我正在编写一个动画球多人手机游戏。球动画非常快(速度约为25-30),并且有多个球。
最初,我尝试将物理运行在masterclient上,并通过网络在客户端中进行同步。但是,客户端上的球动画不是很流畅,这会降低玩家的欢乐感。
其次,我尝试使用以下功能分别在每个客户端上运行每种物理,但是,在android和unity编辑器之间,物理模拟是不同的。
最后,我该怎么办?
Rigidbody rb;
float t1 = 0.0f;
float t2 = 0.0f;
float scale = 2f;
float maxVelocity = 20f;
bool collided = false;
float limitSpeed = 30f;
float cooldown = 1;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void InitialKick()
{
switch (GameObject.Find("GameManager").GetComponent<GameManager>().ballCount)
{
case 1:
rb.AddForce(new Vector3(20, 0f, 20), ForceMode.Force);
break;
case 2:
rb.AddForce(new Vector3(-20, 0f, 20), ForceMode.Force);
break;
case 3:
rb.AddForce(new Vector3(20, 0f, -20), ForceMode.Force);
break;
case 4:
rb.AddForce(new Vector3(-20, 0f, -20), ForceMode.Force);
break;
case 5:
rb.AddForce(new Vector3(10, 0f, 30), ForceMode.Force);
break;
case 6:
rb.AddForce(new Vector3(-10, 0f, 30), ForceMode.Force);
break;
case 7:
rb.AddForce(new Vector3(10, 0f, -30), ForceMode.Force);
break;
case 8:
rb.AddForce(new Vector3(-10, 0f, -30), ForceMode.Force);
break;
case 9:
rb.AddForce(new Vector3(30, 0f, 10), ForceMode.Force);
break;
case 10:
rb.AddForce(new Vector3(-30, 0f, 10), ForceMode.Force);
break;
}
}
private void FixedUpdate()
{
if (!collided) InitialKick();
if (collided & rb.velocity.magnitude < maxVelocity) rb.AddForce(3f * scale * rb.velocity.normalized, ForceMode.Force);
t1 += Time.deltaTime;
if (t1 > 1.0f)
{
scale += 0.5f;
t1 = 0.0f;
}
t2 += Time.deltaTime;
if (t2 > 10.0f)
{
if (maxVelocity < 40f) maxVelocity++;
t2 = 0.0f;
}
rb.mass += Time.deltaTime * 0.01f;
}
private void OnCollisionEnter(Collision collision)
{
if (collision.collider.tag == "Wall" || collision.collider.tag == "Column")
{
collided = true;
}
}
}
我要做的是在masterclient上计算物理量(例如,动画中的球位置列表)。主客户端会将计算结果发送给每个客户端。最终,每个客户将从结果中创建一个动画。