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NetworkNavMeshAgent.cs
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NetworkNavMeshAgent.cs
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using UnityEngine;
using UnityEngine.AI;
using Mirror;
[RequireComponent(typeof(NavMeshAgent))]
public class NetworkNavMeshAgent : NetworkBehaviourNonAlloc
{
public NavMeshAgent agent;
Vector3 requiredVelocity;
Vector3 lastUpdatePosition;
Vector3 lastSerializedDestination;
Vector3 lastSerializedVelocity;
bool hadPath = false;
public void LookAtY(Vector3 position)
{
transform.LookAt(new Vector3(position.x, transform.position.y, position.z));
}
bool HasPath()
{
return agent.hasPath || agent.pathPending;
}
void Update()
{
if (isServer)
{
bool hasPath = HasPath();
if (hasPath && agent.destination != lastSerializedDestination)
{
SetDirtyBit(1);
}
else if (!hasPath && agent.velocity != lastSerializedVelocity)
{
SetDirtyBit(1);
}
else if (!hasPath && Vector3.Distance(transform.position, lastUpdatePosition) > agent.speed)
{
RpcWarped(transform.position);
}
else if (hadPath && !hasPath)
{
SetDirtyBit(1);
}
lastUpdatePosition = transform.position;
hadPath = hasPath;
lastUpdatePosition = transform.position;
}
else if (isClient)
{
if (requiredVelocity != Vector3.zero)
{
agent.ResetMovement();
agent.velocity = requiredVelocity;
LookAtY(transform.position + requiredVelocity);
}
}
}
[ClientRpc]
public void RpcWarped(Vector3 position)
{
agent.Warp(position);
}
public override bool OnSerialize(NetworkWriter writer, bool initialState)
{
writer.WriteVector3(transform.position);
writer.WriteSingle(agent.speed);
bool hasPath = HasPath();
writer.WriteBoolean(hasPath);
if (hasPath)
{
writer.WriteVector3(agent.destination);
writer.WriteSingle(agent.stoppingDistance);
lastSerializedDestination = agent.destination;
}
else
{
writer.WriteVector3(agent.velocity);
lastSerializedVelocity = agent.velocity;
}
return true;
}
public override void OnDeserialize(NetworkReader reader, bool initialState)
{
Vector3 position = reader.ReadVector3();
agent.speed = reader.ReadSingle();
bool hasPath = reader.ReadBoolean();
if (hasPath)
{
Vector3 destination = reader.ReadVector3();
float stoppingDistance = reader.ReadSingle();
if (agent.isOnNavMesh)
{
agent.stoppingDistance = stoppingDistance;
agent.destination = destination;
}
else Debug.LogWarning("NetworkNavMeshAgent.OnDeserialize: agent not on NavMesh, name=" + name + " position=" + transform.position + " destination=" + destination);
requiredVelocity = Vector3.zero;
}
else
{
Vector3 velocity = reader.ReadVector3();
agent.ResetPath();
requiredVelocity = velocity;
}
if (Vector3.Distance(transform.position, position) > agent.speed * 2 && agent.isOnNavMesh)
{
agent.Warp(position);
}
}
}