Version: 2017.2
public static bool Ready (Networking.NetworkConnection conn);

参数

conn 准备就绪的客户端连接。

描述

表明客户端连接已准备好进入游戏。

例如,这可以是当客户端进入正在进行的游戏和已完成当前场景的加载时。服务器应该使用适当的处理程序(例如,该处理程序可实例化玩家对象)响应 SYSTEM_READY 事件。

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;

//This makes the GameObject a NetworkManager GameObject public class Example : NetworkManager { public bool m_ServerStarted, m_ClientStarted; public Button m_ClientButton;

//Detect when a client connects to the Server public override void OnClientConnect(NetworkConnection connection) { ClientScene.Ready(connection); ClientScene.AddPlayer(0);

m_ClientStarted = true; //Output text to show the connection on the client side Debug.Log("Client Side : Client " + connection.connectionId + " Connected!");

//Register and receive the message on the Client's side (NetworkConnection.Send Example) client.RegisterHandler(MsgType.Ready, ReadyMessage); }

//Use this to receive the message from the Server on the Client's side public void ReadyMessage(NetworkMessage networkMessage) { Debug.Log("Client Ready! "); }

//Detect when a client connects to the Server public override void OnClientDisconnect(NetworkConnection connection) { //Change the text to show the connection loss on the client side Debug.Log("Client Side : Client " + connection.connectionId + " Lost!"); m_ClientStarted = false; }

public void ClientButton() { if (!m_ClientStarted) { NetworkServer.Reset(); singleton.StartClient(); m_ClientButton.GetComponentInChildren<Text>().text = "Disconnect"; } else { singleton.StopClient(); } } }