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107 changes: 96 additions & 11 deletions Multiplayer Lab 02/Assets/Scripts/Multiplayer/Lab02a_PlayerControl.cs
Original file line number Diff line number Diff line change
@@ -1,15 +1,100 @@
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;

public class Lab02a_PlayerControl : MonoBehaviour {

// Use this for initialization
void Start () {

}

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

}
public class Lab02a_PlayerControl : NetworkBehaviour {

struct PlayerState
{
public float posX, posY, posZ;
public float rotX, rotY, rotZ;
}

[SyncVar]
PlayerState state;

void InitState()
{
state = new PlayerState
{
posX = -119f,
posY = 165.08f,
posZ = -924f,
rotX = 0f,
rotY = 0f,
rotZ = 0f
};
}

void SyncState()
{
transform.position = new Vector3(state.posX, state.posY, state.posZ);
transform.rotation = Quaternion.Euler(state.rotX, state.rotY, state.rotZ);
}

void State()
{
InitState();
SyncState();
}

PlayerState Move(PlayerState previous, KeyCode newKey)
{
float deltaX = 0, deltaY = 0, deltaZ = 0;
float deltaRotationY = 0;

switch(newKey)
{
case KeyCode.Q:
deltaX = -0.5f;
break;
case KeyCode.S:
deltaZ = -0.5f;
break;
case KeyCode.E:
deltaX = 0.5f;
break;
case KeyCode.W:
deltaZ = 0.5f;
break;
case KeyCode.A:
deltaRotationY = -1f;
break;
case KeyCode.D:
deltaRotationY = 1f;
break;
}

return new PlayerState
{
posX = deltaX + previous.posX,
posY = deltaY + previous.posY,
posZ = deltaZ + previous.posZ,
rotX = previous.rotX,
rotY = deltaRotationY + previous.rotY,
rotZ = previous.rotZ
};
}

void Update()
{
if(isLocalPlayer)
{
KeyCode[] possibleKeys = { KeyCode.A, KeyCode.S, KeyCode.D, KeyCode.W, KeyCode.Q, KeyCode.E, KeyCode.Space };
foreach (KeyCode possibleKey in possibleKeys)
{
if (!Input.GetKey(possibleKey)) //If the currently observed key code is not pressed
continue; //Then do nothing

CmdMoveOnServer(possibleKey);
}
}
SyncState();
}

[Command]
void CmdMoveOnServer(KeyCode pressedKey)
{
state = Move(state, pressedKey);
}
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,188 @@
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
using System.Collections.Generic;

public enum CharacterState
{
Idle,
WalkingForward,
WalkingBackwards,
Jumping
}


public class Lab2b_PlayerControlPrediction : NetworkBehaviour
{

struct PlayerState
{
public int movementNumber;
public float posX, posY, posZ;
public float rotX, rotY, rotZ;
public CharacterState animationState;
}

[SyncVar(hook = "OnServerStateChanged")]
PlayerState serverState;

PlayerState predictedState;

Queue<KeyCode> pendingMoves;

CharacterState characterAnimationState;

public Animator controller;

void Start()
{
InitState();
predictedState = serverState;
if(isLocalPlayer)
{
pendingMoves = new Queue<KeyCode>();
UpdatePredictedState();
}
SyncState();
}

void InitState()
{
serverState = new PlayerState
{
movementNumber = 0,
posX = -119f,
posY = 165.08f,
posZ = -924f,
rotX = 0f,
rotY = 0f,
rotZ = 0f
};
}

void SyncState()
{
PlayerState stateToRender = isLocalPlayer ? predictedState : serverState;

transform.position = new Vector3(stateToRender.posX, stateToRender.posY, stateToRender.posZ);
transform.rotation = Quaternion.Euler(stateToRender.rotX, stateToRender.rotY, stateToRender.rotZ);
controller.SetInteger("CharacterState", (int)stateToRender.animationState);
}

void State()
{
InitState();
SyncState();
}

PlayerState Move(PlayerState previous, KeyCode newKey)
{
float deltaX = 0, deltaY = 0, deltaZ = 0;
float deltaRotationY = 0;

switch (newKey)
{
case KeyCode.Q:
deltaX = -0.5f;
break;
case KeyCode.S:
deltaZ = -0.5f;
break;
case KeyCode.E:
deltaX = 0.5f;
break;
case KeyCode.W:
deltaZ = 0.5f;
break;
case KeyCode.A:
deltaRotationY = -1f;
break;
case KeyCode.D:
deltaRotationY = 1f;
break;
}

return new PlayerState
{
movementNumber = 1 + previous.movementNumber,
posX = deltaX + previous.posX,
posY = deltaY + previous.posY,
posZ = deltaZ + previous.posZ,
rotX = previous.rotX,
rotY = deltaRotationY + previous.rotY,
rotZ = previous.rotZ,
animationState = CalcAnimation(deltaX, deltaY, deltaZ, deltaRotationY)
};
}

void Update()
{
if (isLocalPlayer)
{
//Debug.Log("Pending moves: " + pendingMoves.Count);
KeyCode[] possibleKeys = { KeyCode.A, KeyCode.S, KeyCode.D, KeyCode.W, KeyCode.Q, KeyCode.E, KeyCode.Space };
bool somethingPressed = false;

foreach (KeyCode possibleKey in possibleKeys)
{
if (!Input.GetKey(possibleKey)) //If the currently observed key code is not pressed
continue; //Then do nothing

somethingPressed = true;
pendingMoves.Enqueue(possibleKey);
UpdatePredictedState();
CmdMoveOnServer(possibleKey);
}

if(!somethingPressed)
{
pendingMoves.Enqueue(KeyCode.Alpha0);
UpdatePredictedState();
CmdMoveOnServer(KeyCode.Alpha0);
}
}
SyncState();
}

[Command]
void CmdMoveOnServer(KeyCode pressedKey)
{
serverState = Move(serverState, pressedKey);
}

void OnServerStateChanged(PlayerState newState)
{
serverState = newState;
if(pendingMoves != null)
{
while(pendingMoves.Count > (predictedState.movementNumber - serverState.movementNumber))
{
pendingMoves.Dequeue();
}
UpdatePredictedState();
}
}

void UpdatePredictedState()
{
predictedState = serverState;
foreach(KeyCode moveKey in pendingMoves)
{
predictedState = Move(predictedState, moveKey);
}
}

CharacterState CalcAnimation(float dx, float dy, float dz, float dRY)
{
if (dx == 0 && dy == 0 && dz == 0)
return CharacterState.Idle;
if (dx != 0 || dz != 0)
{
if (dx > 0 || dz > 0)
return CharacterState.WalkingForward;
else
return CharacterState.WalkingBackwards;
}
return CharacterState.Idle;
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ AnimatorController:
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
m_Controller: {fileID: 9100000}
m_AnimatorLayers:
- serializedVersion: 5
m_Name: Base Layer
Expand Down Expand Up @@ -166,7 +166,7 @@ AnimatorStateTransition:
m_TransitionDuration: .25
m_TransitionOffset: 0
m_ExitTime: .944444478
m_HasExitTime: 1
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
Expand Down Expand Up @@ -318,7 +318,10 @@ AnimatorStateMachine:
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineTransitions:
data:
first: {fileID: 110753544}
second: []
m_StateMachineBehaviours: []
m_AnyStatePosition: {x: 50, y: 20, z: 0}
m_EntryPosition: {x: 50, y: 120, z: 0}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1446,6 +1446,7 @@ GameObject:
- 114: {fileID: 11486774}
- 114: {fileID: 11480636}
- 114: {fileID: 11411396}
- 114: {fileID: 11483792}
m_Layer: 0
m_Name: Player V2
m_TagString: Player
Expand Down Expand Up @@ -3403,7 +3404,6 @@ Camera:
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0
m_TargetEye: 3
m_HDR: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
Expand Down Expand Up @@ -3537,6 +3537,17 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 6648592d4c2c237419fd202eb10a3029, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!114 &11483792
MonoBehaviour:
m_ObjectHideFlags: 1
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 180002}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 6f68649ab6382194195101fcaddf3cdd, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!114 &11486774
MonoBehaviour:
m_ObjectHideFlags: 1
Expand Down
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