[Add] FishNet
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using System;
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using FishNet.Managing;
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using FishNet.Managing.Timing;
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using FishNet.Object;
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using FishNet.Object.Prediction;
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using FishNet.Utility.Extension;
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using GameKit.Dependencies.Utilities;
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using UnityEngine;
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using UnityEngine.Scripting;
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namespace FishNet.Component.Transforming
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{
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/// <summary>
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/// This class is under regular development and it's API may change at any time.
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/// </summary>
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[Obsolete("This class will be removed in version 5.")]
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public sealed class TransformTickSmoother : IResettable
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{
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#region Types.
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private enum InitializeType
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{
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/// <summary>
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/// Not initialized.
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/// </summary>
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Unset,
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/// <summary>
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/// Initialized for network use.
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/// </summary>
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Networked,
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/// <summary>
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/// Initialized for non-network use.
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/// </summary>
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NonNetworked
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}
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[Preserve]
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private struct TickTransformProperties
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{
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public uint Tick;
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public TransformProperties Properties;
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public TickTransformProperties(uint tick, Transform t)
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{
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Tick = tick;
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Properties = new(t.localPosition, t.localRotation, t.localScale);
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}
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public TickTransformProperties(uint tick, Transform t, Vector3 localScale)
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{
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Tick = tick;
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Properties = new(t.localPosition, t.localRotation, localScale);
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}
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public TickTransformProperties(uint tick, TransformProperties tp)
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{
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Tick = tick;
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Properties = tp;
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}
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public TickTransformProperties(uint tick, TransformProperties tp, Vector3 localScale)
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{
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Tick = tick;
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tp.Scale = localScale;
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Properties = tp;
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}
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}
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#endregion
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#region Private.
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/// <summary>
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/// Object to smooth.
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/// </summary>
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private Transform _graphicalObject;
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/// <summary>
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/// When not MoveRates.UNSET_VALUE the graphical object will teleport into it's next position if the move distance exceeds this value.
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/// </summary>
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private float _teleportThreshold;
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/// <summary>
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/// How quickly to move towards goal values.
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/// </summary>
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private MoveRates _moveRates = new(MoveRates.UNSET_VALUE);
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/// <summary>
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/// True if a pretick occurred since last postTick.
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/// </summary>
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private bool _preTicked;
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/// <summary>
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/// World offset values of the graphical from the NetworkObject during initialization.
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/// </summary>
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private TransformProperties _gfxInitializedOffsetValues;
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/// <summary>
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/// World values of the graphical after it's been aligned to initialized values in PreTick.
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/// </summary>
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private TransformProperties _gfxPreSimulateWorldValues;
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/// <summary>
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/// TickDelta on the TimeManager.
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/// </summary>
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private float _tickDelta;
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/// <summary>
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/// How many ticks to interpolate over when not using adaptive.
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/// </summary>
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private byte _ownerInterpolation;
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/// <summary>
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/// Current interpolation, regardless of if using adaptive or not.
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/// </summary>
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private byte _interpolation;
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/// <summary>
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/// NetworkObject this is for.
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/// </summary>
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private NetworkObject _networkObject;
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/// <summary>
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/// Value to multiply movement by. This is used to reduce or increase the rate the movement buffer is consumed.
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/// </summary>
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private float _movementMultiplier = 1f;
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/// <summary>
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/// TransformProperties to move towards.
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/// </summary>
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private BasicQueue<TickTransformProperties> _transformProperties;
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/// <summary>
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/// Which properties to smooth.
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/// </summary>
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private TransformPropertiesFlag _ownerSmoothedProperties;
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/// <summary>
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/// Which properties to smooth.
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/// </summary>
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private TransformPropertiesFlag _spectatorSmoothedProperties;
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/// <summary>
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/// Updates the smoothedProperties value.
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/// </summary>
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/// <param name = "value">New value.</param>
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/// <param name = "forSpectator">True if updating values for the spectator, false if updating for owner.</param>
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public void SetSmoothedProperties(TransformPropertiesFlag value, bool forSpectator)
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{
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if (forSpectator)
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_spectatorSmoothedProperties = value;
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else
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_ownerSmoothedProperties = value;
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}
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/// <summary>
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/// Amount of adaptive interpolation to use.
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/// </summary>
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private AdaptiveInterpolationType _adaptiveInterpolation = AdaptiveInterpolationType.VeryLow;
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/// <summary>
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/// Updates the adaptiveInterpolation value.
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/// </summary>
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/// <param name = "adaptiveInterpolation">New value.</param>
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public void SetAdaptiveInterpolation(AdaptiveInterpolationType adaptiveInterpolation)
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{
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_adaptiveInterpolation = adaptiveInterpolation;
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}
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/// <summary>
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/// Set interpolation to use for spectated objects if adaptiveInterpolation is off.
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/// </summary>
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private byte _spectatorInterpolation;
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/// <summary>
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/// Sets the spectator interpolation value.
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/// </summary>
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/// <param name = "value">New value.</param>
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/// <param name = "disableAdaptiveInterpolation">True to also disable adaptive interpolation to use this new value.</param>
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public void SetSpectatorInterpolation(byte value, bool disableAdaptiveInterpolation = true)
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{
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_spectatorInterpolation = value;
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if (disableAdaptiveInterpolation)
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_adaptiveInterpolation = AdaptiveInterpolationType.Off;
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}
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/// <summary>
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/// Previous parent the graphical was attached to.
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/// </summary>
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private Transform _previousParent;
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/// <summary>
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/// True if to detach at runtime.
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/// </summary>
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private bool _detach;
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/// <summary>
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/// True if were an owner of the NetworkObject during PreTick.
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/// This is only used for performance gains.
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/// </summary>
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private bool _useOwnerSmoothing;
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/// <summary>
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/// True if Initialized has been called and settings have not been reset.
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/// </summary>
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private InitializeType _initializeType = InitializeType.Unset;
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/// <summary>
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/// Last tick this was teleported on.
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/// </summary>
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private uint _teleportedTick = TimeManager.UNSET_TICK;
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/// <summary>
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/// Last local tick a reconcile callback was received.
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/// </summary>
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private uint _lastReconcileTick = TimeManager.UNSET_TICK;
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/// <summary>
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/// Transform to track movement on.
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/// </summary>
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private Transform _rootTransform;
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/// <summary>
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/// Frame which smoothing can start.
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/// </summary>
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private int _startFrame;
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#endregion
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#region Const.
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/// <summary>
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/// Default expected interval for reconciles.
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/// </summary>
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private const int RECONCILE_INTERVAL_DEFAULT = int.MaxValue;
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/// <summary>
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/// Maximum allowed entries to be queued over the interpolation amount.
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/// </summary>
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private const int MAXIMUM_QUEUED_OVER_INTERPOLATION = 3;
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#endregion
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[Preserve]
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public TransformTickSmoother() { }
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~TransformTickSmoother()
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{
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// This is a last resort for if something didnt deinitialize right.
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ResetState();
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}
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/// <summary>
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/// Initializes this smoother for owner and spectator. This should only occur once.
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/// </summary>
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public void InitializeNetworked(NetworkObject nob, Transform graphicalObject, bool detach, float teleportDistance, float tickDelta, byte ownerInterpolation, TransformPropertiesFlag ownerSmoothedProperties, byte spectatorInterpolation, TransformPropertiesFlag specatorSmoothedProperties, AdaptiveInterpolationType adaptiveInterpolation)
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{
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ResetState();
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_networkObject = nob;
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_spectatorInterpolation = spectatorInterpolation;
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_spectatorSmoothedProperties = specatorSmoothedProperties;
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Initialize_Internal(nob.transform, graphicalObject, detach, teleportDistance, tickDelta, ownerInterpolation, ownerSmoothedProperties, forNetworked: true);
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SetAdaptiveInterpolation(adaptiveInterpolation);
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UpdateInterpolation(0);
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}
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private void Initialize_Internal(Transform rootTransform, Transform graphicalObject, bool detach, float teleportDistance, float tickDelta, byte ownerInterpolation, TransformPropertiesFlag ownerSmoothedProperties, bool forNetworked)
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{
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_rootTransform = rootTransform;
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_detach = detach;
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_transformProperties = CollectionCaches<TickTransformProperties>.RetrieveBasicQueue();
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_gfxInitializedOffsetValues = rootTransform.GetTransformOffsets(graphicalObject);
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_tickDelta = tickDelta;
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_graphicalObject = graphicalObject;
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_teleportThreshold = teleportDistance;
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_ownerInterpolation = ownerInterpolation;
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_ownerSmoothedProperties = ownerSmoothedProperties;
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_initializeType = forNetworked ? InitializeType.Networked : InitializeType.NonNetworked;
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}
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/// <summary>
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/// Initializes this smoother non-networked use.
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/// </summary>
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public void Initialize(Transform rootTransform, Transform graphicalObject, bool detach, float teleportDistance, float tickDelta, byte ownerInterpolation, TransformPropertiesFlag ownerSmoothedProperties)
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{
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ResetState();
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Initialize_Internal(rootTransform, graphicalObject, detach, teleportDistance, tickDelta, ownerInterpolation, ownerSmoothedProperties, false);
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SetAdaptiveInterpolation(AdaptiveInterpolationType.Off);
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}
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/// <summary>
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/// Deinitializes this smoother resetting values.
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/// </summary>
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public void Deinitialize()
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{
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ResetState();
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}
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/// <summary>
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/// Updates interpolation based on localClient latency.
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/// </summary>
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private void UpdateInterpolation(uint clientStateTick)
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{
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/* Use owner interpolation if:
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* - Owner.
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* - Server, since server always interpolates over 1 tick; this only applies as clientHost.
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* - Not networked, use specified 'owner' interpolation.
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*/
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if (_initializeType == InitializeType.NonNetworked || _networkObject.IsServerInitialized || _networkObject.Owner.IsLocalClient)
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{
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_interpolation = _ownerInterpolation;
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}
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// Not using owner interpolation.
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else
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{
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if (_adaptiveInterpolation == AdaptiveInterpolationType.Off)
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{
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_interpolation = _spectatorInterpolation;
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}
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else
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{
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float interpolation;
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TimeManager tm = _networkObject.TimeManager;
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if (clientStateTick == 0)
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{
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// Not enough data to calculate; guestimate. This should only happen once.
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float fRtt = (float)tm.RoundTripTime;
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interpolation = fRtt / 10f;
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}
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else
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{
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interpolation = tm.LocalTick - clientStateTick;
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}
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interpolation *= GetInterpolationMultiplier();
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interpolation = Mathf.Clamp(interpolation, 2f, (float)byte.MaxValue);
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_interpolation = (byte)Mathf.CeilToInt(interpolation);
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float GetInterpolationMultiplier()
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{
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switch (_adaptiveInterpolation)
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{
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case AdaptiveInterpolationType.ExtremelyLow:
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return 0.2f;
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case AdaptiveInterpolationType.VeryLow:
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return 0.45f;
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case AdaptiveInterpolationType.Low:
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return 0.8f;
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case AdaptiveInterpolationType.Moderate:
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return 1.05f;
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case AdaptiveInterpolationType.High:
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return 1.25f;
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case AdaptiveInterpolationType.VeryHigh:
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return 1.5f;
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// Make no changes for maximum.
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default:
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_networkObject.NetworkManager.LogError($"AdaptiveInterpolationType {_adaptiveInterpolation} is unhandled.");
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return 1f;
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}
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}
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}
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}
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}
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internal void OnStartClient()
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{
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if (!_detach)
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return;
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_previousParent = _graphicalObject.parent;
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TransformProperties gfxWorldProperties = _graphicalObject.GetWorldProperties();
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_graphicalObject.SetParent(null);
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_graphicalObject.SetWorldProperties(gfxWorldProperties);
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}
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internal void OnStopClient()
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{
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if (!_detach || _previousParent == null || _graphicalObject == null)
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return;
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_graphicalObject.SetParent(_previousParent);
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_graphicalObject.SetWorldProperties(GetNetworkObjectWorldPropertiesWithOffset());
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}
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/// <summary>
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/// Called every frame.
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/// </summary>
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internal void OnUpdate()
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{
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if (!CanSmooth())
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return;
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MoveToTarget(Time.deltaTime);
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}
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/// <summary>
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/// Called when the TimeManager invokes OnPreTick.
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/// </summary>
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public void OnPreTick()
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{
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if (!CanSmooth())
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return;
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_preTicked = true;
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_useOwnerSmoothing = _networkObject == null || _networkObject.IsOwner;
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DiscardExcessiveTransformPropertiesQueue();
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//These only need to be set if still attached.
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if (!_detach)
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_gfxPreSimulateWorldValues = _graphicalObject.GetWorldProperties();
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}
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/// <summary>
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/// Called when the PredictionManager invokes OnPreReconcile.
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/// </summary>
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public void OnPreReconcile()
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{
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if (!_networkObject.IsObjectReconciling)
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return;
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if (_networkObject.IsOwner || _adaptiveInterpolation == AdaptiveInterpolationType.Off)
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return;
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uint clientStateTick = _networkObject.PredictionManager.ClientStateTick;
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_lastReconcileTick = clientStateTick;
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UpdateInterpolation(clientStateTick);
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}
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/// <summary>
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/// Called when the TimeManager invokes OnPostReplay.
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/// </summary>
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/// <param name = "clientTick">Replay tick for the local client.</param>
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public void OnPostReplicateReplay(uint clientTick)
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{
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if (_networkObject.IsOwner || _adaptiveInterpolation == AdaptiveInterpolationType.Off)
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return;
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if (_transformProperties.Count == 0)
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return;
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if (clientTick <= _teleportedTick)
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return;
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uint firstTick = _transformProperties.Peek().Tick;
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//Already in motion to first entry, or first entry passed tick.
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if (clientTick <= firstTick)
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return;
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ModifyTransformProperties(clientTick, firstTick);
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}
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/// <summary>
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/// Called when TimeManager invokes OnPostTick.
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/// </summary>
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/// <param name = "clientTick">Local tick of the client.</param>
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public void OnPostTick(uint clientTick)
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{
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if (!CanSmooth())
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return;
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if (clientTick <= _teleportedTick)
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return;
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//If preticked then previous transform values are known.
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if (_preTicked)
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{
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DiscardExcessiveTransformPropertiesQueue();
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//Only needs to be put to pretick position if not detached.
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if (!_detach)
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_graphicalObject.SetWorldProperties(_gfxPreSimulateWorldValues);
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AddTransformProperties(clientTick);
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}
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//If did not pretick then the only thing we can do is snap to instantiated values.
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else
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{
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//Only set to position if not to detach.
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if (!_detach)
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_graphicalObject.SetWorldProperties(GetNetworkObjectWorldPropertiesWithOffset());
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}
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}
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/// <summary>
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/// Teleports the graphical to it's starting position and clears the internal movement queue.
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/// </summary>
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public void Teleport()
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{
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if (_networkObject == null)
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return;
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_teleportedTick = _networkObject.TimeManager.LocalTick;
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ClearTransformPropertiesQueue();
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TransformProperties startProperties = _networkObject.transform.GetWorldProperties();
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startProperties.Add(_gfxInitializedOffsetValues);
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_graphicalObject.SetWorldProperties(startProperties);
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}
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/// <summary>
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/// Clears the pending movement queue.
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/// </summary>
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private void ClearTransformPropertiesQueue()
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{
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_transformProperties.Clear();
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//Also unset move rates since there is no more queue.
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_moveRates = new(MoveRates.UNSET_VALUE);
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}
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/// <summary>
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/// Discards datas over interpolation limit from movement queue.
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/// </summary>
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private void DiscardExcessiveTransformPropertiesQueue()
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{
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int propertiesCount = _transformProperties.Count;
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int dequeueCount = propertiesCount - (_interpolation + MAXIMUM_QUEUED_OVER_INTERPOLATION);
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//If there are entries to dequeue.
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if (dequeueCount > 0)
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{
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TickTransformProperties tpp = default;
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for (int i = 0; i < dequeueCount; i++)
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tpp = _transformProperties.Dequeue();
|
||||
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||||
SetMoveRates(tpp.Properties);
|
||||
}
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||||
}
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||||
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/// <summary>
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||||
/// Adds a new transform properties and sets move rates if needed.
|
||||
/// </summary>
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||||
private void AddTransformProperties(uint tick)
|
||||
{
|
||||
TickTransformProperties tpp = new(tick, GetNetworkObjectWorldPropertiesWithOffset());
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||||
_transformProperties.Enqueue(tpp);
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||||
|
||||
//If first entry then set move rates.
|
||||
if (_transformProperties.Count == 1)
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||||
{
|
||||
TransformProperties gfxWorldProperties = _graphicalObject.GetWorldProperties();
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||||
SetMoveRates(gfxWorldProperties);
|
||||
_startFrame = Time.frameCount + 1;
|
||||
}
|
||||
}
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||||
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||||
/// <summary>
|
||||
/// Modifies a transform property for a tick. This does not error check for empty collections.
|
||||
/// </summary>
|
||||
/// <param name = "firstTick">First tick in the queue. If 0 this will be looked up.</param>
|
||||
private void ModifyTransformProperties(uint clientTick, uint firstTick)
|
||||
{
|
||||
uint tick = clientTick;
|
||||
/*Ticks will always be added incremental by 1 so it's safe to jump ahead the difference
|
||||
* of tick and firstTick. */
|
||||
int index = (int)(tick - firstTick);
|
||||
//Replace with new data.
|
||||
if (index < _transformProperties.Count)
|
||||
{
|
||||
if (tick != _transformProperties[index].Tick)
|
||||
{
|
||||
//Should not be possible.
|
||||
}
|
||||
else
|
||||
{
|
||||
_transformProperties[index] = new(tick, GetNetworkObjectWorldPropertiesWithOffset(), _graphicalObject.localScale);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//This should never happen.
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns TransformProperties of the NetworkObject with the graphicals world offset.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private TransformProperties GetNetworkObjectWorldPropertiesWithOffset() => _networkObject.transform.GetWorldProperties(_gfxInitializedOffsetValues);
|
||||
|
||||
/// <summary>
|
||||
/// Returns if prediction can be used on this rigidbody.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private bool CanSmooth()
|
||||
{
|
||||
if (_graphicalObject == null)
|
||||
return false;
|
||||
if (_networkObject != null && _networkObject.EnablePrediction && !_networkObject.EnableStateForwarding && !_networkObject.IsController)
|
||||
return false;
|
||||
if (_networkObject.IsServerOnlyStarted)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets new rates based on next entries in transformProperties queue, against a supplied TransformProperties.
|
||||
/// </summary>
|
||||
private void SetMoveRates(in TransformProperties prevValues)
|
||||
{
|
||||
if (_transformProperties.Count == 0)
|
||||
{
|
||||
_moveRates = new(MoveRates.UNSET_VALUE);
|
||||
return;
|
||||
}
|
||||
|
||||
TransformProperties nextValues = _transformProperties.Peek().Properties;
|
||||
float duration = _tickDelta;
|
||||
float teleportT = _teleportThreshold;
|
||||
|
||||
_moveRates = MoveRates.GetMoveRates(prevValues, nextValues, duration, teleportT);
|
||||
_moveRates.TimeRemaining = duration;
|
||||
|
||||
SetMovementMultiplier();
|
||||
}
|
||||
|
||||
private void SetMovementMultiplier()
|
||||
{
|
||||
/* If there's more in queue than interpolation then begin to move faster based on overage.
|
||||
* Move 5% faster for every overage. */
|
||||
int overInterpolation = _transformProperties.Count - _interpolation;
|
||||
//If needs to be adjusted.
|
||||
if (overInterpolation != 0)
|
||||
{
|
||||
_movementMultiplier += 0.015f * overInterpolation;
|
||||
}
|
||||
//If does not need to be adjusted.
|
||||
else
|
||||
{
|
||||
//If interpolation is 1 then slow down just barely to accomodate for frame delta variance.
|
||||
if (_interpolation == 1)
|
||||
_movementMultiplier = 1f;
|
||||
}
|
||||
|
||||
_movementMultiplier = Mathf.Clamp(_movementMultiplier, 0.95f, 1.05f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves transform to target values.
|
||||
/// </summary>
|
||||
private void MoveToTarget(float delta)
|
||||
{
|
||||
if (Time.frameCount < _startFrame)
|
||||
return;
|
||||
int tpCount = _transformProperties.Count;
|
||||
//No data.
|
||||
if (tpCount == 0)
|
||||
return;
|
||||
/* If buffer is considerably under goal then halt
|
||||
* movement. This will allow the buffer to grow. */
|
||||
if (tpCount - _interpolation < -4)
|
||||
return;
|
||||
|
||||
TickTransformProperties ttp = _transformProperties.Peek();
|
||||
TransformPropertiesFlag smoothedProperties = _useOwnerSmoothing ? _ownerSmoothedProperties : _spectatorSmoothedProperties;
|
||||
_moveRates.Move(_graphicalObject, ttp.Properties, smoothedProperties, delta * _movementMultiplier, useWorldSpace: true);
|
||||
|
||||
float tRemaining = _moveRates.TimeRemaining;
|
||||
//if TimeLeft is <= 0f then transform is at goal. Grab a new goal if possible.
|
||||
if (tRemaining <= 0f)
|
||||
{
|
||||
//Dequeue current entry and if there's another call a move on it.
|
||||
_transformProperties.Dequeue();
|
||||
|
||||
//If there are entries left then setup for the next.
|
||||
if (_transformProperties.Count > 0)
|
||||
{
|
||||
SetMoveRates(ttp.Properties);
|
||||
//If delta is negative then call move again with abs.
|
||||
if (tRemaining < 0f)
|
||||
MoveToTarget(Mathf.Abs(tRemaining));
|
||||
}
|
||||
//No remaining, set to snap.
|
||||
else
|
||||
{
|
||||
ClearTransformPropertiesQueue();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetState()
|
||||
{
|
||||
if (_initializeType == InitializeType.Unset)
|
||||
return;
|
||||
|
||||
if (_graphicalObject != null)
|
||||
{
|
||||
if (_rootTransform != null)
|
||||
{
|
||||
//Check isQuitting for UnityEditor fix //https://github.com/FirstGearGames/FishNet/issues/818
|
||||
if (_detach && !ApplicationState.IsQuitting())
|
||||
_graphicalObject.SetParent(_rootTransform);
|
||||
_graphicalObject.SetWorldProperties(GetNetworkObjectWorldPropertiesWithOffset());
|
||||
_graphicalObject = null;
|
||||
}
|
||||
else if (_detach)
|
||||
{
|
||||
UnityEngine.Object.Destroy(_graphicalObject.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
_networkObject = null;
|
||||
_teleportedTick = TimeManager.UNSET_TICK;
|
||||
_lastReconcileTick = TimeManager.UNSET_TICK;
|
||||
_movementMultiplier = 1f;
|
||||
CollectionCaches<TickTransformProperties>.StoreAndDefault(ref _transformProperties);
|
||||
_teleportThreshold = default;
|
||||
_moveRates = default;
|
||||
_preTicked = default;
|
||||
_gfxInitializedOffsetValues = default;
|
||||
_gfxPreSimulateWorldValues = default;
|
||||
_tickDelta = default;
|
||||
_interpolation = default;
|
||||
}
|
||||
|
||||
public void InitializeState() { }
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user