创建多人游戏
15 分
示例项目
总结ㅁ
总结 | 从创建一个多人游戏服务器到客户端,设置开发多人游戏世界所需的环境。 |
|---|---|
难度 | 中级 |
所需时间 | 1小时 |
第1部分. 安装多人游戏
- 从创建一个多人游戏服务器到客户端,设置开发多人游戏世界所需的环境。
第二部分:编写世界逻辑
- 了解服务器与客户端之间通信所需的架构,并定义架构类型和房间状态。
- 请注意,视频中使用的服务器脚本,包括与 hashCode 相关的内容,已不再支持。
- 因此,在编写时请排除以下代码。
if (client.hashCode) {
player.zepetoHash = client.hashCode;
}
第三部分:编写世界逻辑 2
- 编写需要从玩家的位置同步到玩家出口的世界逻辑。
第4部分:运行服务器并连接到Multiplay
- 运行服务器并连接到Multiplay。
第5部分:脚本
Schemas.json
{
"State" : {"players" : {"map" : "玩家"}},
"Player" : {"sessionId" : "字符串","zepetoUserId" : "字符串","transform" : "变换","state" : "数字","subState" : "数字"},
"Transform" : {"position" : "向量3","rotation" : "向量3"},
"Vector3" : {"x" : "数字","y" : "数字","z" : "数字"}
}
服务器代码
import {Sandbox, SandboxOptions, SandboxPlayer} from "ZEPETO.Multiplay";
import {DataStorage} from "ZEPETO.Multiplay.DataStorage";
import {Player, Transform, Vector3} from "ZEPETO.Multiplay.Schema";
export default class extends Sandbox {
storageMap:Map<string,DataStorage> = new Map<string, DataStorage>();
constructor() {
super();
}
onCreate(options: SandboxOptions) {
// 当房间对象被创建时调用。
// 处理房间对象的状态或数据初始化。
this.onMessage("onChangedTransform", (client, message) => {
const player = this.state.players.get(client.sessionId);
const transform = new Transform();
transform.position = new Vector3();
transform.position.x = message.position.x;
transform.position.y = message.position.y;
transform.position.z = message.position.z;
transform.rotation = new Vector3();
transform.rotation.x = message.rotation.x;
transform.rotation.y = message.rotation.y;
transform.rotation.z = message.rotation.z;
if (player) {
player.transform = transform;
}
});
this.onMessage("onChangedState", (client, message) => {
const player = this.state.players.get(client.sessionId);
if (player) {
player.state = message.state;
player.subState = message.subState; // 角色控制器 V2
}
});
}
async onJoin(client: SandboxPlayer) {
// 创建在 schemas.json 中定义的玩家对象并设置初始值。
console.log(`[OnJoin] sessionId : ${client.sessionId}, userId : ${client.userId}`)
const player = new Player();
player.sessionId = client.sessionId;
if (client.userId) {
player.zepetoUserId = client.userId;
}
// [DataStorage] 进入玩家的数据存储加载
const storage: DataStorage = client.loadDataStorage();
this.storageMap.set(client.sessionId,storage);
let visit_cnt = await storage.get("VisitCount") as number;
if (visit_cnt == null) visit_cnt = 0;
console.log(`[OnJoin] ${client.sessionId} 的访问计数 : ${visit_cnt}`)
// [DataStorage] 更新玩家的访问计数并保存存储
await storage.set("VisitCount", ++visit_cnt);
// 使用 sessionId 管理玩家对象,这是客户端对象的唯一键值。
// 客户端可以通过将 add_OnAdd 事件添加到 players 对象来检查通过 set 添加的玩家对象的信息。
this.state.players.set(client.sessionId, player);
}
onTick(deltaTime: number): void {
// 在服务器中每次设定时间重复调用,并且可以使用 deltaTime 管理某个间隔事件。
}
async onLeave(client: SandboxPlayer, consented?: boolean) {
// 通过设置 allowReconnection,可以保持电路的连接,但在基本指南中立即清理。
// 客户端可以通过将 add_OnRemove 事件添加到 players 对象来检查已删除的玩家对象的信息。
this.state.players.delete(client.sessionId);
}
}
客户代码
import {ZepetoScriptBehaviour} from 'ZEPETO.Script'
import {ZepetoWorldMultiplay} from 'ZEPETO.World'
import {Room, RoomData} from 'ZEPETO.Multiplay'
import {Player, State, Vector3} from 'ZEPETO.Multiplay.Schema'
import {CharacterState, SpawnInfo, ZepetoPlayers, ZepetoPlayer, CharacterJumpState} from 'ZEPETO.Character.Controller'
import * as UnityEngine from "UnityEngine";
export default class ClientStarterV2 extends ZepetoScriptBehaviour {
public multiplay: ZepetoWorldMultiplay;
private room: Room;
private currentPlayers: Map<string, Player> = new Map<string, Player>();
private zepetoPlayer: ZepetoPlayer;
private Start() {
this.multiplay.RoomCreated += (room: Room) => {
this.room = room;
};
this.multiplay.RoomJoined += (room: Room) => {
room.OnStateChange += this.OnStateChange;
};
this.StartCoroutine(this.SendMessageLoop(0.04));
}
// 在预定的间隔时间内将本地角色变换发送到服务器。
private* SendMessageLoop(tick: number) {
while (true) {
yield new UnityEngine.WaitForSeconds(tick);
if (this.room != null && this.room.IsConnected) {
const hasPlayer = ZepetoPlayers.instance.HasPlayer(this.room.SessionId);
if (hasPlayer) {
const character = ZepetoPlayers.instance.GetPlayer(this.room.SessionId).character;
this.SendTransform(character.transform);
this.SendState(character.CurrentState);
}
}
}
}
private OnStateChange(state: State, isFirst: boolean) {
// 当接收到第一个 OnStateChange 事件时,记录完整的状态快照。
if (isFirst) {
// [CharacterController] (本地) 当玩家实例在场景中完全加载时调用
ZepetoPlayers.instance.OnAddedLocalPlayer.AddListener(() => {
const myPlayer = ZepetoPlayers.instance.LocalPlayer.zepetoPlayer;
this.zepetoPlayer = myPlayer;
});
// [CharacterController] (本地) 当玩家实例在场景中完全加载时调用
ZepetoPlayers.instance.OnAddedPlayer.AddListener((sessionId: string) => {
const isLocal = this.room.SessionId === sessionId;
if (!isLocal) {
const player: Player = this.currentPlayers.get(sessionId);
// [RoomState] 每当玩家实例的状态更新时调用。
player.OnChange += (changeValues) => this.OnUpdatePlayer(sessionId, player);
}
});
}
let join = new Map<string, Player>();
let leave = new Map<string, Player>(this.currentPlayers);
state.players.ForEach((sessionId: string, player: Player) => {
if (!this.currentPlayers.has(sessionId)) {
join.set(sessionId, player);
}
leave.delete(sessionId);
});
// [RoomState] 为进入房间的玩家创建玩家实例
join.forEach((player: Player, sessionId: string) => this.OnJoinPlayer(sessionId, player));
// [RoomState] 移除退出房间的玩家实例
leave.forEach((player: Player, sessionId: string) => this.OnLeavePlayer(sessionId, player));
}
private OnJoinPlayer(sessionId: string, player: Player) {
console.log(`[OnJoinPlayer] players - sessionId : ${sessionId}`);
this.currentPlayers.set(sessionId, player);
const spawnInfo = new SpawnInfo();
const position = this.ParseVector3(player.transform.position);
const rotation = this.ParseVector3(player.transform.rotation);
spawnInfo.position = position;
spawnInfo.rotation = UnityEngine.Quaternion.Euler(rotation);
const isLocal = this.room.SessionId === player.sessionId;
ZepetoPlayers.instance.CreatePlayerWithUserId(sessionId, player.zepetoUserId, spawnInfo, isLocal);
}
private OnLeavePlayer(sessionId: string, player: Player) {
console.log(`[OnRemove] players - sessionId : ${sessionId}`);
this.currentPlayers.delete(sessionId);
ZepetoPlayers.instance.RemovePlayer(sessionId);
}
private OnUpdatePlayer(sessionId: string, player: Player) {
const position = this.ParseVector3(player.transform.position);
const zepetoPlayer = ZepetoPlayers.instance.GetPlayer(sessionId);
var moveDir = UnityEngine.Vector3.op_Subtraction(position, zepetoPlayer.character.transform.position);
moveDir = new UnityEngine.Vector3(moveDir.x, 0, moveDir.z);
if (moveDir.magnitude < 0.05) {
if (player.state === CharacterState.MoveTurn)
return;
zepetoPlayer.character.StopMoving();
} else {
zepetoPlayer.character.MoveContinuously(moveDir);
}
if (player.state === CharacterState.Jump) {
if (zepetoPlayer.character.CurrentState !== CharacterState.Jump) {
zepetoPlayer.character.Jump();
}
if (player.subState === CharacterJumpState.JumpDouble) {
zepetoPlayer.character.DoubleJump();
}
}
}
private SendTransform(transform: UnityEngine.Transform) {
const data = new RoomData();
const pos = new RoomData();
pos.Add("x", transform.localPosition.x);
pos.Add("y", transform.localPosition.y);
pos.Add("z", transform.localPosition.z);
data.Add("position", pos.GetObject());
const rot = new RoomData();
rot.Add("x", transform.localEulerAngles.x);
rot.Add("y", transform.localEulerAngles.y);
rot.Add("z", transform.localEulerAngles.z);
data.Add("rotation", rot.GetObject());
this.room.Send("onChangedTransform", data.GetObject());
}
private SendState(state: CharacterState) {
const data = new RoomData();
data.Add("state", state);
if(state === CharacterState.Jump) {
data.Add("subState", this.zepetoPlayer.character.MotionV2.CurrentJumpState);
}
this.room.Send("onChangedState", data.GetObject());
}
private ParseVector3(vector3: Vector3): UnityEngine.Vector3 {
return new UnityEngine.Vector3
(
vector3.x,
vector3.y,
vector3.z
);
}
}