refactored movement abit by setting fixed 10hz update. but its still quite buggy. can't turn.

This commit is contained in:
alexiscatnip
2022-01-05 02:55:59 +08:00
parent f15647fcc8
commit 4ca961b09b
6 changed files with 186 additions and 184 deletions
+36 -28
View File
@@ -47,31 +47,40 @@ namespace Raindrop
private GridClient client { get { return instance.Client; } }
private Timer timer;
private Vector3 forward = new Vector3(1, 0, 0);
private bool turningLeft = false;
private bool turningRight = false;
private bool isTurning = false;
// private bool turningRight = false;
private uint _prev;
public void TurningRight()
public void SetTurningRight()
{
turningRight = true;
turningLeft = false;
//change mvmtpacket
client.Self.Movement.TurnRight = true;
client.Self.Movement.TurnLeft = false;
//start turning
TurnStart();
isTurning = true;
//TurnStart();
}
public void TurningLeft()
public void SetTurningLeft()
{
turningRight = false;
turningLeft = true;
//change mvmtpacket
client.Self.Movement.TurnRight = false;
client.Self.Movement.TurnLeft = true;
isTurning = true;
//start turning
TurnStart();
//TurnStart();
}
public void TurningStop()
public void SetTurningStop()
{
turningRight = false;
turningLeft = false;
//start turning
TurnStop();
//change mvmtpacket
client.Self.Movement.TurnRight = false;
client.Self.Movement.TurnLeft = false;
isTurning = false;
//stop turning
//TurnStop();
}
private void TurnStart()
@@ -89,7 +98,7 @@ namespace Raindrop
public RaindropMovement(RaindropInstance instance)
{
this.instance = instance;
timer = new System.Timers.Timer(1000);
timer = new System.Timers.Timer(100); //seems like turn left and right will have 100 timer.
timer.Elapsed += new ElapsedEventHandler(timer_Elapsed);
timer.Enabled = false;
}
@@ -105,20 +114,13 @@ namespace Raindrop
void timer_Elapsed(object sender, ElapsedEventArgs e)
{
float delta = (float)timer.Interval / 1000f;
if (turningLeft) {
client.Self.Movement.TurnLeft = true;
if (isTurning) {
client.Self.Movement.BodyRotation = client.Self.Movement.BodyRotation * Quaternion.CreateFromAxisAngle(Vector3.UnitZ, delta);
SendMovementPacketIfChanged();
} else if (turningRight) {
// client.Self.Movement.TurnRight = true;
client.Self.Movement.BodyRotation = client.Self.Movement.BodyRotation * Quaternion.CreateFromAxisAngle(Vector3.UnitZ, -delta);
SendMovementPacketIfChanged();
}
}
else
{
{ //not turning
SendMovementPacketIfChanged();
}
}
@@ -163,8 +165,6 @@ namespace Raindrop
{
//note: is impossible to be no movement due to that is being handled by zero2DInput.
bool isUp = arg0.y > 0;
bool isDown = arg0.y < 0;
bool isNoVert = !isUp && !isDown;
@@ -193,8 +193,16 @@ namespace Raindrop
SendMovementPacketIfChanged();
}
// this is a safer method to send packets, as it makes sure we don't send non-helpful information.
private void SendMovementPacketIfChanged()
{
//hacky: moving means send. not moving, then have to check if changes has occured.
if (isTurning)
{
client.Self.Movement.SendUpdate(true);
return;
}
var present = client.Self.Movement.AgentControls;
if (_prev != present)
{
+4 -16
View File
@@ -77,13 +77,13 @@ namespace Raindrop.Presenters
#endregion
void Start()
void Awake()
{
CloseButton.onClick.AsObservable().Subscribe(_ => OnCloseBtnClick()); //when clicked, runs this method.
SendButton.onClick.AsObservable().Subscribe(_ => OnSendBtnClick()); //change username property.
ChatInputField.onValueChanged.AsObservable().Subscribe(_ => OnInputChanged(_)); //change username property.
RegisterClientEvents(client);
// RegisterClientEvents(client);
_chatPresenterManager = new ChatPresenterManager(instance, localChatPrinter);
@@ -101,7 +101,7 @@ namespace Raindrop.Presenters
private void OnDestroy()
{
UnregisterClientEvents(client);
// UnregisterClientEvents(client);
_chatPresenterManager.Dispose();
_chatPresenterManager = null;
@@ -125,19 +125,7 @@ namespace Raindrop.Presenters
var uimanager = ServiceLocator.ServiceLocator.Instance.Get<UIService>();
uimanager.canvasManager.PopCanvas();
}
private void RegisterClientEvents(GridClient client)
{
//client.Grid.CoarseLocationUpdate += new EventHandler<CoarseLocationUpdateEventArgs>(Grid_CoarseLocationUpdate);
}
private void UnregisterClientEvents(GridClient client)
{
//client.Grid.CoarseLocationUpdate -= new EventHandler<CoarseLocationUpdateEventArgs>(Grid_CoarseLocationUpdate);
}
//adds a tab for this particular IM session
public void AddIMTab(UUID target, UUID session, string targetName)
{
+10 -15
View File
@@ -24,28 +24,23 @@ public class joystickToCameraBackend : MonoBehaviour
private void OnJoySet(Vector2 arg0)
{
float vert = arg0.y;
float horz = arg0.x;
if (Mathf.Abs(horz) > thresh)
{
//process vertical camera movment.
if (horz > 0)
{
instance.Movement.TurningLeft();
}
else
{
instance.Movement.TurningRight();
}
int horz_clamp = (Mathf.Abs(horz) > thresh) ? 1 :
(Mathf.Abs(horz) < thresh) ? -1 :0;
if (horz_clamp == 0){
instance.Movement.SetTurningStop();
} else if(horz_clamp == 1){
instance.Movement.SetTurningRight();
}
else
{
instance.Movement.TurningStop();
instance.Movement.SetTurningLeft();
}
}
}
+16 -6
View File
@@ -35,15 +35,24 @@ namespace Raindrop.Presenters
private void ObjectsOnTerseObjectUpdate(object sender, TerseObjectUpdateEventArgs e)
{
GameObject res;
objects.TryGetValue(e.Prim.ID, out res);
if (res != null)
GameObject obj;
objects.TryGetValue(e.Prim.ID, out obj);
if (obj != null)
{
//Debug.Log("object " + e.Prim.ID.ToString() + "has moved");
Debug.LogWarning("object move to be implemented");
// Debug.LogWarning("object move to be implemented");
UpdateObjTransforms(e.Prim, obj);
}
}
private static void UpdateObjTransforms(Primitive e, GameObject obj)
{
UE.Vector3 pos = RHelp.TKVector3(e.Position);
UE.Quaternion rot = RHelp.TKQuaternion4(e.Rotation);
obj.transform.position = pos;
obj.transform.rotation = rot;
}
private void ObjectsOnObjectUpdate(object sender, PrimEventArgs e)
{
if (e.Simulator != instance.Client.Network.CurrentSim)
@@ -73,7 +82,8 @@ namespace Raindrop.Presenters
//the routine that updates the position of the avatar or creates newly seen avatar
// 1. create prim if not exists yet.
// 2. move prim if already exist
private void updatePrim(PrimEventArgs e)
{
lock (objectsLock)
@@ -97,7 +107,7 @@ namespace Raindrop.Presenters
}
else
{
Debug.Log("updating obj position. " + e.Prim.ID);
//Debug.Log("updating obj position. " + e.Prim.ID);
}
SetPrimTransforms(e, primGO);
+1
View File
@@ -24,5 +24,6 @@ public class simpleFollow : MonoBehaviour
// Smoothly move the camera towards that target position
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);
transform.LookAt(targetPosition);
}
}
+119 -119
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