新增动态水物理插件

This commit is contained in:
Bob.Song
2026-02-27 17:44:21 +08:00
parent a6e061d9ce
commit 60744d113d
2218 changed files with 698551 additions and 189 deletions

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// ╔════════════════════════════════════════════════════════════════╗
// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
// ║ Licensed under Unity Asset Store Terms of Service: ║
// ║ https://unity.com/legal/as-terms ║
// ║ Use permitted only in compliance with the License. ║
// ║ Distributed "AS IS", without warranty of any kind. ║
// ╚════════════════════════════════════════════════════════════════╝
#if UNITY_EDITOR
#region
using NWH.NUI;
using UnityEditor;
#endregion
namespace NWH.DWP2.Multiplayer.DWP2
{
[CustomEditor(typeof(MirrorMultiplayerShip))]
[CanEditMultipleObjects]
public class MirrorMultiplayerShipEditor : NUIEditor
{
public override bool OnInspectorNUI()
{
if (!base.OnInspectorNUI())
{
return false;
}
MirrorMultiplayerShip mms = target as MirrorMultiplayerShip;
drawer.Field("simulateWaterObjectsOnClient");
drawer.EndEditor();
return true;
}
public override bool UseDefaultMargins()
{
return false;
}
}
}
#endif

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// ╔════════════════════════════════════════════════════════════════╗
// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
// ║ Licensed under Unity Asset Store Terms of Service: ║
// ║ https://unity.com/legal/as-terms ║
// ║ Use permitted only in compliance with the License. ║
// ║ Distributed "AS IS", without warranty of any kind. ║
// ╚════════════════════════════════════════════════════════════════╝
#region
using Mirror;
using NWH.DWP2.ShipController;
using NWH.DWP2.WaterObjects;
using UnityEngine;
#endregion
namespace NWH.DWP2.Multiplayer.DWP2
{
/// <summary>
/// Simple Mirror adapter for AdvancedShipController.
/// Synchronizes ship inputs only.
/// </summary>
/// <remarks>
/// IMPORTANT: This script does NOT synchronize physics.
/// Add ONE of these components separately:
/// - Mirror.NetworkTransformReliable (position/rotation)
/// - Mirror.NetworkRigidbodyReliable (full physics)
///
/// Choose based on your authority model:
/// - Server authority: Server controls physics, clients send inputs
/// - Client authority: Owner controls physics, synced via NetworkRigidbody
/// </remarks>
[RequireComponent(typeof(NetworkIdentity))]
[RequireComponent(typeof(AdvancedShipController))]
public class MirrorMultiplayerShip : NetworkBehaviour
{
/// <summary>
/// Simulate water physics on remote ships? Costs CPU but looks better.
/// </summary>
[Tooltip("Enable water simulation on remote ships? Better visuals but higher CPU cost.")]
public bool simulateWaterObjectsOnClient = false;
private const int INPUT_COUNT = 10;
private const float INPUT_THRESHOLD = 0.01f;
private const float SYNC_INTERVAL = 0.05f; // Max 20 Hz
private bool _initialized;
private NetworkIdentity _networkIdentity;
private AdvancedShipController _shipController;
private float[] _inputs = new float[INPUT_COUNT];
private float[] _lastInputs = new float[INPUT_COUNT];
private float _nextSyncTime;
[SyncVar(hook = nameof(OnAnchorStateChanged))]
private bool _anchorDropped;
private void Initialize()
{
_shipController.MultiplayerIsRemote = !_networkIdentity.isLocalPlayer;
// Disable water objects on remote clients if configured
if (_shipController.MultiplayerIsRemote && !simulateWaterObjectsOnClient)
{
foreach (WaterObject waterObject in gameObject.GetComponentsInChildren<WaterObject>())
{
waterObject.enabled = false;
}
}
_initialized = true;
}
private void Awake()
{
_networkIdentity = GetComponent<NetworkIdentity>();
_shipController = GetComponent<AdvancedShipController>();
_shipController.onShipInitialized.AddListener(Initialize);
System.Array.Clear(_inputs, 0, INPUT_COUNT);
System.Array.Clear(_lastInputs, 0, INPUT_COUNT);
}
private void FixedUpdate()
{
// Server: Synchronize anchor state changes
if (isServer && _initialized)
{
bool currentAnchorState = _shipController.Anchor != null && _shipController.Anchor.Dropped;
if (_anchorDropped != currentAnchorState)
{
_anchorDropped = currentAnchorState;
}
}
// Guard: Only send inputs if initialized and we own this ship
if (!_initialized || !isOwned)
{
return;
}
if (Time.time < _nextSyncTime)
{
return;
}
GatherInputs();
if (!InputsChanged(_inputs, _lastInputs))
{
return;
}
_nextSyncTime = Time.time + SYNC_INTERVAL;
System.Array.Copy(_inputs, _lastInputs, INPUT_COUNT);
if (isServer)
{
RpcSendInput(_inputs);
}
else
{
CmdSendInput(_inputs);
}
}
private void GatherInputs()
{
_inputs[0] = _shipController.input.Steering;
_inputs[1] = _shipController.input.Throttle;
_inputs[2] = _shipController.input.Throttle2;
_inputs[3] = _shipController.input.Throttle3;
_inputs[4] = _shipController.input.Throttle4;
_inputs[5] = _shipController.input.BowThruster;
_inputs[6] = _shipController.input.SternThruster;
_inputs[7] = _shipController.input.SubmarineDepth;
_inputs[8] = _shipController.input.RotateSail;
_inputs[9] = _shipController.input.EngineStartStop ? 1f : 0f;
}
private bool InputsChanged(float[] a, float[] b)
{
for (int i = 0; i < INPUT_COUNT; i++)
{
if (Mathf.Abs(a[i] - b[i]) > INPUT_THRESHOLD)
{
return true;
}
}
return false;
}
[Command]
private void CmdSendInput(float[] inputs)
{
ValidateInputs(inputs);
ApplyInputs(inputs);
RpcSendInput(inputs);
}
[ClientRpc]
private void RpcSendInput(float[] inputs)
{
if (isOwned)
{
return;
}
ApplyInputs(inputs);
}
private void ApplyInputs(float[] inputs)
{
_shipController.input.Steering = inputs[0];
_shipController.input.Throttle = inputs[1];
_shipController.input.Throttle2 = inputs[2];
_shipController.input.Throttle3 = inputs[3];
_shipController.input.Throttle4 = inputs[4];
_shipController.input.BowThruster = inputs[5];
_shipController.input.SternThruster = inputs[6];
_shipController.input.SubmarineDepth = inputs[7];
_shipController.input.RotateSail = inputs[8];
_shipController.input.EngineStartStop = inputs[9] > 0.5f;
}
private void ValidateInputs(float[] inputs)
{
inputs[0] = Mathf.Clamp(inputs[0], -1f, 1f);
inputs[1] = Mathf.Clamp01(inputs[1]);
inputs[2] = Mathf.Clamp01(inputs[2]);
inputs[3] = Mathf.Clamp01(inputs[3]);
inputs[4] = Mathf.Clamp01(inputs[4]);
inputs[5] = Mathf.Clamp(inputs[5], -1f, 1f);
inputs[6] = Mathf.Clamp(inputs[6], -1f, 1f);
inputs[7] = Mathf.Clamp(inputs[7], -1f, 1f);
inputs[8] = Mathf.Clamp(inputs[8], -1f, 1f);
inputs[9] = Mathf.Clamp01(inputs[9]);
}
/// <summary>
/// SyncVar hook: Called on clients when anchor state changes on server.
/// </summary>
private void OnAnchorStateChanged(bool oldValue, bool newValue)
{
if (_shipController == null || _shipController.Anchor == null)
{
return;
}
// Apply anchor state on remote clients
if (newValue && !_shipController.Anchor.Dropped)
{
_shipController.Anchor.Drop();
}
else if (!newValue && _shipController.Anchor.Dropped)
{
_shipController.Anchor.Weigh();
}
}
private void OnDestroy()
{
if (_shipController != null)
{
_shipController.onShipInitialized.RemoveListener(Initialize);
}
}
}
}

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