Animator.SetTrigger没有在多人游戏中调用

问题描述 投票:0回答:1

我和一个朋友正在使用镜子制作多人统一游戏。当我调用播放器动画时,除了行animator.SetTrigger(“ Melee”);之外,所有动画均有效。当其他玩家单击鼠标左键时,它会显示在他们的屏幕上,但不会出现在我的屏幕上,反之亦然。

我们几乎已经尝试了所有解决方法,但是没有运气。我们正在使用NetworkAnimator,该协同例程已成功调用,但仍无法正常工作。

我们在做什么错?

private float X;
private float Y;
[Header("Settings")]
public float Sensitivity;
public float Speed;
public float JumpForce;
public float health;
[Header("Components")]
public GameObject head;
private Rigidbody rb;
private Vector3 JumpForceVector;
public bool canJump = true;
public Camera cam;
public Animator animator;
private GameObject item;
public Transform itemPosition;
public TextMeshProUGUI hintText;
public GameObject rightArm;
private bool lookingAtHoldableObject = false;
public bool canAttack = true;
public float punchDamage = 1f;
private float meleeDamage;
public NetworkIdentity Identity;
void Start()
{
    rb = GetComponent<Rigidbody>();
    JumpForceVector = new Vector3(0f, JumpForce, 0f);
    meleeDamage = punchDamage;
}

void Awake()
{
    Vector3 euler = transform.rotation.eulerAngles;
    X = euler.x;
    Y = euler.y;
}

void shootLookRay()
{
    RaycastHit hit;
    Debug.DrawRay(cam.transform.position, cam.transform.forward*100, Color.red);
    if (Physics.Raycast(cam.transform.position, cam.transform.forward, out hit))
    {
        if (hit.collider.gameObject != item && hit.collider.gameObject.GetComponent<Holdable>() != null && Vector3.Distance(hit.collider.gameObject.transform.position, transform.position) < 5f)
        {
            lookingAtHoldableObject = true;
            hintText.text = $"Pick Up {hit.collider.gameObject.name} (E)";
            if (Input.GetKeyUp(KeyCode.E))
            {
                if (item != null)
                {
                    item.transform.SetParent(null);
                    meleeDamage = punchDamage;
                }
                animator.SetBool("HasItem", true);
                item = hit.collider.gameObject;
                item.transform.SetParent(itemPosition);
                item.transform.position = itemPosition.position + hit.collider.gameObject.GetComponent<Holdable>().offset;
                item.transform.localEulerAngles = item.GetComponent<Holdable>().rotation;
                if (item.GetComponent<Holdable>().itemClass == Holdable.itemClasses.Melee)
                {
                    meleeDamage = item.GetComponent<Holdable>().damage;
                }
            }
        }
        else
        {
            lookingAtHoldableObject = false;
            hintText.text = string.Empty;
        }
    }
}

void look()
{
    const float MIN_X = 0.0f;
    const float MAX_X = 360.0f;
    const float MIN_Y = -42;
    const float MAX_Y = 43.809f;
    Cursor.lockState = CursorLockMode.Confined;
    Cursor.visible = false;

    X += Input.GetAxis("Mouse X") * (Sensitivity * Time.deltaTime);
    if (X < MIN_X) X += MAX_X;
    else if (X > MAX_X) X -= MAX_X;
    Y -= Input.GetAxis("Mouse Y") * (Sensitivity * Time.deltaTime);
    if (Y < MIN_Y) Y = MIN_Y;
    else if (Y > MAX_Y) Y = MAX_Y;

    transform.rotation = Quaternion.Euler(0.0f, X, 0.0f);
    head.transform.rotation = Quaternion.Euler(Y, X, 0.0f);
}


public IEnumerator Attack()
{
    canAttack = false;
    animator.SetTrigger("Melee");
    yield return new WaitForSeconds(0.15f);
    canAttack = true;
}


void Update()
{



    if (!Identity.isLocalPlayer)
    {
        cam.enabled = false;
        return;

    }
    else
    {
        cam.enabled = true;
    }


    if (Input.GetMouseButton(0) && canAttack)
    {
        StartCoroutine(Attack());
    }
    if (Input.GetKey(KeyCode.W))
    {
        rb.AddForce(transform.forward * Speed, ForceMode.Impulse);
    }
    if (Input.GetKey(KeyCode.A))
    {
        rb.AddForce(-transform.right * Speed, ForceMode.Impulse);
    }
    if (Input.GetKey(KeyCode.S))
    {
        rb.AddForce(-transform.forward * Speed, ForceMode.Impulse);
    }
    if (Input.GetKey(KeyCode.D))
    {
        rb.AddForce(transform.right * Speed, ForceMode.Impulse);
    }

    if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D))
    {
            animator.SetTrigger("Walk");
    }
    else
    {
        if (canAttack)
            animator.SetTrigger("Idle");
    }

    if (Input.GetKey(KeyCode.E) && !lookingAtHoldableObject && item != null)
    {
        animator.SetBool("HasItem", false);
        item.transform.SetParent(null);
        item = null;
    }




    if (canJump && Input.GetKey(KeyCode.Space))
    {
        rb.AddForce(0f, JumpForce, 0f, ForceMode.Impulse);
    }



    if (item != null)
    {
        item.transform.position = itemPosition.position + item.GetComponent<Holdable>().offset;
    }
    shootLookRay();
    look();
}
unity3d animation multiplayer
1个回答
0
投票

您需要做的就是包装一个if语句,该语句表示identity.isLocalPlayer

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