Unity/Pun2: 2个玩家互相控制

Unity/Pun2: 2 players control each other

我只在一个团队中移动 2 人或更多人时遇到问题。在一个团队中,它应该运行,每个人都控制自己,但在另一个团队中,如果超过 1 个玩家加入,那么 1 个控制另一个。

我有 4 种玩家类型(2 个用于一个团队,2 个用于另一个团队),所以当我需要它们时,当我开始房间时,我会调用 4 个预制件。

void CreateController()
{
.
.
.
    if (attackTeam == true && deffTeam == false && attAR_ == true)
        controller = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Att_player_AR"), spawnpointA.position, spawnpointA.rotation, 0, new object[] { PV.ViewID });

    if (attackTeam == true && deffTeam == false && attSniper_ == true)
        controller = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Att_player_Sniper"), spawnpointC.position, spawnpointC.rotation, 0, new object[] { PV.ViewID });

    if (deffTeam == true && attackTeam == false && defAR_ == true)
        controller = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Def_player_AR"), spawnpointD.position, spawnpointD.rotation, 0, new object[] { PV.ViewID });

    if (deffTeam == true && attackTeam == false && defSniper_ == true)
        controller = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Def_player_Sniper"), spawnpointB.position, spawnpointB.rotation, 0, new object[] { PV.ViewID });
.
.
.
}

而且到处都应该检查 photonView 是否是我的

PhotonView PV;
.
.
.

void Awake()
{
    PV = GetComponent<PhotonView>();
}

void Start()
{
    if (PV.IsMine)
    {
        CreateController();
    }
}

在这 4 个预制件中,我为所有这些都配备了 PhotonView,在脚本中,我检查 photonView 是否也是我的

protected virtual void Update()
{
    if (!PV.IsMine)
    {
        return;
    }

    if (isDead == false && timerOut == false)
    {
        if (m_characterController && gamePaused == false)
        {
            // Check if Grounded,Wall etc
            CheckIfGrounded();
            CheckIfWall();

            // Apply Smoothing
            SmoothInput();
            SmoothSpeed();
            SmoothDir();

            if (experimental)
                SmoothInputMagnitude();

            // Calculate Movement
            CalculateMovementDirection();
            CalculateSpeed();
            CalculateFinalMovement();

            // Handle Player Movement, Gravity, Jump, Crouch etc.
            HandleCrouch();
            HandleHeadBob();
            HandleRunFOV();
            HandleCameraSway();
            HandleLanding();

            ApplyMovement();
.
.
.       }
    }
}

一切都应该是正确的,所有的预制脚本在运动方面应该是完全一样的,但我真的不知道错在哪里。我已经检查了所有内容一百万次,但什么也没找到。

虽然我不知道是否有人会弄清楚,至少从我所展示的内容来看,但任何意见和建议将不胜感激。

确保您正确设置了所有变量 attackTeamdeffTeamattAR_ 等(您没有显示分配它们的位置)。我还建议在 CreateController().

中使用更清晰的语法

假设当您将 bool attackTeam 设置为 true 时,无需检查 deffTeam 是否为 false。我会这样写:

if (attackTeam) 
{
    if (attAR_)
        controller = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Att_player_AR"), spawnpointA.position, spawnpointA.rotation, 0, new object[] { PV.ViewID });
    else
        controller = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Att_player_Sniper"), spawnpointC.position, spawnpointC.rotation, 0, new object[] { PV.ViewID });
}
else
{
    if (defAR_)
        controller = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Def_player_AR"), spawnpointD.position, spawnpointD.rotation, 0, new object[] { PV.ViewID });
    else
        controller = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Def_player_Sniper"), spawnpointB.position, spawnpointB.rotation, 0, new object[] { PV.ViewID });
}

我解决了,问题是我没有破坏别人的摄像头

        if (PV.IsMine)
        {
            EquipItem(0);
        }
        else
        {
            Destroy(GetComponentInChildren<Camera>().gameObject);
            Destroy(rb);
        }