NETWORK_同步位置信息

using UnityEngine;
using System.Collections;

public class NetworkInterpolatedTransform : MonoBehaviour {
 
 public double interpolationBackTime = 0.1;
 
 internal struct  State
 {
  internal double timestamp;
  internal Vector3 pos;
  internal Quaternion rot;
 }

 // We store twenty states with "playback" information
 State[] m_BufferedState = new State[20];
 // Keep track of what slots are used
 int m_TimestampCount;
 
 void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
 {
  // Always send transform (depending on reliability of the network view)
  if (stream.isWriting)
  {
   Vector3 pos = transform.localPosition;
   Quaternion rot = transform.localRotation;
   stream.Serialize(ref pos);
   stream.Serialize(ref rot);
  }
  // When receiving, buffer the information
  else
  {
   // Receive latest state information
   Vector3 pos = Vector3.zero;
   Quaternion rot = Quaternion.identity;
   stream.Serialize(ref pos);
   stream.Serialize(ref rot);
   
   // Shift buffer contents, oldest data erased, 18 becomes 19, ... , 0 becomes 1
   for (int i=m_BufferedState.Length-1;i>=1;i--)
   {
    m_BufferedState[i] = m_BufferedState[i-1];
   }
   
   // Save currect received state as 0 in the buffer, safe to overwrite after shifting
   State state;
   state.timestamp = info.timestamp;
   state.pos = pos;
   state.rot = rot;
   m_BufferedState[0] = state;
   
   // Increment state count but never exceed buffer size
   m_TimestampCount = Mathf.Min(m_TimestampCount + 1, m_BufferedState.Length);

   // Check integrity, lowest numbered state in the buffer is newest and so on
   for (int i=0;i<m_TimestampCount-1;i++)
   {
    if (m_BufferedState[i].timestamp < m_BufferedState[i+1].timestamp)
     Debug.Log("State inconsistent");
   }
   
   //Debug.Log("stamp: " + info.timestamp + "my time: " + Network.time + "delta: " + (Network.time - info.timestamp));
  }
 }
 
 // This only runs where the component is enabled, which is only on remote peers (server/clients)
 void Update () {
  double currentTime = Network.time;
  double interpolationTime = currentTime - interpolationBackTime;
  // We have a window of interpolationBackTime where we basically play
  // By having interpolationBackTime the average ping, you will usually use interpolation.
  // And only if no more data arrives we will use extrapolation
  
  // Use interpolation
  // Check if latest state exceeds interpolation time, if this is the case then
  // it is too old and extrapolation should be used
  if (m_BufferedState[0].timestamp > interpolationTime)
  {
   for (int i=0;i<m_TimestampCount;i++)
   {
    // Find the state which matches the interpolation time (time+0.1) or use last state
    if (m_BufferedState[i].timestamp <= interpolationTime || i == m_TimestampCount-1)
    {
     // The state one slot newer (<100ms) than the best playback state
     State rhs = m_BufferedState[Mathf.Max(i-1, 0)];
     // The best playback state (closest to 100 ms old (default time))
     State lhs = m_BufferedState[i];
     
     // Use the time between the two slots to determine if interpolation is necessary
     double length = rhs.timestamp - lhs.timestamp;
     float t = 0.0F;
     // As the time difference gets closer to 100 ms t gets closer to 1 in
     // which case rhs is only used
     if (length > 0.0001)
      t = (float)((interpolationTime - lhs.timestamp) / length);
     
     // if t=0 => lhs is used directly
     transform.localPosition = Vector3.Lerp(lhs.pos, rhs.pos, t);
     transform.localRotation = Quaternion.Slerp(lhs.rot, rhs.rot, t);
     return;
    }
   }
  }
  // Use extrapolation. Here we do something really simple and just repeat the last
  // received state. You can do clever stuff with predicting what should happen.
  else
  {
   State latest = m_BufferedState[0];
   
   transform.localPosition = latest.pos;
   transform.localRotation = latest.rot;
  }
 }
}

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