此类用于从服务器同步到客户端的结构列表。
要使用 SyncListStruct,请将结构用作泛型参数派生一个新类。
using UnityEngine; using UnityEngine.Networking;
public class MyScript : NetworkBehaviour { public struct POW { public int pow; public float f; }
public class SyncListPOW : SyncListStruct<POW> { }
public SyncListPOW m_pows = new SyncListPOW(); }
确保您的结构成员为非静态公共成员。\
我们允许在您的结构中使用以下类型:
• 基本类型(byte、int、float、string 和 UInt64 等)\
• 内置 Unity 数学类型(Vector3、四元数等)\
• 基本类型数组\
• 包含允许类型的其他结构\
• NetworkIdentity \
• NetworkInstanceId\
• NetworkHash128\
• 附加 NetworkIdentity 组件的游戏对象。
系统将为此新类自动生成序列化方法。
HandleMsg | 用于远程列表操作的内部函数。 |
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