解决旋转反向问题

This commit is contained in:
SepComet 2026-04-07 21:33:05 +08:00
parent b7c003f227
commit da2b93e59c
7 changed files with 69 additions and 4 deletions

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@ -7,7 +7,9 @@
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"Bash(dotnet Temp/Bin/Debug/Network.EditMode.Tests/Network.EditMode.Tests.dll)",
"Bash(openspec list:*)"
"Bash(openspec list:*)",
"Bash(git add:*)",
"Bash(git commit:*)"
]
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@ -121,7 +121,7 @@ public sealed class ClientAuthoritativePlayerStateSnapshot
public int Hp { get; }
public Quaternion RotationQuaternion => Quaternion.Euler(0f, NormalizeDegrees(90f - Rotation), 0f);
public Quaternion RotationQuaternion => Quaternion.Euler(0f, NormalizeDegrees(Rotation), 0f);
private static float NormalizeDegrees(float degrees)
{

View File

@ -23,7 +23,7 @@ public static class ClientGameplayInputFlow
{
PlayerId = playerId,
Tick = tick,
TurnInput = -input.x,
TurnInput = input.x,
ThrottleInput = input.z
};
return true;

View File

@ -222,7 +222,7 @@ public class MovementComponent : MonoBehaviour
{
Debug.Log(
$"[Simulate] frame={Time.frameCount} input=({input.x:F2},{input.z:F2}) accum={_simulationAccumulator:F4}");
ApplyTankMovement(-input.x, input.z, kServerSimulationStepSeconds);
ApplyTankMovement(input.x, input.z, kServerSimulationStepSeconds);
//ApplyTankMovement(-input.x, input.z, kServerSimulationStepSeconds);

View File

@ -174,6 +174,11 @@ namespace Network.NetworkHost
IntegrateState(state, configuration.SimulationInterval);
}
foreach (var state in statesByPeer.Values)
{
state.HasInputThisFrame = false;
}
accumulatedBroadcastTime += configuration.SimulationInterval;
while (accumulatedBroadcastTime >= configuration.BroadcastInterval)
{
@ -362,6 +367,7 @@ namespace Network.NetworkHost
state.LastAcceptedMoveTick = input.Tick;
state.InputX = ClampInput(input.TurnInput);
state.InputY = ClampInput(input.ThrottleInput);
state.HasInputThisFrame = true;
if (state.InputY == 0f)
{
@ -390,6 +396,16 @@ namespace Network.NetworkHost
return;
}
if (!state.HasInputThisFrame)
{
state.InputX = 0f;
state.InputY = 0f;
state.VelocityX = 0f;
state.VelocityY = 0f;
state.VelocityZ = 0f;
return;
}
var turnInput = ClampInput(state.InputX);
var throttleInput = ClampInput(state.InputY);
if (turnInput != 0f)

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@ -46,6 +46,8 @@ namespace Network.NetworkHost
public float InputY { get; internal set; }
public bool HasInputThisFrame { get; internal set; }
public float Speed { get; internal set; }
}
}