オブジェクトがローカルプレイヤーである場合は true
マルチプレイヤーゲームでは、複数のプレイヤーが存在します。クライアントは "自分自身" がどれなのかを知る必要があり、また入力の受付も自身のプレイヤーのみ、カメラも自身のプレイヤーを映さなければいけません。この変数は、ローカルマシンのプレイヤーのみに対して true を返すので、操作キャラクター以外の入力処理を行わないフィルターとして役に立ちます。
以下の例は、ローカルのプレイヤーのみの入力を受け付けるスクリプトです。
using UnityEngine; using UnityEngine.Networking;
public class Player : NetworkBehaviour { int moveX = 0; int moveY = 0;
void Update() { if (!isLocalPlayer) { return; }
// input handling for local player only int oldMoveX = moveX; int oldMoveY = moveY;
moveX = 0; moveY = 0;
if (Input.GetKey(KeyCode.LeftArrow)) { moveX -= 1; } if (Input.GetKey(KeyCode.RightArrow)) { moveX += 1; } if (Input.GetKey(KeyCode.UpArrow)) { moveY += 1; } if (Input.GetKey(KeyCode.DownArrow)) { moveY -= 1; } if (moveX != oldMoveX || moveY != oldMoveY) { CmdMove(moveX, moveY); } }
[Command] void CmdMove(int dx, int dy) { // move here } }
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