Unity Netcode for GameObjects多人联机(源文件)

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一、安装Netcode for Gameobjects
Netcode for Gameobjects是Unity新推出的联机解决方案,该解决方案目前处于初期,相关功能不是很完善,但是用起来还不错。下面介绍一下相关用法。
首先下载安装Netcode for Gameobjects,其官方网站为Netcode for Gameobjects,安装方式也很简单,新建好Unity项目,打开菜单栏Window-Package Manager,点击加号add Package from git Url,输入以下地址,点击add等待安装完成即可。

com.unity.netcode.gameobjects


如果出现报错,首先是版本问题,需要更换其他版本的Unity。

二、NetworkManager组件
新建空物体,命名NetworkManager,添加NetworkManager组件

同时注意点击Selec transport下拉选项,选择Unity Transport即可。

在NetworkManager组件里,有几个参数比较重要:
Player Prefab:玩家预制体
Network Prefab:网络预制体
TickRate:编译和发送数据的频率,一般默认为30,发送的间隔时间就为1/30s
在UnityTransport组件下,也有几个参数要注意:

Address:IP地址
Port:网络端口号
Server Listen Adress:服务器监听地址

三、创建登陆界面
在Unity中创建如下界面:

注意不能缺少EventSystem组件。

创建服务器:创建一个游戏服务器,该服务器只作为服务器使用,不同时作为客户端
加入服务器:以客户端身份加入已存在的服务器
输入框:输入ip地址加入
四、创建场景和玩家角色
在场景中创建一个地面和一些方块即可

在Unity资源商店,导入第三人称免费资源包

在Assets文件夹找到如下资源包,拖入场景中,为两个预制体添加父对象Player

同时取消两个预制体预制体关联。

为Player添加网络组件NetworkObject。

将Player拖入Prefabs文件夹制作成预制体,然后删除场景中的Player。

将预制体Player拖到NetworkManager的玩家预制体中。

为了让联机更有趣,我们给玩家制作发射子弹击中减血的效果,因此在玩家的头顶,添加一个立体的UI画布,如下图所示:

同时,为了发射子弹,添加两个空物体,作为子弹生成和发射方向的物体,然后保存预制体。

创建一个球体作为子弹,给球体添加如下组件,其中Bullet为创建的新脚本。

删除MainCamera,新建Camera,在Scene中调整到合适视角,然后选中Camera点击Align With View,对齐视角。该摄像机作为服务器端使用的摄像机,进入的如果是客户端,隐藏该相机。

五、创建服务器和加入服务器

首先创建一个脚本NetMain,挂在NetworkManager下,主要代码如下:

using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
using UnityEngine.UI;

public class NetMain : MonoBehaviour

    /// <summary>
    /// 单例
    /// </summary>
    public static NetMain instance;
    /// <summary>
    /// 创建服务器按钮
    /// </summary>
    public Button createServerBtn;
    /// <summary>
    /// 加入服务器按钮
    /// </summary>
    public Button joinServerBtn;
    /// <summary>
    /// 输入IP地址框
    /// </summary>
    public InputField ipinput;
    //玩家生成点
    public Transform playerSpawnPos;
    //默认相机
    public GameObject _camera;

    /// <summary>
    /// 测试面板
    /// </summary>
    public GameObject testPanel;
    /// <summary>
    /// 本地玩家
    /// </summary>
    public NetPlayer localPlayer;
    private void Awake()
    
        instance = this;
    
    void Start()
    
        //绑定按钮事件
        createServerBtn.onClick.AddListener(CreateServerBtnClick);
        joinServerBtn.onClick.AddListener(JoinServerBtnClick);
    

    // Update is called once per frame
    void Update()
    
        
    

    /// <summary>
    /// 创建服务器按钮绑定事件
    /// </summary>
    private void CreateServerBtnClick()
    
        //获取Unity传输组件
        UnityTransport unityTransport = NetworkManager.Singleton.GetComponent<UnityTransport>();
        //设置ip地址和端口,0.0.0.0代表任意ip地址
        unityTransport.SetConnectionData("0.0.0.0", 7777);
        //启动服务器
        NetworkManager.Singleton.StartServer();
        //隐藏UI界面
        createServerBtn.transform.parent.gameObject.SetActive(false);
        testPanel.SetActive(true);
    

    /// <summary>
    /// 加入服务器按钮点击事件
    /// </summary>
    private void JoinServerBtnClick()
    
        //获取输入的ip地址
        string ip = ipinput.text;
        //判断ip地址是否为空
        if (ipinput.text.Equals(""))
        
            //如果为空,默认ip地址为127.0.0.1
            ip = "127.0.0.1";
            print("未输入IP地址,使用默认地址");
        
        //获取Unity传输组件
        UnityTransport unityTransport = NetworkManager.Singleton.GetComponent<UnityTransport>();
        //设置要连接的ip地址和端口
        unityTransport.SetConnectionData(ip, 7777);
        //启动连接到服务器,以客户端的身份
        NetworkManager.Singleton.StartClient();
        //隐藏UI界面
        joinServerBtn.transform.parent.gameObject.SetActive(false);
        //关闭消息调试面板
        testPanel.SetActive(true);
    



六、玩家和发射子弹同步
新建一个NetPlayerSync脚本,挂在第三人称控制器的玩家身上,主要代码如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
using UnityEngine.UI;
using Invector.vCharacterController;

public class NetPlayerSync : NetworkBehaviour

    /// <summary>
    /// 动画组件
    /// </summary>
    private Animator _animator;

    /// <summary>
    /// 需要进行服务端更新的参数,包含发射和接收
    /// </summary>
    NetworkVariable<float> _SyncInputHorizontal = new NetworkVariable<float>();
    NetworkVariable<float> _SyncInputVertical = new NetworkVariable<float>();
    NetworkVariable<float> _SyncInputMagnitude = new NetworkVariable<float>();
    NetworkVariable<bool> _SyncIsGrounded = new NetworkVariable<bool>();
    NetworkVariable<bool> _SyncIsStrafing = new NetworkVariable<bool>();
    NetworkVariable<bool> _SyncIsSprinting = new NetworkVariable<bool>();
    NetworkVariable<float> _SyncGroundDistance = new NetworkVariable<float>();

    NetworkVariable<Vector3> _SyncPosition = new NetworkVariable<Vector3>();
    NetworkVariable<Quaternion> _SyncRotation = new NetworkVariable<Quaternion>();
    NetworkVariable<float> _SyncHealth = new NetworkVariable<float>();


    #region Variables       

    [Header("Controller Input")]
    public string horizontalInput = "Horizontal";
    public string verticallInput = "Vertical";
    public KeyCode jumpInput = KeyCode.Space;
    public KeyCode strafeInput = KeyCode.Tab;
    public KeyCode sprintInput = KeyCode.LeftShift;

    [Header("Camera Input")]
    public string rotateCameraXInput = "Mouse X";
    public string rotateCameraYInput = "Mouse Y";

    [HideInInspector] public vThirdPersonController cc;
    [HideInInspector] public vThirdPersonCamera tpCamera;
    [HideInInspector] public Camera cameraMain;

    #endregion

    public Image fillImage;
    public float currentHealth;
    public float maxHealth = 100;

    public NetPlayer mPlayer;



    private void Start()
    
        _animator = GetComponent<Animator>();
        maxHealth = 100;
        currentHealth = maxHealth;
        mPlayer.playerSync = this;


        InitilizeController();
        InitializeTpCamera();

    

    private void FixedUpdate()
    
        if (IsLocalPlayer)
        
            cc.UpdateMotor();               // updates the ThirdPersonMotor methods
            cc.ControlLocomotionType();     // handle the controller locomotion type and movespeed
            cc.ControlRotationType();       // handle the controller rotation type
        
    
    private void Update()
    
        if (IsLocalPlayer)
        
            InputHandle();                  // update the input methods
            cc.UpdateAnimator();            // updates the Animator Parameters
            UpdateAnimator();
            SetHealthToServerRpc(currentHealth);
        
    
    private void LateUpdate()
    
        if (!IsLocalPlayer)
        
            SyncInput();
            UpdateOtherPlayerHealth();
        
        UpdateHealthImage();
    
    public virtual void OnAnimatorMove()
    
        if (cc!=null)
        
            cc.ControlAnimatorRootMotion(); // handle root motion animations 
        
    
    

    private void UpdateAnimator()
    
        float h = _animator.GetFloat("InputHorizontal");
        float v = _animator.GetFloat("InputVertical");
        float m = _animator.GetFloat("InputMagnitude");
        bool ground = _animator.GetBool("IsGrounded");
        bool straf = _animator.GetBool("IsStrafing");
        bool sprint = _animator.GetBool("IsSprinting");
        float grounddistance = _animator.GetFloat("GroundDistance");
        //上面先获取到当前参数,然后发给服务端,服务端再发给各个客户端进行同步
        UpdatePlayerAnimatorServerRpc(h, v, m, ground, straf, sprint, grounddistance);
        UpdatePlayerMovementServerRpc(transform.position, transform.rotation);

    

    [ServerRpc]
    private void UpdatePlayerAnimatorServerRpc(float h, float v, float m, bool ground, bool straf, bool sprint, float grounddistance)
    
        _SyncInputHorizontal.Value = h;
        _SyncInputVertical.Value = v;
        _SyncInputMagnitude.Value = m;
        _SyncIsGrounded.Value = ground;
        _SyncIsStrafing.Value = straf;
        _SyncIsSprinting.Value = sprint;
        _SyncGroundDistance.Value = grounddistance;


    
    [ServerRpc]
    private void UpdatePlayerMovementServerRpc(Vector3 pos, Quaternion rot)
    
        _SyncPosition.Value = pos;
        _SyncRotation.Value = rot;
    

    [ServerRpc]
    private void SetHealthToServerRpc(float health)
    
        _SyncHealth.Value = health;
    
    /// <summary>
    /// 如果不是本地玩家,只需要接收服务端更新的数据
    /// </summary>
    private void SyncInput()
    
        _animator.SetFloat("InputHorizontal", _SyncInputHorizontal.Value);
        _animator.SetFloat("InputVertical", _SyncInputVertical.Value);
        _animator.SetFloat("InputMagnitude", _SyncInputMagnitude.Value);
        _animator.SetBool("IsGrounded", _SyncIsGrounded.Value);
        _animator.SetBool("IsStrafing", _SyncIsStrafing.Value);
        _animator.SetBool("IsSprinting", _SyncIsSprinting.Value);
        _animator.SetFloat("GroundDistance", _SyncGroundDistance.Value);

        transform.position = _SyncPosition.Value;
        transform.rotation = _SyncRotation.Value;
    
    private void UpdateOtherPlayerHealth()
    
        currentHealth = _SyncHealth.Value;
    

    private void UpdateHealthImage()
    
        fillImage.fillAmount = currentHealth / maxHealth;
    



    #region Basic Locomotion Inputs

    protected virtual void InitilizeController()
    
        cc = GetComponent<vThirdPersonController>();

        if (cc != null)
            cc.Init();
    

    protected virtual void InitializeTpCamera()
    
        if (tpCamera == null)
        
            tpCamera = FindObjectOfType<vThirdPersonCamera>();
            if (tpCamera == null)
                return;
            if (tpCamera)
            
                tpCamera.SetMainTarget(this.transform);
                tpCamera.Init();
            
        
    

    protected virtual void InputHandle()
    
        MoveInput();
        CameraInput();
        SprintInput();
        StrafeInput();
        JumpInput();
    

    public virtual void MoveInput()
    
        cc.input.x = Input.GetAxis(horizontalInput);
        cc.input.z = Input.GetAxis(verticallInput);
    

    protected virtual void CameraInput()
    
        if (!cameraMain)
        
            if (!Camera.main) Debug.Log("Missing a Camera with the tag MainCamera, please add one.");
            else
            
                cameraMain = Camera.main;
                cc.rotateTarget = cameraMain.transform;
            
        

        if (cameraMain)
        
            cc.UpdateMoveDirection(cameraMain.transform);
        

        if (tpCamera == null)
            return;

        var Y = Input.GetAxis(rotateCameraYInput);
        var X = Input.GetAxis(rotateCameraXInput);

        tpCamera.RotateCamera(X, Y);
    

    protected virtual void StrafeInput()
    
        if (Input.GetKeyDown(strafeInput))
            cc.Strafe();
    

    protected virtual void SprintInput()
    
        if (Input.GetKeyDown(sprintInput))
            cc.Sprint(true);
        else if (Input.GetKeyUp(sprintInput))
            cc.Sprint(false);
    

    /// <summary>
    /// Conditions to trigger the Jump animation & behavior
    /// </summary>
    /// <returns></returns>
    protected virtual bool JumpConditions()
    
        return cc.isGrounded && cc.GroundAngle() < cc.slopeLimit && !cc.isJumping && !cc.stopMove;
    

    /// <summary>
    /// Input to trigger the Jump 
    /// </summary>
    protected virtual void JumpInput()
    
        if (Input.GetKeyDown(jumpInput) && JumpConditions())
 

Unity关于父物体判断子物体下面为空的代码

通过计算该对象身上有多少个子对象来判断该对象是否有子对象,但需要主意的是,gameObj本身也会被记录到Length之中,所以在判断gameObj对象是否有子对象时,应做如下书写(而不是写成==0);
void Start () {
if (GetComponentsInChildren<Transform>(true).Length <= 1)


{
Debug.Log("<color=red>啥也没有</color>");
}


else
{
foreach (Transform child in transform)


{
Debug.Log("<color=green>存在子物体</color>" + child.name);
if (child.name == "Sphere")
{
child.GetComponent<Renderer>().material.color = Color.yellow;
Debug.Log("有子物体萌萌哒");
}
else
{
child.GetComponent<Renderer>().material.color = Color.red;
}
}
}
}

代码转载https://tieba.baidu.com/p/6326766993?red_tag=3013601229

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