Remove stopwatch and add player lerping after desync
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@ -1,38 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
using TMPro;
|
|
||||||
|
|
||||||
namespace NeonTea.Quakeball.Interface {
|
|
||||||
public class Stopwatch : MonoBehaviour {
|
|
||||||
public TMP_Text TimingText;
|
|
||||||
|
|
||||||
private InputAction ToggleTiming;
|
|
||||||
private float StartTime;
|
|
||||||
private bool CurrentlyTiming = false;
|
|
||||||
|
|
||||||
private void Awake() {
|
|
||||||
ToggleTiming = new InputAction("Toggle stopwatch", binding: "<Keyboard>/t");
|
|
||||||
ToggleTiming.performed += _ => {
|
|
||||||
if (CurrentlyTiming) {
|
|
||||||
UpdateTiming();
|
|
||||||
CurrentlyTiming = false;
|
|
||||||
} else {
|
|
||||||
StartTime = Time.fixedTime;
|
|
||||||
CurrentlyTiming = true;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
ToggleTiming.Enable();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate() {
|
|
||||||
if (CurrentlyTiming) {
|
|
||||||
UpdateTiming();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateTiming() {
|
|
||||||
float Duration = Time.fixedTime - StartTime;
|
|
||||||
TimingText.text = Duration.ToString("0.00") + " s";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -95,7 +95,7 @@ namespace NeonTea.Quakeball.Networking.Instances {
|
|||||||
PlayerSyncPacket syncPckt = (PlayerSyncPacket)packet;
|
PlayerSyncPacket syncPckt = (PlayerSyncPacket)packet;
|
||||||
if (Players[conn.uid].Controlled != null) {
|
if (Players[conn.uid].Controlled != null) {
|
||||||
syncPckt.PlayerId = conn.uid;
|
syncPckt.PlayerId = conn.uid;
|
||||||
if (!Players[conn.uid].Controlled.ProcessSyncPacket(syncPckt)) {
|
if (!Players[conn.uid].Controlled.ProcessSyncPacket(syncPckt, false)) {
|
||||||
Players[conn.uid].Unsynced = true;
|
Players[conn.uid].Unsynced = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using NeonTea.Quakeball.Networking.Packets;
|
using NeonTea.Quakeball.Networking.Packets;
|
||||||
using NeonTea.Quakeball.Interface;
|
using NeonTea.Quakeball.Util;
|
||||||
|
|
||||||
namespace NeonTea.Quakeball.Players {
|
namespace NeonTea.Quakeball.Players {
|
||||||
/// <summary>The central glue class for players (both local and remote).</summary>
|
/// <summary>The central glue class for players (both local and remote).</summary>
|
||||||
@ -21,6 +21,9 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
public Transform Gun;
|
public Transform Gun;
|
||||||
public Animator GunBobber;
|
public Animator GunBobber;
|
||||||
|
|
||||||
|
[Header("Visuals")]
|
||||||
|
public DesyncLerper[] Lerpables;
|
||||||
|
|
||||||
[Header("Player rotation status")]
|
[Header("Player rotation status")]
|
||||||
/// <summary>The pitch of the player's head.</summary>
|
/// <summary>The pitch of the player's head.</summary>
|
||||||
public float Pitch;
|
public float Pitch;
|
||||||
@ -91,6 +94,13 @@ namespace NeonTea.Quakeball.Players {
|
|||||||
ShouldApply = true;
|
ShouldApply = true;
|
||||||
}
|
}
|
||||||
if (ShouldApply) {
|
if (ShouldApply) {
|
||||||
|
Vector3 Delta = transform.position - syncPckt.Location;
|
||||||
|
if (Delta.magnitude < 1) {
|
||||||
|
// Player is close enough to the sync packet, lerp them over.
|
||||||
|
foreach (DesyncLerper Lerper in Lerpables) {
|
||||||
|
Lerper.Offset(Delta);
|
||||||
|
}
|
||||||
|
}
|
||||||
transform.position = syncPckt.Location;
|
transform.position = syncPckt.Location;
|
||||||
GroundVelocity = syncPckt.GroundVelocity;
|
GroundVelocity = syncPckt.GroundVelocity;
|
||||||
}
|
}
|
||||||
|
23
Assets/Scripts/Util/DesyncLerper.cs
Normal file
23
Assets/Scripts/Util/DesyncLerper.cs
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace NeonTea.Quakeball.Util {
|
||||||
|
/// <summary>Used to offset visual parts of violently re-synced objects, so they can be smoothly lerped back to reality.</summary>
|
||||||
|
public class DesyncLerper : MonoBehaviour {
|
||||||
|
public float Speed = 1;
|
||||||
|
|
||||||
|
private Vector3 OffsetLeft;
|
||||||
|
|
||||||
|
public void Offset(Vector3 offset) {
|
||||||
|
transform.position += offset;
|
||||||
|
OffsetLeft += offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update() {
|
||||||
|
Vector3 NewPosition = Vector3.Lerp(transform.position, transform.position - OffsetLeft, Speed * Time.deltaTime);
|
||||||
|
OffsetLeft += NewPosition - transform.position;
|
||||||
|
transform.position = NewPosition;
|
||||||
|
}
|
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|
}
|
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|
}
|
@ -1,5 +1,5 @@
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Loading…
Reference in New Issue
Block a user