• 手把手带你使用Paint in 3D和Photon撸一个在线涂鸦画板


    Paint in 3D

    Paint in 3D用于在游戏内和编辑器里绘制所有物体。所有功能已经过深度优化,在WebGL、移动端、VR 以及更多平台用起来都非常好用!

    它支持标准管线,以及 LWRP、HDRP 和 URP。通过使用GPU 加速,你的物体将以难以置信的速度被绘制。代码还经过深度优化来防止GC,和将所有绘制操作一起批次完成。

    跟贴图系统不同,它是一个纹理绘制解决方案。这意味着你可以绘制你的物体上百万次,还是无帧率丢失,让你创作难以想象的游戏。

    它在Unity应用商店上的售价是60美元,地址:https://assetstore.unity.com/packages/tools/painting/paint-in-3d-26286

    Photon

    Photon中文翻译为“光子”,为有着15年服务器后端开发经验的德国Exit Games公司开发的高效,稳定,可拓展的网络引擎。为目前世界上用户最广泛,支持游戏类型最多的专业网络引擎之一,也是Unity应用商店里用户评价最高的网络组件。

    世界多个知名游戏公司和工作室选用Photon作为其产品的网络支持引擎,其中包括WB华纳,Codemaster, 2K, Glu, 微软游戏工作室,史克威尔艾尼克斯,百代南梦宫,SandBox,雨神电竞等知名企业,也有许多工作室和新创企业正在了解和试用Photon之中。

    它在Unity应用商店上有一个免费应用,地址:https://assetstore.unity.com/packages/tools/network/pun-2-free-119922

    当然,Photon需要注册账号、创建应用等操作才能使用,还不了解的同学可以去官方网站查阅相关资料。

    温馨提示:Photon的国外服务器在国内使用比较卡,所以最好去中国官网申请国内的服务器,申请地址:https://vibrantlink.com/chinacloudapply/

    下面正式开始。

    微信扫描二维码关注后回复「电子书」,获取12本Java必读技术书籍。

    创建工程

    使用Unity Hub创建一个3D项目,然后分别引入Paint in 3DPhoton Unity Networking 2,如下图:

    万猫学社.png

    温馨提示:在引入Photon Unity Networking 2后,记得配置AppId。

    创建简易画板

    为了方便演示,我们创建一个Quad作为画板,然后为其添加P3dPaintable、P3dMaterialCloner和P3dPaintableTexture组件,使用它们的默认配置即可,如下图:

    万猫学社.png

    然后,创建一个空的GameObject命名为OneMorePaint,然后向OneMorePaint添加P3dPaintSphere组件,修改P3dPaintSphere组件的Color为红色,其他配置保持默认不变,如下图:

    万猫学社.png

    再向OneMorePaint添加P3dHitScreen组件,勾选上P3dHitScreen组件的ConnectHits,其他配置保持默认不变,如下图:

    万猫学社.png

    这时候,创建简易画板就做好了,运行以后就可以画画了,如下图:

    万猫学社.png

    只不过,还是个单机版,我们加上实时在线功能。

    微信扫描二维码关注后回复「电子书」,获取12本Java必读技术书籍。

    连接PUN2服务器

    创建一个C#脚本命名为Launcher,再创建一个空的GameObject命名为LauncherGameObject,把C#脚本Launcher添加到LauncherGameObject中。

    编辑C#脚本Launcher为如下内容:

    using Photon.Pun;
    using Photon.Realtime;
    using UnityEngine;
    
    namespace One.More
    {
        public class Launcher : MonoBehaviourPunCallbacks
        {
            #region Private Fields
            /// <summary>
            /// This client's version number. Users are separated from each other by gameVersion (which allows you to make breaking changes).
            /// </summary>
            string gameVersion = "1";
            /// <summary>
            /// Keep track of the current process. Since connection is asynchronous and is based on several callbacks from Photon,
            /// we need to keep track of this to properly adjust the behavior when we receive call back by Photon.
            /// Typically this is used for the OnConnectedToMaster() callback.
            /// </summary>
            bool isConnecting;
            #endregion
    
            void Start()
            {
                this.Connect();
            }
    
            #region MonoBehaviourPunCallbacks Callbacks
            public override void OnConnectedToMaster()
            {
                Debug.Log("PUN Basics Tutorial/Launcher: OnConnectedToMaster() was called by PUN");
                // we don't want to do anything if we are not attempting to join a room.
                // this case where isConnecting is false is typically when you lost or quit the game, when this level is loaded, OnConnectedToMaster will be called, in that case
                // we don't want to do anything.
                if (isConnecting)
                {
                    // #Critical: The first we try to do is to join a potential existing room. If there is, good, else, we'll be called back with OnJoinRandomFailed()
                    PhotonNetwork.JoinRandomRoom();
                    isConnecting = false;
                }
            }
            public override void OnDisconnected(DisconnectCause cause)
            {
                Debug.LogWarningFormat("PUN Basics Tutorial/Launcher: OnDisconnected() was called by PUN with reason {0}", cause);
                isConnecting = false;
            }
            public override void OnJoinRandomFailed(short returnCode, string message)
            {
                Debug.Log("PUN Basics Tutorial/Launcher:OnJoinRandomFailed() was called by PUN. No random room available, so we create one.\nCalling: PhotonNetwork.CreateRoom");
                // #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.
                PhotonNetwork.CreateRoom(null, new RoomOptions());
            }
            public override void OnJoinedRoom()
            {
                Debug.Log("PUN Basics Tutorial/Launcher: OnJoinedRoom() called by PUN. Now this client is in a room.");
            }
            #endregion
    
            #region Public Methods
            /// <summary>
            /// Start the connection process.
            /// - If already connected, we attempt joining a random room
            /// - if not yet connected, Connect this application instance to Photon Cloud Network
            /// </summary>
            public void Connect()
            {
                // we check if we are connected or not, we join if we are , else we initiate the connection to the server.
                if (PhotonNetwork.IsConnected)
                {
                    // #Critical we need at this point to attempt joining a Random Room. If it fails, we'll get notified in OnJoinRandomFailed() and we'll create one.
                    PhotonNetwork.JoinRandomRoom();
                }
                else
                {
                    // #Critical, we must first and foremost connect to Photon Online Server.
                    isConnecting = PhotonNetwork.ConnectUsingSettings();
                    PhotonNetwork.GameVersion = gameVersion;
                }
            }
            #endregion
        }
    }
    

    这时候,就可以连接到连接PUN2服务器了,运行以后我们可以看到如下日志:

    万猫学社.png

    微信扫描二维码关注后回复「电子书」,获取12本Java必读技术书籍。

    实时在线同步

    向之前创建的OneMorePaint添加PhotonView组件,使用默认配置即可,如下图:

    万猫学社.png

    创建一个C#脚本命名为OnlinePainting,把C#脚本OnlinePainting添加到OneMorePaint中。

    编辑C#脚本OnlinePainting为如下内容:

    using PaintIn3D;
    using Photon.Pun;
    using UnityEngine;
    
    namespace One.More
    {
        public class OnlinePainting : MonoBehaviour, IHitPoint, IHitLine
        {
            private PhotonView photonView;
            private P3dPaintSphere paintSphere;
    
            void Start()
            {
                this.photonView = this.GetComponent<PhotonView>();
                this.paintSphere = this.GetComponent<P3dPaintSphere>();
            }
    
            public void HandleHitPoint(bool preview, int priority, float pressure, int seed, Vector3 position, Quaternion rotation)
            {
                if (preview)
                {
                    return;
                }
                if (this.photonView == null)
                {
                    Debug.LogError("PhotonView is not found.");
                    return;
                }
                this.photonView.RPC("HandleHitPointRpc", RpcTarget.Others, preview, priority, pressure, seed, position, rotation);
            }
    
            public void HandleHitLine(bool preview, int priority, float pressure, int seed, Vector3 position, Vector3 endPosition, Quaternion rotation, bool clip)
            {
                if (preview)
                {
                    return;
                }
                if (this.photonView == null)
                {
                    Debug.LogError("PhotonView is not found.");
                    return;
                }
                this.photonView.RPC("HandleHitLinetRpc", RpcTarget.Others, preview, priority, pressure, seed, position, endPosition, rotation, clip);
            }
    
            [PunRPC]
            public void HandleHitPointRpc(bool preview, int priority, float pressure, int seed, Vector3 position, Quaternion rotation)
            {
                if (this.paintSphere == null)
                {
                    Debug.LogError("P3dPaintSphere is not found.");
                    return;
                }
                this.paintSphere.HandleHitPoint(preview, priority, pressure, seed, position, rotation);
            }
    
            [PunRPC]
            public void HandleHitLinetRpc(bool preview, int priority, float pressure, int seed, Vector3 position, Vector3 endPosition, Quaternion rotation, bool clip)
            {
                if (this.paintSphere == null)
                {
                    Debug.LogError("P3dPaintSphere is not found.");
                    return;
                }
                this.paintSphere.HandleHitLine(preview, priority, pressure, seed, position, endPosition, rotation, clip);
            }
        }
    }
    

    在线涂鸦画板就制作完成了,我们看看运行效果怎么样?

    运行效果

    构建以后,同时启动两个客户端,效果如下:

    万猫学社

    当然,这只是简单的在线涂鸦画板,你还可以再此基础上添加更丰富的功能,比如:修改画笔颜色、修改画笔大小等等。

    微信扫描二维码关注后回复「电子书」,获取12本Java必读技术书籍。

    最后,谢谢你这么帅,还给我点赞关注

  • 相关阅读:
    Windows Server 2016-Active Directory复制概念(二)
    Windows Server 2016-Active Directory复制概念(一)
    Windows Server 2016-Wbadmin命令行备份域控制器
    Windows Server 2016-图形化备份域控制器
    Windows Server 2016-Nano Server介绍
    Windows Server 2016-系统安装软硬件要求
    每天一个linux命令(51)--grep命令
    每天一个linux命令(50)--date命令
    每天一个linux命令(49)--diff命令
    每天一个linux命令(48)--ln命令
  • 原文地址:https://www.cnblogs.com/heihaozi/p/16072505.html
Copyright © 2020-2023  润新知