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NetworkBehaviour

class in UnityEngine.Networking

/

Hereda de:MonoBehaviour

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Descripción

Clase de base que debe ser heredada por los scripts que contengan funcionalidades de red.

Esta es una clase derivada de MonoBehaviour, por lo que los scripts que necesiten usar características de red deben heredar esta clase en lugar de MonoBehaviour. Permite invocar comandos RPC y recibir varios callbacks.

Variables

connectionToClientEl NetworkConnection asociado con este [NetworkIdentity]]. Es válido únicamente para objetos de jugador en el servidor.
connectionToServerEl NetworkConnection asociado con este [NetworkIdentity]]. Es válido únicamente para objetos de jugador en el servidor.
hasAuthorityDevuelve true si este objeto es su versión autoritaria en la aplicación distribuida en red.
isClientDevuelve true si está ejecutándose como un cliente, y este objeto fue generado por un servidor.
isLocalPlayerDevuelve true si este objeto es el que representa al jugador en la máquina local.
isServerDevuelve true si está ejecutándose como un cliente, y este objeto fue generado por un servidor.
localPlayerAuthorityEste valor es utilizado en la instancia de NetworkIdentity, y está disponible aquí como un acceso conveniente desde scripts.
netIdId de red único para este objeto.
playerControllerIdEl id del jugador asociado con este comportamiento.

Funciones Públicas

ClearAllDirtyBitsLimpia todos los bits sucios que fueron colocados en este script por SetDirtyBits();
GetNetworkChannelEsta función virtual es usada para especificar el canal QoS que será utilizado para las actualizaciones SyncVar de este script.
GetNetworkSendIntervalEsta función virtual es utilizada para especificar el intervalo de envío empleado en las actualizaciones SyncVar de este script.
InvokeCommandInvocar manualmente un Command.
InvokeRPCInvocar manualmente una función RPC.
InvokeSyncEventInvocar manualmente un SyncEvent.
OnCheckObserverCallback usado por el sistema de visibilidad para determinar si un observador (jugador) puede ver a este objeto.
OnDeserializeFunción virtual para sobreescribir la recepción personalizada de datos serializados.
OnNetworkDestroyEs invocado sobre los clientes cuando el servidor ha ocasionado que este objeto sea destruido.
OnRebuildObserversCallback usado por el sistema de visibilidad para (re)construir el conjunto de observadores que pueden ver a este objeto.
OnSerializeFunción virtual para sobreescribir el envío personalizado de datos serializados.
OnSetLocalVisibilityCallback usado por el sistema de visibilidad para los objetos en un anfitrión.
OnStartAuthorityEs invocado en comportamientos que tienen autoridad, basado en el contexto y en el valor LocalPlayerAuthority que haya en NetworkIdentity.
OnStartClientCalled on every NetworkBehaviour when it is activated on a client.
OnStartLocalPlayerEs llamado cuando ha sido inicializado el objeto local del jugador.
OnStartServerEs llamado cuando el servidor empieza a escuchar.
OnStopAuthorityThis is invoked on behaviours when authority is removed.
PreStartClientMétodo interno invocado sobre los objetos clientes para resolver referencias a GameObject.
SetDirtyBitUsado para colocar el comportamiento como sucio, a fin de que sea enviada una actualización de red para el objeto.

Delegados

CmdDelegateDelegado para funciones Command.
EventDelegateDelegado para funciones Event.

Miembros heredados

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject (null if there is none attached).
useGUILayoutDisabling this lets you skip the GUI layout phase.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

BroadcastMessageLlama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos.
CompareTag¿Este game object está etiquetado con tag?
GetComponentDevuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageLlama al método denominado methodName en cada MonoBehaviour de este game object.
SendMessageUpwardsLlama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour.
CancelInvokeCancels all Invoke calls on this MonoBehaviour.
InvokeInvokes the method methodName in time seconds.
InvokeRepeatingInvokes the method methodName in time seconds, then repeatedly every repeatRate seconds.
IsInvokingIs any invoke on methodName pending?
StartCoroutineStarts a coroutine.
StopAllCoroutinesStops all coroutines running on this behaviour.
StopCoroutineStops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringDevuelve el nombre del objeto.

Funciones Estáticas

printLogs message to the Unity Console (identical to Debug.Log).
DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateDevuelve el nombre del objeto.

Operadores

bool¿Existe el objeto?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Mensajes

AwakeAwake is called when the script instance is being loaded.
FixedUpdateThis function is called every fixed framerate frame, if the MonoBehaviour is enabled.
LateUpdateLateUpdate is called every frame, if the Behaviour is enabled.
OnAnimatorIKCallback for setting up animation IK (inverse kinematics).
OnAnimatorMoveCallback for processing animation movements for modifying root motion.
OnApplicationFocusSent to all game objects when the player gets or loses focus.
OnApplicationPauseSent to all game objects when the player pauses.
OnApplicationQuitSent to all game objects before the application is quit.
OnAudioFilterReadIf OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisibleOnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisibleOnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnterOnCollisionEnter se llama cuando el Collider o Rigidbody entra en contacto con otro Collider o Rigidbody.
OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStayOnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit is called when the controller hits a collider while performing a Move.
OnDestroyThis function is called when the MonoBehaviour will be destroyed.
OnDisableThis function is called when the behaviour becomes disabled () or inactive.
OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.
OnDrawGizmosImplement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelectedImplement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.
OnEnableThis function is called when the object becomes enabled and active.
OnFailedToConnectCalled on the client when a connection attempt fails for some reason.
OnFailedToConnectToMasterServerCalled on clients or servers when there is a problem connecting to the MasterServer.
OnGUIOnGUI is called for rendering and handling GUI events.
OnJointBreakCalled when a joint attached to the same game object broke.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnLevelWasLoadedThis function is called after a new level was loaded.
OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.
OnMouseDownOnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnterCalled when the mouse enters the GUIElement or Collider.
OnMouseExitCalled when the mouse is not any longer over the GUIElement or Collider.
OnMouseOverCalled every frame while the mouse is over the GUIElement or Collider.
OnMouseUpOnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButtonOnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnNetworkInstantiateCalled on objects which have been network instantiated with Network.Instantiate.
OnParticleCollisionOnParticleCollision is called when a particle hits a collider.
OnPlayerConnectedCalled on the server whenever a new player has successfully connected.
OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server.
OnPostRenderOnPostRender is called after a camera finished rendering the scene.
OnPreCullOnPreCull is called before a camera culls the scene.
OnPreRenderOnPreRender se llama antes de que la cámara comience a renderizar la escena.
OnRenderImageOnRenderImage is called after all rendering is complete to render image.
OnRenderObjectOnRenderObject is called after camera has rendered the scene.
OnSerializeNetworkViewUsed to customize synchronization of variables in a script watched by a network view.
OnServerInitializedCalled on the server whenever a Network.InitializeServer was invoked and has completed.
OnTransformChildrenChangedThis function is called when the list of children of the transform of the GameObject has changed.
OnTransformParentChangedThis function is called when the parent property of the transform of the GameObject has changed.
OnTriggerEnterOnTriggerEnter is called when the Collider other enters the trigger.
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStayOnTriggerStay is called once per frame for every Collider other that is touching the trigger.
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).
OnValidateThis function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
OnWillRenderObjectOnWillRenderObject is called once for each camera if the object is visible.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods is called the first time.
UpdateUpdate is called every frame, if the MonoBehaviour is enabled.