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    # Socket多人連線、接資料,與遊戲設計 - 同步移動邏輯梳理 整體同步過程: 進入遊戲時,給予「生成的角色」並且「攝影機追隨角色」。 開始遊戲時,針對「生成的角色」,給予他「移動、攻擊腳本」、「同步腳本」。 如下圖,在GameFacade內: ![](https://i.imgur.com/aupljqk.png) 在GameFacade內會呼叫PlayerManager去做上述所提的那些事情。 PlayerManager內有這兩個函式: * **AddControlScript - 針對角色** 給予角色PlayerMove(移動腳本)、playerAttack(攻擊腳本)、區分是紅藍方玩家(根據角色種類給予角色資訊)、給予特定方玩家特定的箭。 這部分角色移動跟攻擊比較簡單,同步比較複雜。 * **CreateSyncRequest - 針對同步** 創造一個空遊戲物件,作為同步的橋樑。 添加MoveRequest(同步移動的請求)並設置本地端角色(設置位置跟移動腳本)。也要設置遠端的角色(設置位置)。 再來添加攻擊請求(負責叫後端扣受攻擊玩家的血)跟射擊請求(負責箭)。 ```C# public void AddControlScript() //針對動畫控制器的函式 { currentRoleGameObject.AddComponent<PlayerMove>();//目前的遊戲物件要增加PlayerMove腳本(讓物件動起來) PlayerAttack playerAttack = currentRoleGameObject.AddComponent<PlayerAttack>(); RoleType rt = currentRoleGameObject.GetComponent<PlayerInfo>().roleType; RoleData rd = GetRoleData(rt); playerAttack.arrowPrefab = rd.ArrowPrefab; playerAttack.SetPlayerMng(this); } public void CreateSyncRequest() //創造同步 //把這個當成雙方同步的橋樑 { playerSyncRequest=new GameObject("PlayerSyncRequest");//創造一個GameObject playerSyncRequest.AddComponent<MoveRequest>().SetLocalPlayer(currentRoleGameObject.transform, currentRoleGameObject.GetComponent<PlayerMove>()) .SetRemotePlayer(remoteRoleGameObject.transform); //給這個GameObje這個添加MoveRequest(同步移動的請求)並設置本地端角色(設置位置跟移動腳本) //也要設置遠端的角色(設置位置) //再來添加攻擊請求(負責叫後端扣受攻擊玩家的血)跟射擊請求(負責箭) shootRequest=playerSyncRequest.AddComponent<ShootRequest>(); shootRequest.playerMng = this; attackRequest = playerSyncRequest.AddComponent<AttackRequest>(); } ``` --- ## 同步邏輯梳理 同步比較複雜,所以會特別梳理一下同步的邏輯如何建立: 1. 腳本一開始執行,就要狂**傳送本地端角色位置給後端**。 傳Request後,接收Response。就開始同步。 ```C# private void Start()//遊戲一開始,對遊戲角色掛載此腳本後,就狂傳本地端位置資訊給後端 { InvokeRepeating("SyncLocalPlayer", 1f, 1f / syncRate);//重複調用SyncLocalPlayer函式 //此函式是傳本地端角色的位置跟旋轉角度給後端 } //下面這個函式會馬上一直被重複調用 private void SyncLocalPlayer()//此函式是傳本地端角色的位置跟旋轉角度給後端 { SendRequest(localPlayerTransform.position.x, localPlayerTransform.position.y, localPlayerTransform.position.z, localPlayerTransform.eulerAngles.x, localPlayerTransform.eulerAngles.y, localPlayerTransform.eulerAngles.z, localPlayerMove.forward); } //上方的函式又會執行這個函式 //傳位置跟旋轉角度給後端 //傳Request private void SendRequest(float x,float y,float z,float rotationX,float rotationY,float rotationZ,float forward) { string data = string.Format("{0},{1},{2}|{3},{4},{5}|{6}", x, y, z, rotationX, rotationY, rotationZ, forward); base.SendRequest(data); } //傳Request後,接收Response public override void OnResponse(string data) //從後端接收後回應 {//27.75,0,1.41-0,0,0-0 //print(data); string[] strs = data.Split('|'); pos = UnityTools.ParseVector3(strs[0]);//要接收位置,利用UnityTools轉成Vector3 rotation = UnityTools.ParseVector3(strs[1]);//要接收旋轉角度,轉成Vector3 forward = float.Parse(strs[2]); isSyncRemotePlayer = true; //開始同步 } ``` 2. 一開始也要先,**建立本地端跟遠端腳色的位置跟角度** 在PlayerManager腳本內的CreateSyncRequest()函式內就會叫MoveRequest去建立好這兩個角色的初始位置、角度。 ```C# public MoveRequest SetLocalPlayer(Transform localPlayerTransform, PlayerMove localPlayerMove) { this.localPlayerTransform = localPlayerTransform; this.localPlayerMove = localPlayerMove; return this; } public MoveRequest SetRemotePlayer(Transform remotePlayerTransform) { this.remotePlayerTransform = remotePlayerTransform; this.remotePlayerAnim = remotePlayerTransform.GetComponent<Animator>(); return this; } ``` 3. 偵測到開始同步後,```isSyncRemotePlayer = true; ```,開始同步遠端角色位置、角度。 ```C# private void FixedUpdate() { if (isSyncRemotePlayer) //isSyncRemotePlayer會在後端傳回資訊時,轉為true { SyncRemotePlayer();//也同步遠端角色 isSyncRemotePlayer = false; } } private void SyncRemotePlayer() { remotePlayerTransform.position = pos; remotePlayerTransform.eulerAngles = rotation; remotePlayerAnim.SetFloat("Forward", forward); } ```

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