Remove stopwatch and add player lerping after desync

This commit is contained in:
Jens Pitkänen 2020-08-08 04:17:54 +03:00
parent 1317c59e94
commit d5edcab211
7 changed files with 84 additions and 362 deletions

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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";
}
}
}

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@ -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;
} }
} }

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@ -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;
} }

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@ -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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