我正在研究一款小型多人2D平台游戏。我已经设法在网络上复制动画,移动和翻转精灵,但是我有一个错误,我无法理解。翻转精灵的代码非常适合主持人-他可以看到其他玩家在向左或向右转弯时切换方向,但是其他人看不到主持人的翻转。第三位玩家也看不到第二位玩家的回合,等等。有些事情不对劲,如果有人可以看看我的代码,那就太好了。
主播放器脚本中的代码:
if (input.x > 0 && !facingRight)
{
FlipSprite();
GetComponent<Player_SyncPosition>().FlipSprite();
}
else if (input.x < 0 && facingRight)
{
FlipSprite();
GetComponent<Player_SyncPosition>().FlipSprite();
}
播放器上其他Player_SyncPosition脚本中的代码:
[ClientCallback]
public void FlipSprite()
{
if (isLocalPlayer)
{
CmdFlip();
}
}
[Command]
void CmdFlip()
{
if (!isLocalPlayer)
{
print("Switching sides");
facingRight = !facingRight;
Vector3 SpriteScale = GetComponent<Transform>().localScale;
SpriteScale.x *= -1;
GetComponent<Transform>().localScale = SpriteScale;
}
}
编辑:
播放器
Player_SyncPosition pSync;
void Awake()
{
pSync = GetComponent<Player_SyncPosition>();
}
void Update ()
{
if ((input.x > 0 && !pSync.facingRight) || (input.x < 0 && pSync.facingRight))
{
pSync.FlipSprite();
}
}
Player_SyncPosition
[SyncVar(hook = "FaceDirCallback")]
public bool facingRight = true;
[ClientCallback]
public void FlipSprite()
{
if (isLocalPlayer)
{
CmdFlip();
}
}
[Command]
void CmdFlip()
{
print("Switching sides");
facingRight = !facingRight;
Vector3 SpriteScale = transform.localScale;
SpriteScale.x *= -1;
transform.localScale = SpriteScale;
}
void FaceDirCallback(bool newValue)
{
print(facingRight);
print(newValue);
facingRight = newValue;
}
最佳答案
我遇到了各种各样的不同问题(向后移动等),并且这种方法有效:
玩家:
void Awake()
{
syncPos = GetComponent<Player_SyncPosition>();
}
void Update()
{
if ((input.x > 0 && !facingRight) || (input.x < 0 && facingRight))
{
facingRight = !facingRight;
syncPos.CmdFlipSprite(facingRight);
}
}
Player_SyncPosition:
[SyncVar(hook = "FacingCallback")]
public bool netFacingRight = true;
[Command]
public void CmdFlipSprite(bool facing)
{
netFacingRight = facing;
if (netFacingRight)
{
Vector3 SpriteScale = transform.localScale;
SpriteScale.x = 1;
transform.localScale = SpriteScale;
}
else
{
Vector3 SpriteScale = transform.localScale;
SpriteScale.x = -1;
transform.localScale = SpriteScale;
}
}
void FacingCallback(bool facing)
{
netFacingRight = facing;
if (netFacingRight)
{
Vector3 SpriteScale = transform.localScale;
SpriteScale.x = 1;
transform.localScale = SpriteScale;
}
else
{
Vector3 SpriteScale = transform.localScale;
SpriteScale.x = -1;
transform.localScale = SpriteScale;
}
}
关于c# - Unity网络:在多人游戏中翻转 Sprite 不会翻转主机,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/34355894/