Unity NetWorking 不用NetWorkTransform


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;

public class Move : NetworkBehaviour
{

    [SyncVar]
    private Vector3 v3_PlayerPos;

    [SyncVar]
    private Quaternion qua_PlayerRotate;

    private float my_Speed = 10f;
    private float my_RotateSpeed = 60f;


    void Update()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        float ver = Input.GetAxis("Vertical");
        float Hor = Input.GetAxis("Horizontal");

        transform.Translate(Hor * Time.deltaTime * my_Speed, 0, ver * my_Speed * Time.deltaTime);
        transform.Rotate(new Vector3(0, my_RotateSpeed * Hor * Time.deltaTime, 0));
    }

    void FixedUpdate()
    {
        //如果是本地创建 则把数据更新至服务器 通过SyncVar 发送给所有的客户端
        if (isLocalPlayer)
        {
            CmdSendServerPos(transform.position,transform.rotation);
        }
        else
        {
            //如果不是本地创建 则 插值移动(所谓的镜像移动)
            LerpPosition();
        }
    }
    //插值移动
    void LerpPosition()
    {
        transform.position = Vector3.Lerp(transform.position, v3_PlayerPos, 5 * Time.fixedDeltaTime);
        transform.rotation = Quaternion.Lerp(transform.rotation,qua_PlayerRotate,5 * Time.fixedDeltaTime);
    }

    [Command]
    public void CmdSendServerPos(Vector3 pos,Quaternion rotate)
    {
        v3_PlayerPos = pos;
        qua_PlayerRotate = rotate;
    }
}

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转载自blog.csdn.net/weixin_43109909/article/details/82663183