包含静态客户端信息和函数的客户端管理器。
此管理器包含对跟踪的静态本地对象(如生成器注册)的引用。它还具有客户端非本人注册时使用的默认消息处理程序。管理器会在客户端连接设置为准备就绪后,添加/删除游戏的玩家对象。
ClientScene 是一个单例,并且有静态的便捷方法,例如 ClientScene.Ready()。
ClientScene 由 NetworkManager 使用,但它也可以自己使用。
因为 ClientScene 在客户端上管理玩家对象,所以它是客户端请求添加玩家的位置。NetworkManager 会在设置自动添加玩家时,通过 ClientScene 自动执行该操作,但它也可使用函数 ClientScene.AddPlayer() 通过代码完成。该操作会向服务器发送 AddPlayer 消息,并会为此客户端创建一个玩家对象。
与 NetworkServer 一样,ClientScene 理解本地客户端的概念。函数 ClientScene.ConnectLocalServer() 用于通过启动本地客户端(当服务器已经在运行时)成为主机。
SetLocalObject | NetId 是分配给游戏中带有 NetworkIdentity 组件的所有对象的唯一编号。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.