言語: 日本語
  • C#
  • JS
  • Boo

スクリプト言語

お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。

MasterServer.OnMasterServerEvent(MasterServerEvent)

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Called on clients or servers when reporting events from the MasterServer.

Like, for example, when a host list has been received or host registration succeeded.

	function Start () {
		Network.InitializeServer(32, 25000);
	}
		
	function OnServerInitialized() {
		MasterServer.RegisterHost( "MyGameVer1.0.0_42"
			, "My Game Instance"
			, "This is a comment and place to store data");
	}
		
	function OnMasterServerEvent(msEvent: MasterServerEvent) {
		if (msEvent == MasterServerEvent.RegistrationSucceeded) {
			Debug.Log("Server registered");
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Start() {
        Network.InitializeServer(32, 25000);
    }
    void OnServerInitialized() {
        MasterServer.RegisterHost("MyGameVer1.0.0_42", "My Game Instance", "This is a comment and place to store data");
    }
    void OnMasterServerEvent(MasterServerEvent msEvent) {
        if (msEvent == MasterServerEvent.RegistrationSucceeded)
            Debug.Log("Server registered");
        
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Start() as void:
		Network.InitializeServer(32, 25000)

	def OnServerInitialized() as void:
		MasterServer.RegisterHost('MyGameVer1.0.0_42', 'My Game Instance', 'This is a comment and place to store data')

	def OnMasterServerEvent(msEvent as MasterServerEvent) as void:
		if msEvent == MasterServerEvent.RegistrationSucceeded:
			Debug.Log('Server registered')