Read the description for detailed changes.

- Added `Sandbox.Players`: a synchronized list of `NetworkPlayerId` structs representing connected players.
- Added `Sandbox.Events.OnPlayerJoined` and `Sandbox.Events.OnPlayerLeft` callbacks, synchronized across all clients.
- Changed internal interpolation of quaternions to use `Slerp` instead of `Lerp`.
- Fixed a potential crash caused by undefined behavior when reaching `NetickConfig.MaxPlayers` and destroying network objects.
- Fixed an issue where sandbox-loaded scenes were not being unloaded during shutdown.
- Fixed a bug preventing Prediction Error Correction from functioning correctly.
This commit is contained in:
Karrar
2025-06-27 05:47:00 +03:00
parent 8e2db0f357
commit 1b0d33d8f0
25 changed files with 1843 additions and 1529 deletions

View File

@@ -4,127 +4,131 @@ using Netick.Unity;
namespace Netick.Samples.FPS
{
public class FPSController : NetworkBehaviour
public class FPSController : NetworkBehaviour
{
[SerializeField]
private Transform _renderTransform;
[SerializeField]
private float _movementSpeed = 10;
[SerializeField]
private float _sensitivityX = 1.6f;
[SerializeField]
private float _sensitivityY = -1f;
[SerializeField]
private Transform _cameraParent;
private CharacterController _CC;
private Vector2 _camAngles;
private FPSInput _lastInput;
// Networked Properties
[Networked]
[Smooth]
public Vector2 YawPitch { get; set; }
public override void NetworkStart()
{
[SerializeField]
private Transform _renderTransform;
_CC = GetComponent<CharacterController>();
[SerializeField]
private float _movementSpeed = 10;
[SerializeField]
private float _sensitivityX = 1.6f;
[SerializeField]
private float _sensitivityY = -1f;
[SerializeField]
private Transform _cameraParent;
private CharacterController _CC;
private Vector2 _camAngles;
// Networked Properties
[Networked][Smooth]
public Vector2 YawPitch { get; set; }
public override void NetworkStart()
{
_CC = GetComponent<CharacterController>();
if (IsInputSource)
{
var cam = Sandbox.FindObjectOfType<Camera>();
cam.transform.parent = _cameraParent;
cam.transform.localPosition = Vector3.zero;
cam.transform.localRotation = Quaternion.identity;
}
}
public override void OnInputSourceLeft()
{
// destroy the player object when its input source (controller player) leaves the game.
Sandbox.Destroy(Object);
}
public override void NetworkUpdate()
{
if (!IsInputSource || !Sandbox.InputEnabled)
return;
Vector2 mouseInputs = new Vector2(Input.GetAxisRaw("Mouse X") * _sensitivityX, Input.GetAxisRaw("Mouse Y") * _sensitivityY);
var networkInput = Sandbox.GetInput<FPSInput>();
networkInput.Movement = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
networkInput.ShootInput |= Input.GetMouseButton(0);
networkInput.YawPitch += mouseInputs;
Sandbox.SetInput(networkInput);
// we apply the rotation in update too to have smooth camera control.
_camAngles = ClampAngles(_camAngles.x + mouseInputs.x, _camAngles.y + mouseInputs.y);
ApplyRotations(_camAngles, false);
}
public override void NetworkFixedUpdate()
{
if (FetchInput(out FPSInput input))
MoveAndRotate(input);
}
private void MoveAndRotate(FPSInput input)
{
// clamp movement inputs.
input.Movement = new Vector3(Mathf.Clamp(input.Movement.x, -1f, 1f), Mathf.Clamp(input.Movement.y, -1f, 1f));
// rotation.
YawPitch = ClampAngles(YawPitch.x + input.YawPitch.x, YawPitch.y + input.YawPitch.y);
ApplyRotations(YawPitch,false);
// movement direction.
var movement = transform.TransformVector(new Vector3(input.Movement.x, 0, input.Movement.y)) * _movementSpeed;
movement.y = 0;
var gravity = 15f * Vector3.down;
// move.
_CC.Move((movement + gravity) * Sandbox.FixedDeltaTime);
}
[OnChanged(nameof(YawPitch), invokeDuringResimulation: true)]
private void OnYawPitchChanged(OnChangedData onChanged)
{
ApplyRotations(YawPitch, false);
}
public override void NetworkRender()
{
if (IsProxy)
ApplyRotations(YawPitch, true);
}
private void ApplyRotations(Vector2 camAngles, bool isProxy)
{
// on the player transform, we apply yaw.
if (isProxy)
_renderTransform.rotation = Quaternion.Euler(new Vector3(0, camAngles.x, 0));
else
transform.rotation = Quaternion.Euler(new Vector3(0, camAngles.x, 0));
// on the weapon/camera holder, we apply the pitch angle.
_cameraParent.localEulerAngles = new Vector3(camAngles.y, 0, 0);
_camAngles = camAngles;
}
private Vector2 ClampAngles(float yaw, float pitch)
{
return new Vector2(ClampAngle(yaw, -360, 360), ClampAngle(pitch, -80, 80));
}
private float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
if (IsInputSource)
{
var cam = Sandbox.FindObjectOfType<Camera>();
cam.transform.parent = _cameraParent;
cam.transform.localPosition = Vector3.zero;
cam.transform.localRotation = Quaternion.identity;
}
}
public override void OnInputSourceLeft()
{
// destroy the player object when its input source (controller player) leaves the game.
Sandbox.Destroy(Object);
}
public override void NetworkUpdate()
{
if (!IsInputSource || !Sandbox.InputEnabled)
return;
Vector2 mouseInputs = new Vector2(Input.GetAxisRaw("Mouse X") * _sensitivityX, Input.GetAxisRaw("Mouse Y") * _sensitivityY);
var networkInput = Sandbox.GetInput<FPSInput>();
networkInput.Movement = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
networkInput.ShootInput |= Input.GetMouseButton(0);
networkInput.YawPitch += mouseInputs;
Sandbox.SetInput(networkInput);
// we apply the rotation in update too to have smooth camera control.
_camAngles = ClampAngles(_camAngles.x + mouseInputs.x, _camAngles.y + mouseInputs.y);
ApplyRotations(_camAngles, false);
}
public override void NetworkFixedUpdate()
{
FetchInput(out _lastInput);
if (IsInputSource || IsServer)
MoveAndRotate(_lastInput);
}
private void MoveAndRotate(FPSInput input)
{
// clamp movement inputs.
input.Movement = new Vector3(Mathf.Clamp(input.Movement.x, -1f, 1f), Mathf.Clamp(input.Movement.y, -1f, 1f));
// rotation.
YawPitch = ClampAngles(YawPitch.x + input.YawPitch.x, YawPitch.y + input.YawPitch.y);
ApplyRotations(YawPitch, false);
// movement direction.
var movement = transform.TransformVector(new Vector3(input.Movement.x, 0, input.Movement.y)) * _movementSpeed;
movement.y = 0;
var gravity = 15f * Vector3.down;
// move.
_CC.Move((movement + gravity) * Sandbox.FixedDeltaTime);
}
[OnChanged(nameof(YawPitch), invokeDuringResimulation: true)]
private void OnYawPitchChanged(OnChangedData onChanged)
{
ApplyRotations(YawPitch, false);
}
public override void NetworkRender()
{
if (!IsInputSource)
ApplyRotations(YawPitch, true);
}
private void ApplyRotations(Vector2 camAngles, bool isProxy)
{
// on the player transform, we apply yaw.
if (isProxy)
_renderTransform.rotation = Quaternion.Euler(new Vector3(0, camAngles.x, 0));
else
transform.rotation = Quaternion.Euler(new Vector3(0, camAngles.x, 0));
// on the weapon/camera holder, we apply the pitch angle.
_cameraParent.localEulerAngles = new Vector3(camAngles.y, 0, 0);
_camAngles = camAngles;
}
private Vector2 ClampAngles(float yaw, float pitch)
{
return new Vector2(ClampAngle(yaw, -360, 360), ClampAngle(pitch, -80, 80));
}
private float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}
}