【Unet】Unet 产生不同玩家( Spawning different player prefabs)

    xiaoxiao2021-04-13  26

    public class NetworkCustom : NetworkManager { public int chosenCharacter = 0; //subclass for sending network messages public class NetworkMessage : MessageBase { public int chosenClass; } public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId, NetworkReader extraMessageReader) { NetworkMessage message = extraMessageReader.ReadMessage< NetworkMessage>(); int selectedClass = message.chosenClass; Debug.Log("server add with message "+ selectedClass); if (selectedClass == 0) { GameObject player = Instantiate(Resources.Load("Characters/A", typeof(GameObject))) as GameObject; NetworkServer.AddPlayerForConnection(conn, player, playerControllerId); } if (selectedClass == 1) { GameObject player = Instantiate(Resources.Load("Characters/B", typeof(GameObject))) as GameObject; NetworkServer.AddPlayerForConnection(conn, player, playerControllerId); } } public override void OnClientConnect(NetworkConnection conn) { NetworkMessage test = new NetworkMessage(); test.chosenClass = chosenCharacter; ClientScene.AddPlayer(conn, 0, test); } public override void OnClientSceneChanged(NetworkConnection conn) { //base.OnClientSceneChanged(conn); } public void btn1() { chosenCharacter = 0; } public void btn2() { chosenCharacter = 1; } }

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