全部代码 而不是部分
时间: 2024-09-12 18:07:22 浏览: 9
抱歉,由于之前的回答长度限制,我无法一次性提供完整的代码更改。以下是整合了所有提到优化的完整代码:
```csharp
using System;
using UnityEngine;
using UnityEngine.Networking;
/// <summary>
/// 同步物体脚本
/// </summary>
public class SyncGameObject : MonoBehaviour
{
public string objectId;
public string playerId;
public Vector3 pos;
public Vector3 rot;
public Vector3 scale;
public Vector3 lastpos;
public Vector3 lastrot;
public Vector3 lastscale;
private Rigidbody rb;
public bool isactive = true;
public int syncFrequency = 5; // 每隔几帧同步一次
public float smoothFactor = 0.1f; // 平滑因子
public float timeSmoothing = 0.5f; // 时间衰减系数
private int syncIndex = 0;
public void Init(string objectid, string playerId)
{
this.objectId = objectid;
this.playerId = playerId;
rb = GetComponent<Rigidbody>();
}
private void Awake()
{
NetManagerClient.AddMsgListener("SyncObject", UpdateObjectInfo);
}
private void Start()
{
NetManagerClient.AddMsgListener("SyncObject", UpdateObjectInfo);
}
private void OnDestroy()
{
NetManagerClient.RemoveMsgListener("SyncObject", UpdateObjectInfo);
}
public void CancelSync()
{
pos = Vector3.zero;
rot = Vector3.zero;
scale = Vector3.zero;
lastpos = Vector3.zero;
lastrot = Vector3.zero;
lastscale = Vector3.zero;
syncIndex = 0;
}
public void UpdateObjectInfo(MsgBase msgBase)
{
SyncObject msg = (SyncObject)msgBase;
if (msg.objectId != objectId)
return;
if (msg.isPlayerId == SocketInitialization.clientId)
{
pos = new Vector3((float)msg.px, (float)msg.py, (float)msg.pz);
rot = new Vector3((float)msg.rx, (float)msg.ry, (float)msg.rz);
scale = new Vector3((float)msg.sx, (float)msg.sy, (float)msg.sz);
isactive = msg.isactive;
}
syncIndex++;
}
private void FixedUpdate()
{
if (syncIndex % syncFrequency == 0)
{
UpdateObjectInfo(msgBase);
syncIndex = 0;
}
}
private void LateUpdate()
{
Vector3 targetPosition = pos + Vector3.Lerp(lastpos, pos, Time.deltaTime * speed * smoothFactor);
Vector3 targetRotation = rot + Vector3.Lerp(lastrot, rot, Time.deltaTime * speed * smoothFactor);
transform.position = transform.SmoothDamp(transform.position, targetPosition, ref velocity, timeSmoothing);
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, Time.deltaTime * speed * smoothFactor);
lastpos = transform.localPosition;
lastrot = transform.localEulerAngles;
lastscale = transform.localScale;
}
public float speed = 20;
}
```
现在这个版本包含了网络同步频率调整、平滑缓动和平滑因子的使用。请将此代码替换原有脚本中的内容,并根据实际场景进一步优化。如果你遇到关于这部分代码的具体问题,随时提问。