【Unet】Unet动态添加多个主角
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[SerializeField] GameObject[] playerCharacterPrefabs; short playerControllerHighestId = 0; void OnGUI() { if (GUI.Button(new Rect(10, Screen.height - 60, 400, 50), "spawn a new character of mine")) { // pay attention here !! ClientScene.AddPlayer(client.connection, playerControllerHighestId++); //AddPlayer 这会将AddPlayer消息发送到服务器,并调用NetworkManager.OnServerAddPlayer。 } } public override void OnStartClient(NetworkClient client) { base.OnStartClient(client); // always remember to register prefabs before spawning them. //注册 prefabs foreach (GameObject go in playerCharacterPrefabs) ClientScene.RegisterPrefab(go); Debug.Log("Connect to a new game"); } public override void OnClientConnect(NetworkConnection conn) { base.OnClientConnect(conn); } public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { Debug.Log("余数 " + (playerControllerId % 2)); GameObject newPlayer = GameObject.Instantiate(playerCharacterPrefabs[playerControllerId % 2]); newPlayer.transform.position = Vector3.zero + Vector3.right * playerControllerId; // object spawned via this function will be a local player // which belongs to the client connection who called the ClientScene.AddPlayer NetworkServer.AddPlayerForConnection(conn, newPlayer, playerControllerId); }
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