这是一个属性,可以添加到 NetworkBehaviour 类中的事件上,以便在服务器上调用事件时可以在客户端上调用它们。
[SyncEvent] 事件由 UNET 服务器上的用户代码调用,然后在连接到服务器的客户端上的相应客户端对象上调用。Event 调用的参数通过网络实现了序列化,因此系统可以使用与服务器上的函数相同的值调用客户端事件。这些事件必须以前缀“Event”开头。
using UnityEngine; using UnityEngine.Networking;
public class DamageClass : NetworkBehaviour { public delegate void TakeDamageDelegate(int amount, float dir);
[SyncEvent] public event TakeDamageDelegate EventTakeDamage;
[Command] public void CmdDoMe(int val) { EventTakeDamage(val, 1.0f); } }
public class Other : NetworkBehaviour { public DamageClass damager; int health = 100;
void Start() { if (NetworkClient.active) damager.EventTakeDamage += TakeDamage; }
public void TakeDamage(int amount, float dir) { health -= amount; } }
SyncEvent 允许将网络化操作传播到附加到对象的其他脚本。在上面的示例中,Other 类在 DamageClass 上注册 TakeDamage 事件。当事件发生在服务器上的 DamageClass 上时,系统将在客户端对象上的 Other 类上调用 TakeDamage() 方法。这允许创建模块化网络感知系统,该系统可以通过响应自身生成的事件的新脚本进行扩展。
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