有人在新的Unity UNET网络中成功实现多个玩家预制件(例如不同的角色类别和不同的预制件)吗?
有人在新的Unity UNET网络中成功实现多个玩家预制件(例如不同的角色类别和不同的预制件)吗?
终于让它工作了!非常感谢@ClausKleber在http://forum.unity3d.com/threads/how-to-set-individual-playerprefab-form-client-in-the-networkmanger.348337/#post-2256378提供的答案。
下面是编辑后的工作版本,可以使用网络管理器HUD创建和加入。
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
using UnityEngine.UI;
public class NetManagerCustom : NetworkManager
{
// in the Network Manager component, you must put your player prefabs
// in the Spawn Info -> Registered Spawnable Prefabs section
public short playerPrefabIndex;
public override void OnStartServer()
{
NetworkServer.RegisterHandler(MsgTypes.PlayerPrefab, OnResponsePrefab);
base.OnStartServer();
}
public override void OnClientConnect(NetworkConnection conn)
{
client.RegisterHandler(MsgTypes.PlayerPrefab, OnRequestPrefab);
base.OnClientConnect(conn);
}
private void OnRequestPrefab(NetworkMessage netMsg)
{
MsgTypes.PlayerPrefabMsg msg = new MsgTypes.PlayerPrefabMsg();
msg.controllerID = netMsg.ReadMessage<MsgTypes.PlayerPrefabMsg>().controllerID;
msg.prefabIndex = playerPrefabIndex;
client.Send(MsgTypes.PlayerPrefab, msg);
}
private void OnResponsePrefab(NetworkMessage netMsg)
{
MsgTypes.PlayerPrefabMsg msg = netMsg.ReadMessage<MsgTypes.PlayerPrefabMsg>();
playerPrefab = spawnPrefabs[msg.prefabIndex];
base.OnServerAddPlayer(netMsg.conn, msg.controllerID);
Debug.Log(playerPrefab.name + " spawned!");
}
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
{
MsgTypes.PlayerPrefabMsg msg = new MsgTypes.PlayerPrefabMsg();
msg.controllerID = playerControllerId;
NetworkServer.SendToClient(conn.connectionId, MsgTypes.PlayerPrefab, msg);
}
// I have put a toggle UI on gameObjects called PC1 and PC2 to select two different character types.
// on toggle, this function is called, which updates the playerPrefabIndex
// The index will be the number from the registered spawnable prefabs that
// you want for your player
public void UpdatePC ()
{
if (GameObject.Find("PC1").GetComponent<Toggle>().isOn)
{
playerPrefabIndex = 3;
}
else if (GameObject.Find("PC2").GetComponent<Toggle>().isOn)
{
playerPrefabIndex= 4;
}
}
}
[SerializeField] Vector3 playerSpawnPos;
[SerializeField] GameObject character1;
[SerializeField] GameObject character2;
// etc.
GameObject chosenCharacter; // character1, character2, etc.
// Instantiate whichever character the player chose and was assigned to chosenCharacter
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) {
var player = (GameObject)GameObject.Instantiate(chosenCharacter, playerSpawnPos, Quaternion.identity);
NetworkServer.AddPlayer(conn, player, playerControllerId);
}