class in UnityEditor.Networking.PlayerConnection
/
実装インターフェース:IEditorPlayerConnection
マニュアルに切り替える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")); } } }
ConnectedPlayers | A list of the connected Players. |
DisconnectAll | Disconnects all of the active connections between the Editor and the Players. |
Initialize | Initializes the EditorConnection. |
Register | Registers a callback on a certain message ID. |
RegisterConnection | Registers a callback, executed when a new Player connects to the Editor. |
RegisterDisconnection | Registers a callback on a Player when that Player disconnects. |
Send | Sends data to the connected Players. |
Unregister | Deregisters a registered callback. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | オブジェクトのインスタンス ID を返します |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | タイプから見つけたすべてのアクティブのオブジェクト配列を返します |
Instantiate | original のオブジェクトをクローンします |
CreateInstance | ScriptableObject のインスタンスを作成します。 |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |