Я пытаюсь создать многопользовательскую 2D-игру, и я столкнулся со следующей проблемой: анимация и движение отображаются неправильно для партнера. У них небольшая задержка, и персонаж выглядит дрожащим. Моя анимация имеет 3 состояния: (IDLE, MOVE и JUMP). В обоих объектах есть компонент твердого тела - player1, player 2. Мой код выглядит так:
Отправка позиции от игрока 1 к игроку 2: GameController.cs
public PlayerManager player1;
public PartenerManager player2;
void Update () // CODE TO SEND POSITION
{
if (player1.transform.position.x!=position.x || player1.transform.position.y!=position.y || player1.transform.position.z !=position.z)
{
int state = player1.getState();
position = new Vector3(player1.transform.position.x, player1.transform.position.y, player1.transform.position.z);
Dictionary<string, string> data = new Dictionary<string, string>();
data["position"] = position.x + ";" + position.y + ";" + position.z;
data["state"] = state.ToString(); // this is for the state of the annimation
socket.Emit("MOVE", new JSONObject(data));
}
}
// RECEIVING POSITION
void Start () {
socket.On("MOVED", onUserMove);
}
void onUserMove(SocketIOEvent obj)
{
string stare = obj.data.GetField("state").ToString();
stare = stare.Substring(1);
stare = stare.Substring(0, stare.Length - 1);
player2.setPositionState(JsonToVector3(JsonToString(obj.data.GetField("position").ToString(),"\"")),int.Parse(stare));
}
Получение и отображение позиции у игрока 2: PartnerManager.cs
public class PartenerManager : MonoBehaviour {
public bool gotmove=false;
public float speedX = 6;
private string playerName;
public Text username;
Animator anim;
Rigidbody2D rb;
bool facingRight;
float speed;
Vector3 vec3;
int stare;
void Start () {
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
facingRight = true;
}
void Flip()
{
if ((speed> 0 && !facingRight) || (speed < 0 && facingRight))
{
facingRight = !facingRight;
Vector3 temp = transform.localScale;
temp.x *= -1;
transform.localScale = temp;
}
}
public void setPositionState(Vector3 ve,int st)
{
gotmove = true;
vec3 = ve;
stare = st;
}
void FixedUpdate ()
{
if (gotmove==true)
{
if (transform.position.x < vec3.x)
{
Debug.Log("RIGHT");
speed = speedX;
}
if (transform.position.x > vec3.x)
{
Debug.Log("Left");
speed= -speedX;
}
if (transform.position.x == vec3.x)
{
speed = 0;
}
transform.position = vec3;
Flip();
anim.SetInteger("State", stare);
gotmove = false;
}
}
}
Код игрока 1: PlayerManager.cs
public class PlayerManager : MonoBehaviour {
public float speedX=6;
public float jumpSpeedY=300;
private string playerName;
public Text username;
Animator anim;
Rigidbody2D rb;
bool facingRight;
bool jumping;
bool grounded;
float speed;
int numJumps = 0;
void Start ()
{
anim = GetComponent<Animator>();
rb = GetComponent<Rigidbody2D>();
facingRight = true;
grounded = false;
}
public int getState()
{
return anim.GetInteger("State");
}
void Update ()
{
MovePlayer(speed);
Flip();
}
void MovePlayer(float playerSpeed)
{
if ((playerSpeed < 0 && !jumping) || (playerSpeed>0 && !jumping))
{
anim.SetInteger("State", 1);
}
if(playerSpeed==0 && !jumping)
{
anim.SetInteger("State", 0);
}
rb.velocity = new Vector3(speed, rb.velocity.y, 0);
}
void Flip()
{
if((speed>0 && !facingRight) || (speed<0 && facingRight))
{
facingRight = !facingRight;
Vector3 temp = transform.localScale;
temp.x *= -1;
transform.localScale = temp;
}
}
void OnCollisionEnter2D(Collision2D other)
{
if(other.gameObject.tag=="ground")
{
jumping = false;
numJumps = 0;
grounded = true;
anim.SetInteger("State", 0);
}
}
public void WalkLeft()
{
speed = -speedX;
}
public void WalkRight()
{
speed = speedX;
}
public void StopMoving()
{
speed = 0;
}
public void Jump()
{
grounded = false;
if (grounded == true && numJumps >= 2)
{
numJumps = 0;
}
if (numJumps < 2 )
{
jumping = true;
if (numJumps == 0)
{
rb.AddForce(new Vector2(rb.velocity.x, jumpSpeedY));
}
else
{
rb.AddForce(new Vector2(rb.velocity.x, jumpSpeedY-100));
}
anim.SetInteger("State", 2);
numJumps++;
}
}
}