Version: 2017.3

EditorConnection

class in UnityEditor.Networking.PlayerConnection

/

Hereda de:ScriptableObject

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Descripción

Handles the connection from the Editor to the Player.

Sets up events for connecting to and sending data to the Player.

This is a singleton class and can be accessed using EditorConnection.instance.

This can only be used in a class that inherits from MonoBehaviour, Object or ScriptableObject.

Set the "Autoconnect Profiler" in the Build Settings or build the Player through code with the BuildPipeline using build options: BuildOptions.ConnectToHost and BuildOptions.Development to initialize the connection.

The Player ID is used to tell multiple connected Players apart. By default, data is sent to all Players. A connected Player's ID is not guaranteed to be the same the next time it connects.

using System;
using UnityEngine;
using UnityEditor;
using System.Text;
using UnityEditor.Networking.PlayerConnection;
using UnityEngine.Networking.PlayerConnection;

public class EditorConnectionExample : EditorWindow { public static readonly Guid kMsgSendEditorToPlayer = new Guid("34d9b47f923142ff847c0d1f8b0554d9"); public static readonly Guid kMsgSendPlayerToEditor = new Guid("12871ffeaf0c489189579946d8e0840f");

[MenuItem("Test/EditorConnectionExample")] static void Init() { EditorConnectionExample window = (EditorConnectionExample)EditorWindow.GetWindow(typeof(EditorConnectionExample)); window.Show(); window.titleContent = new GUIContent("EditorConnectionExample"); }

void OnEnable() { EditorConnection.instance.Initialize(); EditorConnection.instance.Register(kMsgSendPlayerToEditor, OnMessageEvent); }

void OnDisable() { EditorConnection.instance.Unregister(kMsgSendPlayerToEditor, OnMessageEvent); EditorConnection.instance.DisconnectAll(); }

private void OnMessageEvent(MessageEventArgs args) { var text = Encoding.ASCII.GetString(args.data); Debug.Log("Message from player: " + text); }

void OnGUI() { var playerCount = EditorConnection.instance.ConnectedPlayers.Count; StringBuilder builder = new StringBuilder(); builder.AppendLine(string.Format("{0} players connected.", playerCount)); int i = 0; foreach (var p in EditorConnection.instance.ConnectedPlayers) { builder.AppendLine(string.Format("[{0}] - {1} {2}", i++, p.name, p.playerId)); } EditorGUILayout.HelpBox(builder.ToString(), MessageType.Info);

if (GUILayout.Button("Send message to player")) { EditorConnection.instance.Send(kMsgSendEditorToPlayer, Encoding.ASCII.GetBytes("Hello from Editor")); } } }

Variables

ConnectedPlayersA list of the connected players.

Funciones Públicas

DisconnectAllThis disconnects all of the active connections.
InitializeInitializes the EditorConnection.
RegisterRegisters a callback on a certain message ID.
RegisterConnectionRegisters a callback, executed when a new Player connects to the Editor.
RegisterDisconnectionRegisters a callback on a Player when that Player disconnects.
SendSends data to multiple or single Player(s).
UnregisterDeregisters a registered callback.

Miembros heredados

Variables

hideFlags¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario?
nameEl nombre del objeto.

Funciones Públicas

GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the GameObject.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadHace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateClona el objeto original y devuelve el clon.
CreateInstanceCrea una instancia de un objeto scriptable.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.

Mensajes

AwakeEsta función se llama cuando el script ScriptableObject empieza.
OnDestroyEsta función se llama cuando el objeto scriptable se destruirá.
OnDisableEsta función se llama cuando el objeto scriptable se va fuera del alcance (scope).
OnEnableEsta función se llama cuando el objeto es cargado.