使用 PUN 2 制作多人汽车游戏
在 Unity 中制作多人游戏是一项复杂的任务,但幸运的是,有几个解决方案简化了开发过程。
其中一种解决方案是 Photon Network。具体来说,他们最新发布的 API(称为 PUN 2)负责服务器托管,让您可以自由地按照自己想要的方式制作多人游戏。
在本教程中,我将展示如何使用 PUN 2 创建一个具有物理同步功能的简单汽车游戏。
Unity 本教程使用的版本:Unity 2018.3.0f2(64位)
第 1 部分:设置 PUN 2
第一步是从 Asset Store 下载 PUN 2 包。它包含多人集成所需的所有脚本和文件。
- 打开 Unity 项目,然后转到 Asset Store:(窗口 -> 常规 -> AssetStore)或按 Ctrl+9
- 搜索 "PUN 2- Free" 然后单击第一个结果或 单击此处
- 下载完成后导入PUN 2包
- 导入包后,您需要创建一个 Photon App ID,这是在他们的网站上完成的:https://www.photonengine.com/
- 创建一个新帐户(或登录您现有的帐户)
- 单击配置文件图标,然后单击 "Your Applications" 或点击此链接,转到“应用程序”页面:https://dashboard.photonengine.com/en-US/PublicCloud
- 在应用程序页面上单击 "Create new app"
- 在创建页面上,对于光子类型,选择 "Photon Realtime",对于名称,键入任意名称,然后单击 "Create"
如您所见,应用程序默认为免费计划。您可以在此处阅读有关定价计划 的更多信息
- 创建应用程序后,复制应用程序名称下的应用程序 ID
- 返回到您的 Unity 项目,然后转到 Window -> Photon Unity Networking -> PUN Wizard
- 在 PUN 向导中单击 "Setup Project",粘贴您的应用程序 ID,然后单击 "Setup Project"
PUN 2 现已准备就绪!
第 2 部分:创建多人汽车游戏
1. 设置大厅
让我们首先创建一个包含大厅逻辑的大厅场景(浏览现有房间、创建新房间等):
- 创建一个新场景并调用它 "GameLobby"
- 在 "GameLobby" 场景中创建一个新的 GameObject 并调用它 "_GameLobby"
- 创建 一个新的 C# 脚本并将其命名为 "PUN2_GameLobby",然后将其附加到 "_GameLobby" 对象
- 将以下代码粘贴到 "PUN2_GameLobby" 脚本中
PUN2_GameLobby.cs
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
public class PUN2_GameLobby : MonoBehaviourPunCallbacks
{
//Our player name
string playerName = "Player 1";
//Users are separated from each other by gameversion (which allows you to make breaking changes).
string gameVersion = "1.0";
//The list of created rooms
List<RoomInfo> createdRooms = new List<RoomInfo>();
//Use this name when creating a Room
string roomName = "Room 1";
Vector2 roomListScroll = Vector2.zero;
bool joiningRoom = false;
// Use this for initialization
void Start()
{
//Initialize Player name
playerName = "Player " + Random.Range(111, 999);
//This makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
PhotonNetwork.AutomaticallySyncScene = true;
if (!PhotonNetwork.IsConnected)
{
//Set the App version before connecting
PhotonNetwork.PhotonServerSettings.AppSettings.AppVersion = gameVersion;
PhotonNetwork.PhotonServerSettings.AppSettings.FixedRegion = "eu";
// Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project)
PhotonNetwork.ConnectUsingSettings();
}
}
public override void OnDisconnected(DisconnectCause cause)
{
Debug.Log("OnFailedToConnectToPhoton. StatusCode: " + cause.ToString() + " ServerAddress: " + PhotonNetwork.ServerAddress);
}
public override void OnConnectedToMaster()
{
Debug.Log("OnConnectedToMaster");
//After we connected to Master server, join the Lobby
PhotonNetwork.JoinLobby(TypedLobby.Default);
}
public override void OnRoomListUpdate(List<RoomInfo> roomList)
{
Debug.Log("We have received the Room list");
//After this callback, update the room list
createdRooms = roomList;
}
void OnGUI()
{
GUI.Window(0, new Rect(Screen.width / 2 - 450, Screen.height / 2 - 200, 900, 400), LobbyWindow, "Lobby");
}
void LobbyWindow(int index)
{
//Connection Status and Room creation Button
GUILayout.BeginHorizontal();
GUILayout.Label("Status: " + PhotonNetwork.NetworkClientState);
if (joiningRoom || !PhotonNetwork.IsConnected || PhotonNetwork.NetworkClientState != ClientState.JoinedLobby)
{
GUI.enabled = false;
}
GUILayout.FlexibleSpace();
//Room name text field
roomName = GUILayout.TextField(roomName, GUILayout.Width(250));
if (GUILayout.Button("Create Room", GUILayout.Width(125)))
{
if (roomName != "")
{
joiningRoom = true;
RoomOptions roomOptions = new RoomOptions();
roomOptions.IsOpen = true;
roomOptions.IsVisible = true;
roomOptions.MaxPlayers = (byte)10; //Set any number
PhotonNetwork.JoinOrCreateRoom(roomName, roomOptions, TypedLobby.Default);
}
}
GUILayout.EndHorizontal();
//Scroll through available rooms
roomListScroll = GUILayout.BeginScrollView(roomListScroll, true, true);
if (createdRooms.Count == 0)
{
GUILayout.Label("No Rooms were created yet...");
}
else
{
for (int i = 0; i < createdRooms.Count; i++)
{
GUILayout.BeginHorizontal("box");
GUILayout.Label(createdRooms[i].Name, GUILayout.Width(400));
GUILayout.Label(createdRooms[i].PlayerCount + "/" + createdRooms[i].MaxPlayers);
GUILayout.FlexibleSpace();
if (GUILayout.Button("Join Room"))
{
joiningRoom = true;
//Set our Player name
PhotonNetwork.NickName = playerName;
//Join the Room
PhotonNetwork.JoinRoom(createdRooms[i].Name);
}
GUILayout.EndHorizontal();
}
}
GUILayout.EndScrollView();
//Set player name and Refresh Room button
GUILayout.BeginHorizontal();
GUILayout.Label("Player Name: ", GUILayout.Width(85));
//Player name text field
playerName = GUILayout.TextField(playerName, GUILayout.Width(250));
GUILayout.FlexibleSpace();
GUI.enabled = (PhotonNetwork.NetworkClientState == ClientState.JoinedLobby || PhotonNetwork.NetworkClientState == ClientState.Disconnected) && !joiningRoom;
if (GUILayout.Button("Refresh", GUILayout.Width(100)))
{
if (PhotonNetwork.IsConnected)
{
//Re-join Lobby to get the latest Room list
PhotonNetwork.JoinLobby(TypedLobby.Default);
}
else
{
//We are not connected, estabilish a new connection
PhotonNetwork.ConnectUsingSettings();
}
}
GUILayout.EndHorizontal();
if (joiningRoom)
{
GUI.enabled = true;
GUI.Label(new Rect(900 / 2 - 50, 400 / 2 - 10, 100, 20), "Connecting...");
}
}
public override void OnCreateRoomFailed(short returnCode, string message)
{
Debug.Log("OnCreateRoomFailed got called. This can happen if the room exists (even if not visible). Try another room name.");
joiningRoom = false;
}
public override void OnJoinRoomFailed(short returnCode, string message)
{
Debug.Log("OnJoinRoomFailed got called. This can happen if the room is not existing or full or closed.");
joiningRoom = false;
}
public override void OnJoinRandomFailed(short returnCode, string message)
{
Debug.Log("OnJoinRandomFailed got called. This can happen if the room is not existing or full or closed.");
joiningRoom = false;
}
public override void OnCreatedRoom()
{
Debug.Log("OnCreatedRoom");
//Set our player name
PhotonNetwork.NickName = playerName;
//Load the Scene called Playground (Make sure it's added to build settings)
PhotonNetwork.LoadLevel("Playground");
}
public override void OnJoinedRoom()
{
Debug.Log("OnJoinedRoom");
}
}
2. 创建汽车预制件
汽车预制件将使用一个简单的物理控制器。
- 创建一个新的 GameObject 并调用它 "CarRoot"
- 创建一个新的立方体并将其移动到 "CarRoot" 对象内,然后沿 Z 和 X 轴放大
- 创建一个新的 GameObject 并将其命名为 "wfl" (Wheel Front Left 的缩写)
- 将 车轮碰撞器组件添加到 "wfl" 对象并设置下图中的值:
- 创建一个新的 GameObject,将其重命名为 "WheelTransform",然后将其移动到 "wfl" 对象内
- 创建一个新的 Cylinder,将其移动到 "WheelTransform" 对象内,然后旋转并缩小其尺寸,直到与 Wheel Collider 尺寸匹配。就我而言,比例为 (1, 0.17, 1)
- 最后,为其余车轮复制 "wfl" 对象 3 次,并将每个对象分别重命名为 "wfr"(右前轮)、"wrr"(右后轮)和 "wrl"(左后轮)
- 创建一个新脚本,将其命名为 "SC_CarController",然后将以下代码粘贴到其中:
SC_CarController.cs
using UnityEngine;
using System.Collections;
public class SC_CarController : MonoBehaviour
{
public WheelCollider WheelFL;
public WheelCollider WheelFR;
public WheelCollider WheelRL;
public WheelCollider WheelRR;
public Transform WheelFLTrans;
public Transform WheelFRTrans;
public Transform WheelRLTrans;
public Transform WheelRRTrans;
public float steeringAngle = 45;
public float maxTorque = 1000;
public float maxBrakeTorque = 500;
public Transform centerOfMass;
float gravity = 9.8f;
bool braked = false;
Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
rb.centerOfMass = centerOfMass.transform.localPosition;
}
void FixedUpdate()
{
if (!braked)
{
WheelFL.brakeTorque = 0;
WheelFR.brakeTorque = 0;
WheelRL.brakeTorque = 0;
WheelRR.brakeTorque = 0;
}
//Speed of car, Car will move as you will provide the input to it.
WheelRR.motorTorque = maxTorque * Input.GetAxis("Vertical");
WheelRL.motorTorque = maxTorque * Input.GetAxis("Vertical");
//Changing car direction
//Here we are changing the steer angle of the front tyres of the car so that we can change the car direction.
WheelFL.steerAngle = steeringAngle * Input.GetAxis("Horizontal");
WheelFR.steerAngle = steeringAngle * Input.GetAxis("Horizontal");
}
void Update()
{
HandBrake();
//For tyre rotate
WheelFLTrans.Rotate(WheelFL.rpm / 60 * 360 * Time.deltaTime, 0, 0);
WheelFRTrans.Rotate(WheelFR.rpm / 60 * 360 * Time.deltaTime, 0, 0);
WheelRLTrans.Rotate(WheelRL.rpm / 60 * 360 * Time.deltaTime, 0, 0);
WheelRRTrans.Rotate(WheelRL.rpm / 60 * 360 * Time.deltaTime, 0, 0);
//Changing tyre direction
Vector3 temp = WheelFLTrans.localEulerAngles;
Vector3 temp1 = WheelFRTrans.localEulerAngles;
temp.y = WheelFL.steerAngle - (WheelFLTrans.localEulerAngles.z);
WheelFLTrans.localEulerAngles = temp;
temp1.y = WheelFR.steerAngle - WheelFRTrans.localEulerAngles.z;
WheelFRTrans.localEulerAngles = temp1;
}
void HandBrake()
{
//Debug.Log("brakes " + braked);
if (Input.GetButton("Jump"))
{
braked = true;
}
else
{
braked = false;
}
if (braked)
{
WheelRL.brakeTorque = maxBrakeTorque * 20;//0000;
WheelRR.brakeTorque = maxBrakeTorque * 20;//0000;
WheelRL.motorTorque = 0;
WheelRR.motorTorque = 0;
}
}
}
- 将 SC_CarController 脚本附加到 "CarRoot" 对象
- 将 Rigidbody 组件附加到 "CarRoot" 对象并将其质量更改为 1000
- 在 SC_CarController 中分配车轮变量(前 4 个变量为车轮碰撞器,其余 4 个变量为 WheelTransform)
- 对于 Center of Mass 变量,创建一个新的 GameObject,将其命名为 "CenterOfMass" 并将其移动到 "CarRoot" 对象内
- 将 "CenterOfMass" 对象放在中间稍微向下的位置,如下所示:
- 最后,出于测试目的,将主摄像头移动到 "CarRoot" 对象内并将其指向汽车:
- 创建一个新脚本,将其命名为 "PUN2_CarSync",然后将以下代码粘贴到其中:
PUN2_CarSync.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
public class PUN2_CarSync : MonoBehaviourPun, IPunObservable
{
public MonoBehaviour[] localScripts; //Scripts that should only be enabled for the local player (Ex. Car controller)
public GameObject[] localObjects; //Objects that should only be active for the local player (Ex. Camera)
public Transform[] wheels; //Car wheel transforms
Rigidbody r;
// Values that will be synced over network
Vector3 latestPos;
Quaternion latestRot;
Vector3 latestVelocity;
Vector3 latestAngularVelocity;
Quaternion[] wheelRotations = new Quaternion[0];
// Lag compensation
float currentTime = 0;
double currentPacketTime = 0;
double lastPacketTime = 0;
Vector3 positionAtLastPacket = Vector3.zero;
Quaternion rotationAtLastPacket = Quaternion.identity;
Vector3 velocityAtLastPacket = Vector3.zero;
Vector3 angularVelocityAtLastPacket = Vector3.zero;
// Use this for initialization
void Awake()
{
r = GetComponent<Rigidbody>();
r.isKinematic = !photonView.IsMine;
for (int i = 0; i < localScripts.Length; i++)
{
localScripts[i].enabled = photonView.IsMine;
}
for (int i = 0; i < localObjects.Length; i++)
{
localObjects[i].SetActive(photonView.IsMine);
}
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.IsWriting)
{
// We own this player: send the others our data
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
stream.SendNext(r.velocity);
stream.SendNext(r.angularVelocity);
wheelRotations = new Quaternion[wheels.Length];
for(int i = 0; i < wheels.Length; i++)
{
wheelRotations[i] = wheels[i].localRotation;
}
stream.SendNext(wheelRotations);
}
else
{
// Network player, receive data
latestPos = (Vector3)stream.ReceiveNext();
latestRot = (Quaternion)stream.ReceiveNext();
latestVelocity = (Vector3)stream.ReceiveNext();
latestAngularVelocity = (Vector3)stream.ReceiveNext();
wheelRotations = (Quaternion[])stream.ReceiveNext();
// Lag compensation
currentTime = 0.0f;
lastPacketTime = currentPacketTime;
currentPacketTime = info.SentServerTime;
positionAtLastPacket = transform.position;
rotationAtLastPacket = transform.rotation;
velocityAtLastPacket = r.velocity;
angularVelocityAtLastPacket = r.angularVelocity;
}
}
// Update is called once per frame
void Update()
{
if (!photonView.IsMine)
{
// Lag compensation
double timeToReachGoal = currentPacketTime - lastPacketTime;
currentTime += Time.deltaTime;
// Update car position and velocity
transform.position = Vector3.Lerp(positionAtLastPacket, latestPos, (float)(currentTime / timeToReachGoal));
transform.rotation = Quaternion.Lerp(rotationAtLastPacket, latestRot, (float)(currentTime / timeToReachGoal));
r.velocity = Vector3.Lerp(velocityAtLastPacket, latestVelocity, (float)(currentTime / timeToReachGoal));
r.angularVelocity = Vector3.Lerp(angularVelocityAtLastPacket, latestAngularVelocity, (float)(currentTime / timeToReachGoal));
//Apply wheel rotation
if(wheelRotations.Length == wheels.Length)
{
for (int i = 0; i < wheelRotations.Length; i++)
{
wheels[i].localRotation = Quaternion.Lerp(wheels[i].localRotation, wheelRotations[i], Time.deltaTime * 6.5f);
}
}
}
}
}
- 将 PUN2_CarSync 脚本附加到 "CarRoot" 对象
- 将 PhotonView 组件附加到 "CarRoot" 对象
- 在 PUN2_CarSync 中,将 SC_CarController 脚本分配给本地脚本数组
- 在 PUN2_CarSync 中将相机分配给本地对象数组
- 将 WheelTransform 对象分配给 Wheels 数组
- 最后,将 PUN2_CarSync 脚本分配给 Photon 视图中的 Observed Components 数组
- 将 "CarRoot" 对象保存到 Prefab 并将其放置在名为 Resources 的文件夹中(这是能够通过网络生成对象所必需的)
3. 创建游戏关卡
游戏关卡是加入房间后加载的场景,所有动作都在其中发生。
- 创建一个新场景并将其命名为 "Playground" (或者,如果您想保留不同的名称,请确保更改 PUN2_GameLobby.cs 中 PhotonNetwork.LoadLevel("Playground"); 行中的名称)。
就我而言,我将使用一个带有平面和一些立方体的简单场景:
- 创建一个新脚本并将其命名为 PUN2_RoomController (该脚本将处理房间内的逻辑,例如生成玩家、显示玩家列表等),然后将以下代码粘贴到其中:
PUN2_RoomController.cs
using UnityEngine;
using Photon.Pun;
public class PUN2_RoomController : MonoBehaviourPunCallbacks
{
//Player instance prefab, must be located in the Resources folder
public GameObject playerPrefab;
//Player spawn point
public Transform[] spawnPoints;
// Use this for initialization
void Start()
{
//In case we started this demo with the wrong scene being active, simply load the menu scene
if (PhotonNetwork.CurrentRoom == null)
{
Debug.Log("Is not in the room, returning back to Lobby");
UnityEngine.SceneManagement.SceneManager.LoadScene("GameLobby");
return;
}
//We're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate
PhotonNetwork.Instantiate(playerPrefab.name, spawnPoints[Random.Range(0, spawnPoints.Length - 1)].position, spawnPoints[Random.Range(0, spawnPoints.Length - 1)].rotation, 0);
}
void OnGUI()
{
if (PhotonNetwork.CurrentRoom == null)
return;
//Leave this Room
if (GUI.Button(new Rect(5, 5, 125, 25), "Leave Room"))
{
PhotonNetwork.LeaveRoom();
}
//Show the Room name
GUI.Label(new Rect(135, 5, 200, 25), PhotonNetwork.CurrentRoom.Name);
//Show the list of the players connected to this Room
for (int i = 0; i < PhotonNetwork.PlayerList.Length; i++)
{
//Show if this player is a Master Client. There can only be one Master Client per Room so use this to define the authoritative logic etc.)
string isMasterClient = (PhotonNetwork.PlayerList[i].IsMasterClient ? ": MasterClient" : "");
GUI.Label(new Rect(5, 35 + 30 * i, 200, 25), PhotonNetwork.PlayerList[i].NickName + isMasterClient);
}
}
public override void OnLeftRoom()
{
//We have left the Room, return back to the GameLobby
UnityEngine.SceneManagement.SceneManager.LoadScene("GameLobby");
}
}
- 在 "Playground" 场景中创建一个新的 GameObject 并调用它 "_RoomController"
- 将 PUN2_RoomController 脚本附加到 _RoomController 对象
- 分配一个汽车预制件和一个 SpawnPoints,然后保存场景
- 将 GameLobby 和 Playground 场景添加到构建设置中:
4. 进行测试构建
现在是时候进行构建并测试它了:
一切都按预期进行!