unity 帧同步 怎么写代码
时间: 2023-06-14 21:03:01 浏览: 131
Unity 帧同步的实现方式有很多种,以下是一种简单的实现方式:
1. 创建一个同步管理器 SyncManager,用于管理所有需要同步的对象。
```csharp
public class SyncManager : MonoBehaviour
{
private static SyncManager instance;
public static SyncManager Instance
{
get { return instance; }
}
private List<SyncObject> syncObjects = new List<SyncObject>();
private void Awake()
{
instance = this;
}
public void Register(SyncObject syncObject)
{
syncObjects.Add(syncObject);
}
public void Unregister(SyncObject syncObject)
{
syncObjects.Remove(syncObject);
}
public void Sync(float deltaTime)
{
foreach (var syncObject in syncObjects)
{
syncObject.Sync(deltaTime);
}
}
}
```
2. 创建一个同步对象 SyncObject,用于表示需要同步的对象。
```csharp
public abstract class SyncObject : MonoBehaviour
{
private int syncId;
public int SyncId
{
get { return syncId; }
}
private Vector3 lastPosition;
private Quaternion lastRotation;
private void Start()
{
syncId = SyncIdGenerator.GenerateSyncId();
SyncManager.Instance.Register(this);
lastPosition = transform.position;
lastRotation = transform.rotation;
}
private void OnDestroy()
{
SyncManager.Instance.Unregister(this);
}
public void Sync(float deltaTime)
{
var position = transform.position;
var rotation = transform.rotation;
if (position != lastPosition || rotation != lastRotation)
{
lastPosition = position;
lastRotation = rotation;
OnSyncDataChanged();
}
}
protected abstract void OnSyncDataChanged();
}
```
3. 创建一个同步 ID 生成器 SyncIdGenerator,用于生成每个需要同步的对象的唯一 ID。
```csharp
public static class SyncIdGenerator
{
private static int nextSyncId = 1;
public static int GenerateSyncId()
{
return nextSyncId++;
}
}
```
4. 创建一个同步客户端 SyncClient,用于发送和接收同步数据。
```csharp
public class SyncClient : MonoBehaviour
{
private static SyncClient instance;
public static SyncClient Instance
{
get { return instance; }
}
private Dictionary<int, SyncData> syncDataDict = new Dictionary<int, SyncData>();
private void Awake()
{
instance = this;
}
public void SendSyncData(int syncId, SyncData syncData)
{
// 发送同步数据给服务器
}
public void ReceiveSyncData(SyncData syncData)
{
syncDataDict[syncData.SyncId] = syncData;
}
public SyncData GetSyncData(int syncId)
{
if (syncDataDict.TryGetValue(syncId, out SyncData syncData))
{
return syncData;
}
return null;
}
}
```
5. 创建一个同步数据 SyncData,用于表示需要同步的数据。
```csharp
public class SyncData
{
public int SyncId;
public Vector3 Position;
public Quaternion Rotation;
}
```
6. 在需要同步的对象上继承 SyncObject 类,实现 OnSyncDataChanged 方法,将需要同步的数据存储到 SyncData 中,然后发送给服务器。
```csharp
public class SyncCube : SyncObject
{
protected override void OnSyncDataChanged()
{
var syncData = new SyncData
{
SyncId = SyncId,
Position = transform.position,
Rotation = transform.rotation
};
SyncClient.Instance.SendSyncData(SyncId, syncData);
}
}
```
7. 在服务器上接收同步数据,然后发送给所有客户端。
```csharp
public class SyncServer : MonoBehaviour
{
private static SyncServer instance;
public static SyncServer Instance
{
get { return instance; }
}
private List<SyncData> syncDataList = new List<SyncData>();
private void Awake()
{
instance = this;
}
public void ReceiveSyncData(int clientId, SyncData syncData)
{
syncDataList.Add(syncData);
}
public void Sync(float deltaTime)
{
foreach (var syncData in syncDataList)
{
// 发送同步数据给所有客户端
}
syncDataList.Clear();
}
}
```
8. 在客户端上定时接收同步数据,并更新需要同步的对象的状态。
```csharp
public class SyncClient : MonoBehaviour
{
// ...
private void Update()
{
Sync(float deltaTime);
ReceiveSyncData();
UpdateSyncObjects();
}
private void ReceiveSyncData()
{
// 接收同步数据
}
private void UpdateSyncObjects()
{
foreach (var syncObject in SyncManager.Instance.SyncObjects)
{
var syncData = GetSyncData(syncObject.SyncId);
if (syncData != null)
{
syncObject.transform.position = syncData.Position;
syncObject.transform.rotation = syncData.Rotation;
}
}
}
}
```
以上就是一种简单的 Unity 帧同步的实现方式,具体实现方式可以根据需求和场景进行修改和扩展。
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