我想确定新连接的播放器是否是客户端,并且在服务器播放器(主机)上删除消息。在 UNET 中,我希望 LAN 上有两个玩家。第一个玩家是服务器玩家,然后他们的对手连接。
玩家搜索要加入的 LAN 比赛,如下所示:
public void StartPlayerClient() {
Debug.Log ("client set up");
discovery.Initialize ();
discovery.StartAsClient ();
searching = true;
}
一旦找到匹配项,它就会收到这样的显示:
void Update() {
if (searching) {
if (discovery.broadcastsReceived != null) {
foreach (var addr in discovery.broadcastsReceived.Keys) {
var value = discovery.broadcastsReceived [addr];
//instantiate ui button to connect...
GameObject ui = Instantiate (GameController.instance.multiplayerMatchConnect) as GameObject;
ui.GetComponent<ConnectToMatch> ().Initialize (value);
ui.transform.SetParent (GameController.instance.matchListParent.transform, false);
}
if (discovery.broadcastsReceived.Keys.Count > 0) {
searching = false;
}
} else {
searching = false;
}
}
}
然后玩家可以通过单击刚刚实例化的按钮进行连接,如下所示:
public void Initialize(NetworkBroadcastResult value) {
res = value;
GetComponent<Button> ().onClick.AddListener (Connect);
}
void Connect() {
Debug.Log ("connecting...");
string dataString = BytesToString (res.broadcastData);
var items = dataString.Split(':');
if (items.Length == 3 && items[0] == "NetworkManager") {
if (NetworkManager.singleton != null && NetworkManager.singleton.client == null) {
NetworkManager.singleton.networkAddress = items[1];
NetworkManager.singleton.networkPort = Convert.ToInt32(items[2]);
NetworkManager.singleton.StartClient();
}
}
}
现在一切正常,这些是麻烦的部分:
//called on the server when client connects
public override void OnServerConnect(NetworkConnection conn) {
if (NetworkServer.connections.Count > 1) {
GameController.instance.pnlWaitingForOtherPlayer.SetActive (false);
Debug.Log ("player connected");
GameController.instance.pnlMatchList.SetActive (false);
GameController.instance.pnlJoinCreateMenu.SetActive (false);
}
}
在服务器客户端上,它会在连接之前说“等待其他播放器”。当他们这样做时,我希望服务器播放器的味精消失,这就是我尝试这样做的方式,但它不起作用。
//called on the client when connects to the server
public override void OnClientConnect(NetworkConnection conn) {
if (!discovery.isServer) {
GameController.instance.pnlMatchList.SetActive (false);
Debug.Log("you connected");
}
}