using FishNet.Connection;
using FishNet.Object;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
///
/// DEMO. CODE IS NOT OPTIMIZED.
/// Shows where an object was when client hit it, and where it was after server rolled it back.
///
public class RollbackVisualizer : NetworkBehaviour
{
[SerializeField]
private GameObject _originalPrefab;
[SerializeField]
private GameObject _rollbackPrefab;
[SerializeField]
private TextCanvas _textCanvasPrefab;
///
/// Shows difference between where object was when client shot it, and where it was after rollback.
///
///
///
[Server]
public void ShowDifference(NetworkObject clientObject, Vector3 original, Vector3 rolledBack)
{
TargetShowDifference(clientObject.Owner, original, rolledBack);
}
[TargetRpc]
private void TargetShowDifference(NetworkConnection conn, Vector3 original, Vector3 rollback)
{
Instantiate(_originalPrefab, original, transform.rotation);
Instantiate(_rollbackPrefab, rollback, transform.rotation);
float difference = Vector3.Distance(original, rollback);
if (difference <= 0.00001f)
difference = 0f;
_differences.Add(difference);
if (_differences.Count > 20)
_differences.RemoveAt(0);
float averageDifference = (_differences.Sum() / _differences.Count);
string accuracyText = (base.IsServerStarted) ?
$"Accuracy will not show properly when as clientHost.{Environment.NewLine}Use a separate client and server for testing."
: $"Difference {difference.ToString("0.000")}m. Average difference {averageDifference.ToString("0.000")}m.";
TextCanvas tc = Instantiate(_textCanvasPrefab);
tc.SetText(accuracyText);
Debug.Log(accuracyText);
}
private List _differences = new();
}
}