Ping
How do I use Ping
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
37 | UpdateJumping(); | 1 |
52 | void UpdateJumping() | 2 |
65 | m_Animator.SetTrigger( "IsJumping" ); | 3 |
143 | if( controller.IsJumping() ) | 4 |
168 | ApplyJumping(); | 5 |
65 | GUILayout.Label("Ping: " + PhotonNetwork.GetPing()); | 6 |
135 | if( controller.IsJumping() ) | 7 |
409 | if (jumping) | 8 |
431 | public bool IsJumping() | 9 |
463 | return jumpingReachedApex; | 10 |
File name: JumpAndRunMovement.cs
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29 void FixedUpdate()
30 {
31 if( m_PhotonView.isMine == false )
32 {
33 return;
34 }
35
36 UpdateMovement();
37 UpdateJumping();
38 }
File name: JumpAndRunMovement.cs
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52 void UpdateJumping()
53 {
54 if( Input.GetKey( KeyCode.Space ) == true && m_IsGrounded == true )
55 {
56 m_Animator.SetTrigger( "IsJumping" );
57 m_Body.AddForce( Vector2.up * JumpForce );
58 m_PhotonView.RPC( "DoJump", PhotonTargets.Others );
59 }
60 }
File name: JumpAndRunMovement.cs
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63 void DoJump()
64 {
65 m_Animator.SetTrigger( "IsJumping" );
66 }
File name: PickupCamera.cs
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94 void Apply( Transform dummyTarget, Vector3 dummyCenter )
95 {
96 // Early out if we don't have a target
97 if( !controller )
98 return;
99
100 Vector3 targetCenter = _target.position + centerOffset;
101 Vector3 targetHead = _target.position + headOffset;
102
103 // DebugDrawStuff();
104
105 // Calculate the current & target rotation angles
106 float originalTargetAngle = _target.eulerAngles.y;
107 float currentAngle = cameraTransform.eulerAngles.y;
108
109 // Adjust real target angle when camera is locked
110 float targetAngle = originalTargetAngle;
111
112 // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
113 // It will stop snapping when it reaches the target
114 if( Input.GetButton( "Fire2" ) )
115 snap = true;
116
117 if( snap )
118 {
119 // We are close to the target, so we can stop snapping now!
120 if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
121 snap = false;
122
123 currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
124 }
125 // Normal camera motion
126 else
127 {
128 if( controller.GetLockCameraTimer() < lockCameraTimeout )
129 {
130 targetAngle = currentAngle;
131 }
132
133 // Lock the camera when moving backwards!
134 // * It is really confusing to do 180 degree spins when turning around.
135 if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
136 targetAngle += 180;
137
138 currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
139 }
140
141
142 // When jumping don't move camera upwards but only down!
143 if( controller.IsJumping() )
144 {
145 // We'd be moving the camera upwards, do that only if it's really high
146 float newTargetHeight = targetCenter.y + height;
147 if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
148 targetHeight = targetCenter.y + height;
149 }
150 // When walking always update the target height
151 else
152 {
153 targetHeight = targetCenter.y + height;
154 }
155
156 // Damp the height
157 float currentHeight = cameraTransform.position.y;
158 currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
159
160 // Convert the angle into a rotation, by which we then reposition the camera
161 Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
162
163 // Set the position of the camera on the x-z plane to:
164 // distance meters behind the target
165 cameraTransform.position = targetCenter;
166 cameraTransform.position += currentRotation * Vector3.back * distance;
167
168 // Set the height of the camera
169 cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
170
171 // Always look at the target
172 SetUpRotation( targetCenter, targetHead );
173 }
File name: PickupController.cs
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151 void Update()
152 {
153 if (isControllable)
154 {
155 if (Input.GetButtonDown("Jump"))
156 {
157 lastJumpButtonTime = Time.time;
158 }
159
160 UpdateSmoothedMovementDirection();
161
162 // Apply gravity
163 // - extra power jump modifies gravity
164 // - controlledDescent mode modifies gravity
165 ApplyGravity();
166
167 // Apply jumping logic
168 ApplyJumping();
169
170
171 // Calculate actual motion
172 Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
173 movement *= Time.deltaTime;
174
175 //Debug.Log(movement.x.ToString("0.000") + ":" + movement.z.ToString("0.000"));
176
177 // Move the controller
178 CharacterController controller = GetComponent
179 collisionFlags = controller.Move(movement);
180
181 }
182
183 // PUN: if a remote position is known, we smooth-move to it (being late(r) but smoother)
184 if (this.remotePosition != Vector3.zero)
185 {
186 transform.position = Vector3.Lerp(transform.position, this.remotePosition, Time.deltaTime * this.RemoteSmoothing);
187 }
188
189 velocity = (transform.position - lastPos)*25;
190
191 // ANIMATION sector
192 if (_animation)
193 {
194 if (_characterState == PickupCharacterState.Jumping)
195 {
196 if (!jumpingReachedApex)
197 {
198 _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
199 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
200 _animation.CrossFade(jumpPoseAnimation.name);
201 }
202 else
203 {
204 _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
205 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
206 _animation.CrossFade(jumpPoseAnimation.name);
207 }
208 }
209 else
210 {
211 if (_characterState == PickupCharacterState.Idle)
212 {
213 _animation.CrossFade(idleAnimation.name);
214 }
215 else if (_characterState == PickupCharacterState.Running)
216 {
217 _animation[runAnimation.name].speed = runMaxAnimationSpeed;
218 if (this.isControllable)
219 {
220 _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
221 }
222 _animation.CrossFade(runAnimation.name);
223 }
224 else if (_characterState == PickupCharacterState.Trotting)
225 {
226 _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
227 if (this.isControllable)
228 {
229 _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
230 }
231 _animation.CrossFade(walkAnimation.name);
232 }
233 else if (_characterState == PickupCharacterState.Walking)
234 {
235 _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
236 if (this.isControllable)
237 {
238 _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
239 }
240 _animation.CrossFade(walkAnimation.name);
241 }
242
243 if (_characterState != PickupCharacterState.Running)
244 {
245 _animation[runAnimation.name].time = 0.0f;
246 }
247 }
248 }
249 // ANIMATION sector
250
251 // Set rotation to the move direction
252 if (IsGrounded())
253 {
254 // a specialty of this controller: you can disable rotation!
255 if (DoRotate)
256 {
257 transform.rotation = Quaternion.LookRotation(moveDirection);
258 }
259 }
260 else
261 {
262 /* This causes choppy behaviour when colliding with SIDES
263 * Vector3 xzMove = velocity;
264 xzMove.y = 0;
265 if (xzMove.sqrMagnitude > 0.001f)
266 {
267 transform.rotation = Quaternion.LookRotation(xzMove);
268 }*/
269 }
270
271 // We are in jump mode but just became grounded
272 if (IsGrounded())
273 {
274 lastGroundedTime = Time.time;
275 inAirVelocity = Vector3.zero;
276 if (jumping)
277 {
278 jumping = false;
279 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
280 }
281 }
282
283 lastPos = transform.position;
284 }
File name: IELdemo.cs
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59 public void OnGUI()
60 {
61 GUILayout.Space(10);
62 if (PhotonNetwork.isMasterClient)
63 {
64 GUILayout.Label("Move the cubes with the left and right keys. Run another client to check movement (smoothing) behaviour.");
65 GUILayout.Label("Ping: " + PhotonNetwork.GetPing());
66 }
67 else if (PhotonNetwork.isNonMasterClientInRoom)
68 {
69 GUILayout.Label("Check how smooth the movement is");
70 GUILayout.Label("Ping: " + PhotonNetwork.GetPing());
71 }
72 else
73 {
74 GUILayout.Label("Not connected..." + PhotonNetwork.connectionStateDetailed);
75 }
76 }
File name: ThirdPersonCamera.cs
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86 void Apply( Transform dummyTarget, Vector3 dummyCenter )
87 {
88 // Early out if we don't have a target
89 if( !controller )
90 return;
91
92 Vector3 targetCenter = _target.position + centerOffset;
93 Vector3 targetHead = _target.position + headOffset;
94
95 // DebugDrawStuff();
96
97 // Calculate the current & target rotation angles
98 float originalTargetAngle = _target.eulerAngles.y;
99 float currentAngle = cameraTransform.eulerAngles.y;
100
101 // Adjust real target angle when camera is locked
102 float targetAngle = originalTargetAngle;
103
104 // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
105 // It will stop snapping when it reaches the target
106 if( Input.GetButton( "Fire2" ) )
107 snap = true;
108
109 if( snap )
110 {
111 // We are close to the target, so we can stop snapping now!
112 if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
113 snap = false;
114
115 currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
116 }
117 // Normal camera motion
118 else
119 {
120 if( controller.GetLockCameraTimer() < lockCameraTimeout )
121 {
122 targetAngle = currentAngle;
123 }
124
125 // Lock the camera when moving backwards!
126 // * It is really confusing to do 180 degree spins when turning around.
127 if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
128 targetAngle += 180;
129
130 currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
131 }
132
133
134 // When jumping don't move camera upwards but only down!
135 if( controller.IsJumping() )
136 {
137 // We'd be moving the camera upwards, do that only if it's really high
138 float newTargetHeight = targetCenter.y + height;
139 if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
140 targetHeight = targetCenter.y + height;
141 }
142 // When walking always update the target height
143 else
144 {
145 targetHeight = targetCenter.y + height;
146 }
147
148 // Damp the height
149 float currentHeight = cameraTransform.position.y;
150 currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
151
152 // Convert the angle into a rotation, by which we then reposition the camera
153 Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
154
155 // Set the position of the camera on the x-z plane to:
156 // distance meters behind the target
157 cameraTransform.position = targetCenter;
158 cameraTransform.position += currentRotation * Vector3.back * distance;
159
160 // Set the height of the camera
161 cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
162
163 // Always look at the target
164 SetUpRotation( targetCenter, targetHead );
165 }
File name: ThirdPersonController.cs
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292 void Update()
293 {
294 if (isControllable)
295 {
296 if (Input.GetButtonDown("Jump"))
297 {
298 lastJumpButtonTime = Time.time;
299 }
300
301 UpdateSmoothedMovementDirection();
302
303 // Apply gravity
304 // - extra power jump modifies gravity
305 // - controlledDescent mode modifies gravity
306 ApplyGravity();
307
308 // Apply jumping logic
309 ApplyJumping();
310
311
312 // Calculate actual motion
313 Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
314 movement *= Time.deltaTime;
315
316 // Move the controller
317 CharacterController controller = GetComponent
318 collisionFlags = controller.Move(movement);
319 }
320 velocity = (transform.position - lastPos)*25;
321
322 // ANIMATION sector
323 if (_animation)
324 {
325 if (_characterState == CharacterState.Jumping)
326 {
327 if (!jumpingReachedApex)
328 {
329 _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
330 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
331 _animation.CrossFade(jumpPoseAnimation.name);
332 }
333 else
334 {
335 _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
336 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
337 _animation.CrossFade(jumpPoseAnimation.name);
338 }
339 }
340 else
341 {
342 if (this.isControllable && velocity.sqrMagnitude < 0.001f)
343 {
344 _characterState = CharacterState.Idle;
345 _animation.CrossFade(idleAnimation.name);
346 }
347 else
348 {
349 if (_characterState == CharacterState.Idle)
350 {
351 _animation.CrossFade(idleAnimation.name);
352 }
353 else if (_characterState == CharacterState.Running)
354 {
355 _animation[runAnimation.name].speed = runMaxAnimationSpeed;
356 if (this.isControllable)
357 {
358 _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
359 }
360 _animation.CrossFade(runAnimation.name);
361 }
362 else if (_characterState == CharacterState.Trotting)
363 {
364 _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
365 if (this.isControllable)
366 {
367 _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
368 }
369 _animation.CrossFade(walkAnimation.name);
370 }
371 else if (_characterState == CharacterState.Walking)
372 {
373 _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
374 if (this.isControllable)
375 {
376 _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
377 }
378 _animation.CrossFade(walkAnimation.name);
379 }
380
381 }
382 }
383 }
384 // ANIMATION sector
385
386 // Set rotation to the move direction
387 if (IsGrounded())
388 {
389
390 transform.rotation = Quaternion.LookRotation(moveDirection);
391
392 }
393 else
394 {
395 /* This causes choppy behaviour when colliding with SIDES
396 * Vector3 xzMove = velocity;
397 xzMove.y = 0;
398 if (xzMove.sqrMagnitude > 0.001f)
399 {
400 transform.rotation = Quaternion.LookRotation(xzMove);
401 }*/
402 }
403
404 // We are in jump mode but just became grounded
405 if (IsGrounded())
406 {
407 lastGroundedTime = Time.time;
408 inAirVelocity = Vector3.zero;
409 if (jumping)
410 {
411 jumping = false;
412 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
413 }
414 }
415
416 lastPos = transform.position;
417 }
File name: ThirdPersonController.cs
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431 public bool IsJumping()
432 {
433 return jumping;
434 }
File name: ThirdPersonController.cs
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461 public bool HasJumpReachedApex()
462 {
463 return jumpingReachedApex;
464 }
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