1

这是解决的代码。

解决了[]

using UnityEngine;
using System.Collections;

public class NetworkManager : MonoBehaviour {
    /*
    public Camera standbyCamera;*/
    // Use this for initialization
    SpawnSpot[] spawnSpots; 
    void Start () {
        Connect ();
        spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
    }

    void Connect(){
        PhotonNetwork.ConnectUsingSettings ("1.0.0");
    }

    void OnGui(){
        Debug.Log ("OnGui" + PhotonNetwork.connectionStateDetailed.ToString ());
        GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
    }
    // Update is called once per frame
    void OnJoinedLobby () {
        Debug.Log ("Joined Lobby");
        PhotonNetwork.JoinRandomRoom ();
    }
    void OnPhotonRandomJoinFailed(){
        Debug.Log ("Failed Join");
        PhotonNetwork.CreateRoom (null);
    }
    void OnJoinedRoom() {
        Debug.Log ("Joined Room");
        SpawnMyPlayer ();
    }
    private GameObject pivot;
    private GameObject topDownCam;
    public void SpawnMyPlayer(){
        SpawnSpot mySpawnSpot = spawnSpots [ Random.Range (0, spawnSpots.Length) ];
        GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
        //standbyCamera.enabled = false;
        myPlayer.gameObject.SetActive (true);

        topDownCam = GameObject.FindWithTag("TopDown");
        topDownCam.GetComponent<Camera>().enabled = true;

        try
        {

            pivot = GameObject.FindWithTag("PivotObject");


            pivot.GetComponent<MouseLook>().enabled = true;

            MouseLook mouseScript = myPlayer.GetComponentInChildren<MouseLook>();
            if(mouseScript != null)
            {
                mouseScript.enabled = true;
            }

            CharMove moveScript = myPlayer.GetComponentInChildren<CharMove>();
            if(moveScript != null)
            {
                moveScript.enabled = true;
            }

            CharacterController controlScript = myPlayer.GetComponentInChildren<CharacterController>();
            if(controlScript != null)
            {
                controlScript.enabled = true;
            }

            Camera childCam = myPlayer.GetComponentInChildren<Camera>();
            if(childCam != null)
            {
                childCam.enabled = true;
            }

        }
        catch
        {
            Debug.Log ("Error finding children");
        }



    }
}

所以我有一个统一的项目正在处理我们正在使用光子网络我附上了播放器结构的图像以及与之相关的脚本。出于某种原因,当我加载两个玩家时,他们看不到对方。

我知道如果我不禁用播放器,我会同时看到两者,但控制会全部搞砸,但是如果我禁用与角色的每个元素相关联的脚本,并像教程说的那样让角色保持启用状态,我可以'由于某种原因,我无法选择脚本,我不知道如何访问组件。 在此处输入图像描述

我确实在控制台中加入失败,这是输出

Failed Join
UnityEngine.Debug:Log(Object)
NetworkManager:OnPhotonRandomJoinFailed() (at Assets/Game Assets/Prefab/Resources/Scripts/NetworkManager.cs:28)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
NetworkingPeer:SendMonoMessage(PhotonNetworkingMessage, Object[]) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1865)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1223)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:83)

但随后它加入并且不会失败

Joined Room
UnityEngine.Debug:Log(Object)
NetworkManager:OnJoinedRoom() (at Assets/Game Assets/Prefab/Resources/Scripts/NetworkManager.cs:32)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
NetworkingPeer:SendMonoMessage(PhotonNetworkingMessage, Object[]) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1865)
NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1708)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:83)

这是我的网络管理器

    /*
    public Camera standbyCamera;*/
    // Use this for initialization
    SpawnSpot[] spawnSpots; 
    void Start () {
        Connect ();
        spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
    }

    void Connect(){
        PhotonNetwork.ConnectUsingSettings ("1.0.0");
    }

    void OnGui(){
        Debug.Log ("OnGui" + PhotonNetwork.connectionStateDetailed.ToString ());
        GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
    }
    // Update is called once per frame
    void OnJoinedLobby () {
        Debug.Log ("Joined Lobby");
        PhotonNetwork.JoinRandomRoom ();
    }
    void OnPhotonRandomJoinFailed(){
        Debug.Log ("Failed Join");
        PhotonNetwork.CreateRoom (null);
    }
    void OnJoinedRoom() {
        Debug.Log ("Joined Room");
        SpawnMyPlayer ();
    }
    void SpawnMyPlayer(){
        SpawnSpot mySpawnSpot = spawnSpots [ Random.Range (0, spawnSpots.Length) ];
        GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
        //standbyCamera.enabled = false;
        myPlayer.gameObject.SetActive (true);
        //((MonoBehaviour)myPlayer.GetComponent("CharacterController")).enabled = true;
        //((MonoBehaviour)myPlayer.GetComponent("CharMove")).enabled = true;



    }
}

新发展如果我加入团结,然后再次加入另一个玩家,我会收到以下错误

Received OnSerialization for view ID 2001. We have no such PhotonView! Ignored this if you're leaving a room. State: Joined
UnityEngine.Debug:LogWarning(Object)
NetworkingPeer:OnSerializeRead(Hashtable, PhotonPlayer, Int32, Int16) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3342)
NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1758)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:83)

我已经稍微更改了代码,除了相机之外它似乎可以正常工作

    SpawnSpot[] spawnSpots; 
    void Start () {
        Connect ();
        spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
    }

    void Connect(){
        PhotonNetwork.ConnectUsingSettings ("1.0.0");
    }

    void OnGui(){
        Debug.Log ("OnGui" + PhotonNetwork.connectionStateDetailed.ToString ());
        GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
    }
    // Update is called once per frame
    void OnJoinedLobby () {
        Debug.Log ("Joined Lobby");
        PhotonNetwork.JoinRandomRoom ();
    }
    void OnPhotonRandomJoinFailed(){
        Debug.Log ("Failed Join");
        PhotonNetwork.CreateRoom (null);
    }
    void OnJoinedRoom() {
        Debug.Log ("Joined Room");
        SpawnMyPlayer ();
    }
    public void SpawnMyPlayer(){
        SpawnSpot mySpawnSpot = spawnSpots [ Random.Range (0, spawnSpots.Length) ];
        GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
        //standbyCamera.enabled = false;
        myPlayer.gameObject.SetActive (true);
        //((MonoBehaviour)myPlayer.GetComponent("CharacterController")).enabled = true;
        ((MonoBehaviour)myPlayer.GetComponent("CharMove")).enabled = true;

        Transform[] allChildren = GetComponentsInChildren<Transform>();
        foreach (Transform child in allChildren) {
            ((MonoBehaviour)child.GetComponent("MouseLook")).enabled = true;
            child.transform.FindChild("Camera").gameObject.SetActive (true);
        }

        //myPlayer.transform.FindChild ("Camera").gameObject.SetActive (true);

    }
}

当我生成第二个角色时,它不会启动相机,并且我在技术上从第一个角色相机控制第二个角色。

当我不断编码时,我想出了这个

        spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
    }

    void Connect(){
        PhotonNetwork.ConnectUsingSettings ("1.0.0");
    }

    void OnGui(){
        Debug.Log ("OnGui" + PhotonNetwork.connectionStateDetailed.ToString ());
        GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
    }
    // Update is called once per frame
    void OnJoinedLobby () {
        Debug.Log ("Joined Lobby");
        PhotonNetwork.JoinRandomRoom ();
    }
    void OnPhotonRandomJoinFailed(){
        Debug.Log ("Failed Join");
        PhotonNetwork.CreateRoom (null);
    }
    void OnJoinedRoom() {
        Debug.Log ("Joined Room");
        SpawnMyPlayer ();
    }
    public void SpawnMyPlayer(){
        SpawnSpot mySpawnSpot = spawnSpots [ Random.Range (0, spawnSpots.Length) ];
        GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
        //standbyCamera.enabled = false;
        myPlayer.gameObject.SetActive (true);
        //((MonoBehaviour)myPlayer.GetComponent("CharacterController")).enabled = true;



        try
        {
            MouseLook mouseScript = myPlayer.GetComponentInChildren<MouseLook>();
            if(mouseScript != null)
            {
                mouseScript.enabled = true;
            }
            CharMove moveScript = myPlayer.GetComponentInChildren<CharMove>();
            if(moveScript != null)
            {
                moveScript.enabled = true;
            }
            CharacterController controlScript = myPlayer.GetComponentInChildren<CharacterController>();
            if(controlScript != null)
            {
                controlScript.enabled = true;
            }
            Camera childCam = myPlayer.GetComponentInChildren<Camera>();
            if(childCam != null)
            {
                childCam.enabled = true;
            }

        }
        catch
        {
            Debug.Log ("Error finding children");
        }



    }
}

所以我没有收到任何错误,但它没有找到 Turret、Pivo​​tPoint 和 Enable its mouse look 的子项,它只启用了炮塔鼠标外观。

4

1 回答 1

0

SpawnMyPlayer我在你设置的函数中有一个答案

GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0); 

它一定要是

GameObject myPlayer = (GameObject)PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);

同样在编辑器中尝试添加一个Photon View组件:) 希望这有帮助!

于 2015-12-17T05:16:59.460 回答