送MsgGetRoomInfo協(xié)議,獲取當(dāng)前進(jìn)入的房間中所有玩家的信息疲憋,然后生成PlayerInfoItem凿渊。退出房間就向服務(wù)器發(fā)送MsgGetRoomList協(xié)議,顯示房間列表。

客戶端代碼:
主要代碼有:RoomListPanel和RoomPanel
RoomListPanel.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;


public class RoomListPanel : BasePanel {
    //賬號(hào)文本
    private Text idText;
    //戰(zhàn)績文本
    private Text scoreText;
    //創(chuàng)建房間按鈕
    private Button createButton;
    //刷新列表按鈕
    private Button reflashButton;
    //列表容器
    private Transform content;
    //房間物體
    private GameObject roomObj;


    //初始化
    public override void OnInit() {
        skinPath = "RoomListPanel";
        layer = PanelManager.Layer.Panel;
    }

    //顯示
    public override void OnShow(params object[] args) {
        //尋找組件
        idText = skin.transform.Find("InfoPanel/IdText").GetComponent<Text>();
        scoreText = skin.transform.Find("InfoPanel/ScoreText").GetComponent<Text>();
        createButton = skin.transform.Find("CtrlPanel/CreateButton").GetComponent<Button>();
        reflashButton = skin.transform.Find("CtrlPanel/ReflashButton").GetComponent<Button>();
        content = skin.transform.Find("ListPanel/Scroll View/Viewport/Content");
        roomObj = skin.transform.Find("Room").gameObject;
        //不激活房間
        roomObj.SetActive(false);
        //顯示id
        idText.text = GameMain.id;
        //按鈕事件
        createButton.onClick.AddListener(OnCreateClick);
        reflashButton.onClick.AddListener(OnReflashClick);
        //協(xié)議監(jiān)聽
        NetManager.AddMsgListener("MsgGetAchieve", OnMsgGetAchieve);
        NetManager.AddMsgListener("MsgGetRoomList", OnMsgGetRoomList);
        NetManager.AddMsgListener("MsgCreateRoom", OnMsgCreateRoom);
        NetManager.AddMsgListener("MsgEnterRoom", OnMsgEnterRoom);
        //發(fā)送查詢
        MsgGetAchieve msgGetAchieve = new MsgGetAchieve();
        NetManager.Send(msgGetAchieve);
        MsgGetRoomList msgGetRoomList = new MsgGetRoomList();
        NetManager.Send(msgGetRoomList);
    }


    //關(guān)閉
    public override void OnClose() {
        //協(xié)議監(jiān)聽
        NetManager.RemoveMsgListener("MsgGetAchieve", OnMsgGetAchieve);
        NetManager.RemoveMsgListener("MsgGetRoomList", OnMsgGetRoomList);
        NetManager.RemoveMsgListener("MsgCreateRoom", OnMsgCreateRoom);
        NetManager.RemoveMsgListener("MsgEnterRoom", OnMsgEnterRoom);
    }

    //收到成績查詢協(xié)議
    public void OnMsgGetAchieve (MsgBase msgBase) {
        MsgGetAchieve msg = (MsgGetAchieve)msgBase;
        scoreText.text = msg.win + "勝 " + msg.lost + "負(fù)";
    }

    //收到房間列表協(xié)議
    public void OnMsgGetRoomList (MsgBase msgBase) {
        MsgGetRoomList msg = (MsgGetRoomList)msgBase;
        //清除房間列表
        for(int i = content.childCount-1; i >= 0 ; i--){
            GameObject o = content.GetChild(i).gameObject;
            Destroy(o);
        }
        //重新生成列表
        if(msg.rooms == null){
            return;
        }
        for(int i = 0; i < msg.rooms.Length; i++){
            GenerateRoom(msg.rooms[i]);
        }
    }

    //創(chuàng)建一個(gè)房間單元
    public void GenerateRoom(RoomInfo roomInfo){
        //創(chuàng)建物體
        GameObject o = Instantiate(roomObj);
        o.transform.SetParent(content);
        o.SetActive(true);
        o.transform.localScale = Vector3.one; 
        //獲取組件
        Transform trans = o.transform;
        Text idText = trans.Find("IdText").GetComponent<Text>();
        Text countText = trans.Find("CountText").GetComponent<Text>();
        Text statusText = trans.Find("StatusText").GetComponent<Text>();
        Button btn = trans.Find("JoinButton").GetComponent<Button>();
        //填充信息
        idText.text = roomInfo.id.ToString();
        countText.text = roomInfo.count.ToString();
        if(roomInfo.status == 0){
            statusText.text = "準(zhǔn)備中";
        }
        else{
            statusText.text = "戰(zhàn)斗中";
        }
        //按鈕事件
        btn.name = idText.text;
        btn.onClick.AddListener(delegate(){
            OnJoinClick(btn.name);
        });
    }

    //點(diǎn)擊刷新按鈕
    public void OnReflashClick(){
        MsgGetRoomList msg = new MsgGetRoomList();
        NetManager.Send(msg);
    }

    //點(diǎn)擊加入房間按鈕
    public void OnJoinClick(string idString) {
        MsgEnterRoom msg = new MsgEnterRoom();
        msg.id = int.Parse(idString);
        NetManager.Send(msg);
    }

    //收到進(jìn)入房間協(xié)議
    public void OnMsgEnterRoom (MsgBase msgBase) {
        MsgEnterRoom msg = (MsgEnterRoom)msgBase;
        //成功進(jìn)入房間
        if(msg.result == 0){
            PanelManager.Open<RoomPanel>();
            Close();
        }
        //進(jìn)入房間失敗
        else{
            PanelManager.Open<TipPanel>("進(jìn)入房間失敗");
        }
    }

    //點(diǎn)擊新建房間按鈕
    public void OnCreateClick() {
        MsgCreateRoom msg = new MsgCreateRoom();
        NetManager.Send(msg);
    }

    //收到新建房間協(xié)議
    public void OnMsgCreateRoom (MsgBase msgBase) {
        MsgCreateRoom msg = (MsgCreateRoom)msgBase;
        //成功創(chuàng)建房間
        if(msg.result == 0){
            PanelManager.Open<TipPanel>("創(chuàng)建成功");
            PanelManager.Open<RoomPanel>();
            Close();
        }
        //創(chuàng)建房間失敗
        else{
            PanelManager.Open<TipPanel>("創(chuàng)建房間失敗");
        }
    }
}

RoomPanel.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class RoomPanel : BasePanel {
    //開戰(zhàn)按鈕
    private Button startButton;
    //退出按鈕
    private Button closeButton;
    //列表容器
    private Transform content;
    //玩家信息物體
    private GameObject playerObj;

    //初始化
    public override void OnInit() {
        skinPath = "RoomPanel";
        layer = PanelManager.Layer.Panel;
    }

    //顯示
    public override void OnShow(params object[] args) {
        //尋找組件
        startButton = skin.transform.Find("CtrlPanel/StartButton").GetComponent<Button>();
        closeButton = skin.transform.Find("CtrlPanel/CloseButton").GetComponent<Button>();
        content = skin.transform.Find("ListPanel/Scroll View/Viewport/Content");
        playerObj =  skin.transform.Find("Player").gameObject;
        //不激活玩家信息
        playerObj.SetActive(false);
        //按鈕事件
        startButton.onClick.AddListener(OnStartClick);
        closeButton.onClick.AddListener(OnCloseClick);
        //協(xié)議監(jiān)聽
        NetManager.AddMsgListener("MsgGetRoomInfo", OnMsgGetRoomInfo);
        NetManager.AddMsgListener("MsgLeaveRoom", OnMsgLeaveRoom);
        NetManager.AddMsgListener("MsgStartBattle", OnMsgStartBattle);
        //發(fā)送查詢
        MsgGetRoomInfo msg = new MsgGetRoomInfo();
        NetManager.Send(msg);
    }

    //關(guān)閉
    public override void OnClose() {
        //協(xié)議監(jiān)聽
        NetManager.RemoveMsgListener("MsgGetRoomInfo", OnMsgGetRoomInfo);
        NetManager.RemoveMsgListener("MsgLeaveRoom", OnMsgLeaveRoom);
        NetManager.RemoveMsgListener("MsgStartBattle", OnMsgStartBattle);
    }

    //收到玩家列表協(xié)議
    public void OnMsgGetRoomInfo (MsgBase msgBase) {
        MsgGetRoomInfo msg = (MsgGetRoomInfo)msgBase;
        //清除玩家列表
        for(int i = content.childCount-1; i >= 0 ; i--){
            GameObject o = content.GetChild(i).gameObject;
            Destroy(o);
        }
        //重新生成列表
        if(msg.players == null){
            return;
        }
        for(int i = 0; i < msg.players.Length; i++){
            GeneratePlayerInfo(msg.players[i]);
        }
    }

    //創(chuàng)建一個(gè)玩家信息單元
    public void GeneratePlayerInfo(PlayerInfo playerInfo){
        //創(chuàng)建物體
        GameObject o = Instantiate(playerObj);
        o.transform.SetParent(content);
        o.SetActive(true);
        o.transform.localScale = Vector3.one; 
        //獲取組件
        Transform trans = o.transform;
        Text idText = trans.Find("IdText").GetComponent<Text>();
        Text campText = trans.Find("CampText").GetComponent<Text>();
        Text scoreText = trans.Find("ScoreText").GetComponent<Text>();
        //填充信息
        idText.text = playerInfo.id;
        if(playerInfo.camp == 1){
            campText.text = "紅";
        }
        else{
            campText.text = "藍(lán)";
        }
        if(playerInfo.isOwner == 1){
            campText.text = campText.text + " 埃脏!";
        }
        scoreText.text = playerInfo.win + "勝 " + playerInfo.lost + "負(fù)";
    }

    //點(diǎn)擊退出按鈕
    public void OnCloseClick(){
        MsgLeaveRoom msg = new MsgLeaveRoom();
        NetManager.Send(msg);
    }

    //收到退出房間協(xié)議
    public void OnMsgLeaveRoom (MsgBase msgBase) {
        MsgLeaveRoom msg = (MsgLeaveRoom)msgBase;
        //成功退出房間
        if(msg.result == 0){
            PanelManager.Open<TipPanel>("退出房間");
            PanelManager.Open<RoomListPanel>();
            Close();
        }
        //退出房間失敗
        else{
            PanelManager.Open<TipPanel>("退出房間失敗");
        }
    }

    //點(diǎn)擊開戰(zhàn)按鈕
    public void OnStartClick(){
        MsgStartBattle msg = new MsgStartBattle();
        NetManager.Send(msg);
    }

    //收到開戰(zhàn)返回
    public void OnMsgStartBattle (MsgBase msgBase) {
        MsgLeaveRoom msg = (MsgLeaveRoom)msgBase;
        //開戰(zhàn)
        if(msg.result == 0){
            //等待戰(zhàn)斗推送的協(xié)議
        }
        //開戰(zhàn)失敗
        else{
            PanelManager.Open<TipPanel>("開戰(zhàn)失斕侣唷!兩隊(duì)至少都需要一名玩家彩掐,只有隊(duì)長可以開始戰(zhàn)斗构舟!");
        }
    }
}

服務(wù)器主要是實(shí)現(xiàn)Room和RoomManager。這兩個(gè)類在名字上就很清楚它們的功能是什么堵幽,比較簡單狗超。
Room.cs

using System;
using System.Collections.Generic;

public class Room {
    //id
    public int id = 0;
    //最大玩家數(shù)
    public int maxPlayer = 6;
    //玩家列表
    public Dictionary<string, bool> playerIds = new Dictionary<string, bool>();
    //房主id
    public string ownerId = "";
    //狀態(tài)
    public enum Status {
        PREPARE = 0,
        FIGHT = 1 ,
    }
    public Status status = Status.PREPARE;


    //添加玩家
    public bool AddPlayer(string id){
        //獲取玩家
        Player player = PlayerManager.GetPlayer(id);
        if(player == null){
            Console.WriteLine("room.AddPlayer fail, player is null");
            return false;
        }
        //房間人數(shù)
        if(playerIds.Count >= maxPlayer){
            Console.WriteLine("room.AddPlayer fail, reach maxPlayer");
            return false;
        }
        //準(zhǔn)備狀態(tài)才能加人
        if(status != Status.PREPARE){
            Console.WriteLine("room.AddPlayer fail, not PREPARE");
            return false;
        }
        //已經(jīng)在房間里
        if(playerIds.ContainsKey(id)){
            Console.WriteLine("room.AddPlayer fail, already in this room");
            return false;
        }
        //加入列表
        playerIds[id] = true;
        //設(shè)置玩家數(shù)據(jù)
        player.camp = SwitchCamp();
        player.roomId = this.id;
        //設(shè)置房主
        if(ownerId == ""){
            ownerId = player.id;
        }
        //廣播
        Broadcast(ToMsg());
        return true;
    }

    //分配陣營
    public int SwitchCamp() {
        //計(jì)數(shù)
        int count1 = 0;
        int count2 = 0;
        foreach(string id in playerIds.Keys) {
            Player player = PlayerManager.GetPlayer(id);
            if(player.camp == 1) {count1++;}
            if(player.camp == 2) {count2++;}
        }
        //選擇
        if (count1 <= count2){
            return 1;
        }
        else{
            return 2;
        }
    }

    //是不是房主
    public bool isOwner(Player player){
        return player.id == ownerId;
    }

    //刪除玩家
    public bool RemovePlayer(string id) {
        //獲取玩家
        Player player = PlayerManager.GetPlayer(id);
        if(player == null){
            Console.WriteLine("room.RemovePlayer fail, player is null");
            return false;
        }
        //沒有在房間里
        if(!playerIds.ContainsKey(id)){
            Console.WriteLine("room.RemovePlayer fail, not in this room");
            return false;
        }
        //刪除列表
        playerIds.Remove(id);
        //設(shè)置玩家數(shù)據(jù)
        player.camp = 0;
        player.roomId = -1;
        //設(shè)置房主
        if(ownerId == player.id){
            ownerId = SwitchOwner();
        }
        //房間為空
        if(playerIds.Count == 0){
            RoomManager.RemoveRoom(this.id);
        }
        //廣播
        Broadcast(ToMsg());
        return true;
    }

    //選擇房主
    public string SwitchOwner() {
        //選擇第一個(gè)玩家
        foreach(string id in playerIds.Keys) {
            return id;
        }
        //房間沒人
        return "";
    }


    //廣播消息
    public void Broadcast(MsgBase msg){
        foreach(string id in playerIds.Keys) {
            Player player = PlayerManager.GetPlayer(id);
            player.Send(msg);
        }
    }

    //生成MsgGetRoomInfo協(xié)議
    public MsgBase ToMsg(){
        MsgGetRoomInfo msg = new MsgGetRoomInfo();
        int count = playerIds.Count;
        msg.players = new PlayerInfo[count];
        //players
        int i = 0;
        foreach(string id in playerIds.Keys){
            Player player = PlayerManager.GetPlayer(id);
            PlayerInfo playerInfo = new PlayerInfo();
            //賦值
            playerInfo.id = player.id;
            playerInfo.camp = player.camp;
            playerInfo.win = player.data.win;
            playerInfo.lost = player.data.lost;
            playerInfo.isOwner = 0;
            if(isOwner(player)){
                playerInfo.isOwner = 1;
            }

            msg.players[i] = playerInfo;
            i++;
        }
        return msg;
    }
}


RoomManager.cs

using System;
using System.Collections.Generic;

public class RoomManager
{
    //最大id
    private static int maxId = 1;
    //房間列表
    public static Dictionary<int, Room> rooms = new Dictionary<int, Room>();

    //創(chuàng)建房間
    public static Room AddRoom(){
        maxId++;
        Room room = new Room();
        room.id = maxId;
        rooms.Add(room.id, room);
        return room;
    }

    //刪除房間
    public static bool RemoveRoom(int id) {
        rooms.Remove(id);
        return true;
    }

    //獲取房間
    public static Room GetRoom(int id) {
        if(rooms.ContainsKey(id)){
            return rooms[id];
        }
        return null;
    }

    //生成MsgGetRoomList協(xié)議
    public static MsgBase ToMsg(){
        MsgGetRoomList msg = new MsgGetRoomList();
        int count = rooms.Count;
        msg.rooms = new RoomInfo[count];
        //rooms
        int i = 0;
        foreach(Room room in rooms.Values){
            RoomInfo roomInfo = new RoomInfo();
            //賦值
            roomInfo.id = room.id;
            roomInfo.count = room.playerIds.Count;
            roomInfo.status = (int)room.status;

            msg.rooms[i] = roomInfo;
            i++;
        }
        return msg;
    }
}

RoomMsgHandle.cs

using System;


public partial class MsgHandler {
    
    //查詢戰(zhàn)績
    public static void MsgGetAchieve(ClientState c, MsgBase msgBase){
        MsgGetAchieve msg = (MsgGetAchieve)msgBase;
        Player player = c.player;
        if(player == null) return;

        msg.win = player.data.win;
        msg.lost = player.data.lost;

        player.Send(msg);
    }


    //請求房間列表
    public static void MsgGetRoomList(ClientState c, MsgBase msgBase){
        MsgGetRoomList msg = (MsgGetRoomList)msgBase;
        Player player = c.player;
        if(player == null) return;

        player.Send(RoomManager.ToMsg());
    }

    //創(chuàng)建房間
    public static void MsgCreateRoom(ClientState c, MsgBase msgBase){
        MsgCreateRoom msg = (MsgCreateRoom)msgBase;
        Player player = c.player;
        if(player == null) return;
        //已經(jīng)在房間里
        if(player.roomId >=0 ){
            msg.result = 1;
            player.Send(msg);
            return;
        }
        //創(chuàng)建
        Room room = RoomManager.AddRoom();
        room.AddPlayer(player.id);

        msg.result = 0;
        player.Send(msg);
    }

    //進(jìn)入房間
    public static void MsgEnterRoom(ClientState c, MsgBase msgBase){
        MsgEnterRoom msg = (MsgEnterRoom)msgBase;
        Player player = c.player;
        if(player == null) return;
        //已經(jīng)在房間里
        if(player.roomId >=0 ){
            msg.result = 1;
            player.Send(msg);
            return;
        }
        //獲取房間
        Room room = RoomManager.GetRoom(msg.id);
        if(room == null){
            msg.result = 1;
            player.Send(msg);
            return;
        }
        //進(jìn)入
        if(!room.AddPlayer(player.id)){
            msg.result = 1;
            player.Send(msg);
            return;
        }
        //返回協(xié)議  
        msg.result = 0;
        player.Send(msg);
    }


    //獲取房間信息
    public static void MsgGetRoomInfo(ClientState c, MsgBase msgBase){
        MsgGetRoomInfo msg = (MsgGetRoomInfo)msgBase;
        Player player = c.player;
        if(player == null) return;

        Room room = RoomManager.GetRoom(player.roomId);
        if(room == null){
            player.Send(msg);
            return;
        }

        player.Send(room.ToMsg());
    }

    //離開房間
    public static void MsgLeaveRoom(ClientState c, MsgBase msgBase){
        MsgLeaveRoom msg = (MsgLeaveRoom)msgBase;
        Player player = c.player;
        if(player == null) return;

        Room room = RoomManager.GetRoom(player.roomId);
        if(room == null){
            msg.result = 1;
            player.Send(msg);
            return;
        }

        room.RemovePlayer(player.id);
        //返回協(xié)議
        msg.result = 0;
        player.Send(msg);
    }
}

如果是從頭到尾實(shí)現(xiàn)一遍書上的內(nèi)容的話,上面的代碼還是比較簡單的朴下。

3努咐、預(yù)測同步算法

在最后一章中作者介紹了服務(wù)器的同步算法。原理如下:
1、每個(gè)客戶端每隔一段時(shí)間發(fā)送同步“幀”到服務(wù)器职祷。
2澡谭、服務(wù)器更細(xì)玩家的位置、旋轉(zhuǎn)信息并轉(zhuǎn)發(fā)到各個(gè)客戶端免胃。
3、客戶端收到同步信息之后惫撰,使用預(yù)測算法計(jì)算同步玩家的位置羔沙。

預(yù)測的方法也很簡單。因?yàn)樘箍耸莿蛩龠\(yùn)動(dòng)的厨钻。因此預(yù)測位置只需要根據(jù)s = v * t就行了扼雏。
這里直接看代碼就行,比較簡單夯膀。
SyncMsg.cs

//同步坦克信息
public class MsgSyncTank:MsgBase {
    public MsgSyncTank() {protoName = "MsgSyncTank";}
    //位置诗充、旋轉(zhuǎn)、炮塔旋轉(zhuǎn)
    public float x = 0f;        
    public float y = 0f;
    public float z = 0f;
    public float ex = 0f;       
    public float ey = 0f;
    public float ez = 0f;
    public float turretY = 0f;  
    //服務(wù)端補(bǔ)充
    public string id = "";      //哪個(gè)坦克
}

//開火
public class MsgFire:MsgBase {
    public MsgFire() {protoName = "MsgFire";}
    //炮彈初始位置诱建、旋轉(zhuǎn)
    public float x = 0f;        
    public float y = 0f;
    public float z = 0f;
    public float ex = 0f;
    public float ey = 0f;
    public float ez = 0f;
    //服務(wù)端補(bǔ)充
    public string id = "";      //哪個(gè)坦克
}

//擊中
public class MsgHit:MsgBase {
    public MsgHit() {protoName = "MsgHit";}
    //擊中誰
    public string targetId = "";
    //擊中點(diǎn)   
    public float x = 0f;        
    public float y = 0f;
    public float z = 0f;
    //服務(wù)端補(bǔ)充
    public string id = "";      //哪個(gè)坦克
    public int hp = 0;          //被擊中坦克血量
    public int damage = 0;      //受到的傷害
}

SyncTank.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SyncTank : BaseTank {
    //預(yù)測信息蝴蜓,哪個(gè)時(shí)間到達(dá)哪個(gè)位置
    private Vector3 lastPos;
    private Vector3 lastRot;
    private Vector3 forecastPos;
    private Vector3 forecastRot;
    private float forecastTime;

    //重寫Init
    public new void Init(string skinPath){
        base.Init(skinPath);
        //不受物理運(yùn)動(dòng)影響
        rigidBody.constraints = RigidbodyConstraints.FreezeAll;
        rigidBody.useGravity = false;
        //初始化預(yù)測信息
        lastPos = transform.position;
        lastRot = transform.eulerAngles;
        forecastPos = transform.position;
        forecastRot = transform.eulerAngles;
        forecastTime = Time.time;
    }

    new void Update(){
        base.Update();
        //更新位置
        ForecastUpdate();
    }

    //移動(dòng)同步
    public void SyncPos(MsgSyncTank msg){
        //預(yù)測位置
        Vector3 pos = new Vector3(msg.x, msg.y, msg.z);
        Vector3 rot = new Vector3(msg.ex, msg.ey, msg.ez);
        forecastPos = pos + 2*(pos - lastPos);
        forecastRot = rot + 2*(rot - lastRot);
        //更新
        lastPos = pos;
        lastRot = rot;
        forecastTime = Time.time;
        //炮塔
        Vector3 le = turret.localEulerAngles;
        le.y = msg.turretY;
        turret.localEulerAngles = le;
    }


    //更新位置
    public void ForecastUpdate(){
        //時(shí)間
        float t =  (Time.time - forecastTime)/CtrlTank.syncInterval;
        t = Mathf.Clamp(t, 0f, 1f);
        //位置
        Vector3 pos = transform.position;
        pos = Vector3.Lerp(pos, forecastPos, t);
        transform.position = pos;
        //旋轉(zhuǎn)
        Quaternion quat = transform.rotation;
        Quaternion forcastQuat = Quaternion.Euler(forecastRot);
        quat = Quaternion.Lerp(quat, forcastQuat, t) ;
        transform.rotation = quat;
    }

    //開火
    public void SyncFire(MsgFire msg){
        Bullet bullet = Fire();
        //更新坐標(biāo)
        Vector3 pos = new Vector3(msg.x, msg.y, msg.z);
        Vector3 rot = new Vector3(msg.ex, msg.ey, msg.ez);
        bullet.transform.position = pos;
        bullet.transform.eulerAngles = rot;
    }
}

戰(zhàn)斗管理類中加入:

    //收到同步協(xié)議
    public static void OnMsgSyncTank(MsgBase msgBase){
        MsgSyncTank msg = (MsgSyncTank)msgBase;
        //不同步自己
        if(msg.id == GameMain.id){
            return;
        }
        //查找坦克
        SyncTank tank = (SyncTank)GetTank(msg.id);
        if(tank == null){
            return;
        }
        //移動(dòng)同步
        tank.SyncPos(msg);
    }

    //收到開火協(xié)議
    public static void OnMsgFire(MsgBase msgBase){
        MsgFire msg = (MsgFire)msgBase;
        //不同步自己
        if(msg.id == GameMain.id){
            return;
        }
        //查找坦克
        SyncTank tank = (SyncTank)GetTank(msg.id);
        if(tank == null){
            return;
        }
        //開火
        tank.SyncFire(msg);
    }

    //收到擊中協(xié)議
    public static void OnMsgHit(MsgBase msgBase){
        MsgHit msg = (MsgHit)msgBase;
        //查找坦克
        BaseTank tank = GetTank(msg.targetId);
        if(tank == null){
            return;
        }
        //被擊中
        tank.Attacked(msg.damage);
    }

服務(wù)器主要做的就是轉(zhuǎn)發(fā)功能。并沒有做校驗(yàn)俺猿。相對簡單茎匠。就不贅述了。

4押袍、結(jié)語

原本打算花個(gè)十來天把這本書看完的诵冒。但是沒想到花了差不多一個(gè)多月∫瓴眩《Unity3D網(wǎng)絡(luò)游戲?qū)崙?zhàn)》這本書對于接觸u3d的初學(xué)者還是很友好的汽馋,非常簡單容易上手侮东,代碼也簡單。最有用的應(yīng)該是通用客戶端網(wǎng)絡(luò)框架和通用服務(wù)器框架那兩章豹芯。對于網(wǎng)絡(luò)通訊寫的很好悄雅,清晰易懂。以及最后一章的同步方法告组。在書上學(xué)習(xí)的代碼也能用于工作中煤伟,讓自己上手更快了點(diǎn)。收獲還是很大的木缝。以后也要堅(jiān)持看書便锨,學(xué)習(xí)!

?著作權(quán)歸作者所有,轉(zhuǎn)載或內(nèi)容合作請聯(lián)系作者
  • 序言:七十年代末我碟,一起剝皮案震驚了整個(gè)濱河市放案,隨后出現(xiàn)的幾起案子,更是在濱河造成了極大的恐慌矫俺,老刑警劉巖吱殉,帶你破解...
    沈念sama閱讀 218,122評論 6 505
  • 序言:濱河連續(xù)發(fā)生了三起死亡事件,死亡現(xiàn)場離奇詭異厘托,居然都是意外死亡友雳,警方通過查閱死者的電腦和手機(jī),發(fā)現(xiàn)死者居然都...
    沈念sama閱讀 93,070評論 3 395
  • 文/潘曉璐 我一進(jìn)店門铅匹,熙熙樓的掌柜王于貴愁眉苦臉地迎上來押赊,“玉大人,你說我怎么就攤上這事包斑×鹘福” “怎么了?”我有些...
    開封第一講書人閱讀 164,491評論 0 354
  • 文/不壞的土叔 我叫張陵罗丰,是天一觀的道長神帅。 經(jīng)常有香客問我,道長萌抵,這世上最難降的妖魔是什么找御? 我笑而不...
    開封第一講書人閱讀 58,636評論 1 293
  • 正文 為了忘掉前任,我火速辦了婚禮绍填,結(jié)果婚禮上萎坷,老公的妹妹穿的比我還像新娘。我一直安慰自己沐兰,他們只是感情好,可當(dāng)我...
    茶點(diǎn)故事閱讀 67,676評論 6 392
  • 文/花漫 我一把揭開白布蔽挠。 她就那樣靜靜地躺著住闯,像睡著了一般瓜浸。 火紅的嫁衣襯著肌膚如雪。 梳的紋絲不亂的頭發(fā)上比原,一...
    開封第一講書人閱讀 51,541評論 1 305
  • 那天插佛,我揣著相機(jī)與錄音,去河邊找鬼量窘。 笑死雇寇,一個(gè)胖子當(dāng)著我的面吹牛,可吹牛的內(nèi)容都是我干的蚌铜。 我是一名探鬼主播锨侯,決...
    沈念sama閱讀 40,292評論 3 418
  • 文/蒼蘭香墨 我猛地睜開眼,長吁一口氣:“原來是場噩夢啊……” “哼冬殃!你這毒婦竟也來了囚痴?” 一聲冷哼從身側(cè)響起,我...
    開封第一講書人閱讀 39,211評論 0 276
  • 序言:老撾萬榮一對情侶失蹤审葬,失蹤者是張志新(化名)和其女友劉穎深滚,沒想到半個(gè)月后,有當(dāng)?shù)厝嗽跇淞掷锇l(fā)現(xiàn)了一具尸體涣觉,經(jīng)...
    沈念sama閱讀 45,655評論 1 314
  • 正文 獨(dú)居荒郊野嶺守林人離奇死亡痴荐,尸身上長有42處帶血的膿包…… 初始之章·張勛 以下內(nèi)容為張勛視角 年9月15日...
    茶點(diǎn)故事閱讀 37,846評論 3 336
  • 正文 我和宋清朗相戀三年,在試婚紗的時(shí)候發(fā)現(xiàn)自己被綠了官册。 大學(xué)時(shí)的朋友給我發(fā)了我未婚夫和他白月光在一起吃飯的照片生兆。...
    茶點(diǎn)故事閱讀 39,965評論 1 348
  • 序言:一個(gè)原本活蹦亂跳的男人離奇死亡,死狀恐怖攀隔,靈堂內(nèi)的尸體忽然破棺而出皂贩,到底是詐尸還是另有隱情,我是刑警寧澤昆汹,帶...
    沈念sama閱讀 35,684評論 5 347
  • 正文 年R本政府宣布明刷,位于F島的核電站,受9級(jí)特大地震影響满粗,放射性物質(zhì)發(fā)生泄漏辈末。R本人自食惡果不足惜,卻給世界環(huán)境...
    茶點(diǎn)故事閱讀 41,295評論 3 329
  • 文/蒙蒙 一映皆、第九天 我趴在偏房一處隱蔽的房頂上張望挤聘。 院中可真熱鬧,春花似錦捅彻、人聲如沸组去。這莊子的主人今日做“春日...
    開封第一講書人閱讀 31,894評論 0 22
  • 文/蒼蘭香墨 我抬頭看了看天上的太陽从隆。三九已至诚撵,卻和暖如春,著一層夾襖步出監(jiān)牢的瞬間键闺,已是汗流浹背寿烟。 一陣腳步聲響...
    開封第一講書人閱讀 33,012評論 1 269
  • 我被黑心中介騙來泰國打工, 沒想到剛下飛機(jī)就差點(diǎn)兒被人妖公主榨干…… 1. 我叫王不留辛燥,地道東北人筛武。 一個(gè)月前我還...
    沈念sama閱讀 48,126評論 3 370
  • 正文 我出身青樓,卻偏偏與公主長得像挎塌,于是被迫代替她去往敵國和親徘六。 傳聞我的和親對象是個(gè)殘疾皇子,可洞房花燭夜當(dāng)晚...
    茶點(diǎn)故事閱讀 44,914評論 2 355