NetworkWriter

class in UnityEngine.Networking

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描述

用于 UNET 的通用序列化程序(用于将数据序列化为字节数组)。

using UnityEngine;
using UnityEngine.Networking;

public class ExampleScript : MonoBehaviour { // Writing data to a NetworkWriter and then // Converting this to a NetworkReader. void Start() { // The data you add to your writer must be prefixed with a message type. // This is in the form of a short. short myMsgType = 143;

NetworkWriter writer = new NetworkWriter();

// You start the message in your writer by passing in the message type. // This is a short meaning that it will take up 2 bytes at the start of // your message. writer.StartMessage(myMsgType);

// You can now begin your message. In this case we will just use strings. writer.Write("Test data 1"); writer.Write("Test data 2"); writer.Write("Test data 3");

// Make sure to end your message with FinishMessage() writer.FinishMessage();

// You can now access the data in your writer. ToArray() returns a copy // of the bytes that the writer is using and AsArray() returns the // internal array of bytes, not a copy. byte[] writerData = writer.ToArray();

CreateNetworkReader(writerData); }

void CreateNetworkReader(byte[] data) { // We will create the NetworkReader using the data from our previous // NetworkWriter. NetworkReader networkReader = new NetworkReader(data);

// The first two bytes in the buffer represent the size // of the message. This is equal to the NetworkReader.Length // minus the size of the prefix. byte[] readerMsgSizeData = networkReader.ReadBytes(2); short readerMsgSize = (short)((readerMsgSizeData[1] << 8) + readerMsgSizeData[0]); Debug.Log(readerMsgSize);

// The message type added in NetworkWriter.StartMessage // is to be read now. It is a short and so consists of // two bytes. It is the second two bytes on the buffer. byte[] readerMsgTypeData = networkReader.ReadBytes(2); short readerMsgType = (short)((readerMsgTypeData[1] << 8) + readerMsgTypeData[0]); Debug.Log(readerMsgType);

// If all of your data is of the same type (in this case the // data on our buffer is comprised of only strings) you can // read all the data from the buffer using a loop like so. while (networkReader.Position < networkReader.Length) { Debug.Log(networkReader.ReadString()); } } }

变量

Position内部缓冲区的当前位置。

构造函数

NetworkWriter创建一个新的 NetworkWriter 对象。

公共函数

AsArray返回编写器使用的内部字节数组。这不是一个副本。
FinishMessage此函数将填充以 StartMessage() 开头的消息的标头,以便能够使用 Send() 函数发送此消息。
SeekZero定位内部缓冲区的开头。
StartMessage此函数启用新消息,写入有效负载后,应使用 FinishMessage() 完成此消息。
ToArray返回编写器使用的内部字节数组的副本,它仅复制使用的字节。
Write此函数将引用写入对象、值、缓冲区或网络消息,并与 NetworkIdentity 组件相结合将引用写入流中。
WriteBytesAndSize此函数将一个 16 位计数和一个同样长度的字节数组写入流中。
WriteBytesFull此函数将一个 16 位计数和一个同样大小的字节数组写入流中。
WritePackedUInt32此函数使用可变长度编码将 32 位值写入流中。
WritePackedUInt64此函数使用可变长度编码将 64 位值写入流中。