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。

MonoBehaviour.OnSerializeNetworkView(BitStream,NetworkMessageInfo)

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

Switch to Manual

Description

ネットワークビューによって監視されるスクリプトの変数の同期をカスタマイズするために使用します

シリアライズされた変数が送信/受信するタイミングは、自動的に決定されます。 詳しい説明は下記のサンプルを御覧ください。これはオブジェクトの所有者に依存され、つまり、 自身と他の全てを受信しています。

	// This objects health information

	var currentHealth : int = 0;
	
	function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo) {
		if (stream.isWriting) {
			var healthC : int = currentHealth;
			stream.Serialize(healthC);
		} else {
			var healthZ : int = 0;
			stream.Serialize(healthZ);
			currentHealth = healthZ;
		}	
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public int currentHealth = 0;
    void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) {
        if (stream.isWriting) {
            int healthC = currentHealth;
            stream.Serialize(ref healthC);
        } else {
            int healthZ = 0;
            stream.Serialize(ref healthZ);
            currentHealth = healthZ;
        }
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public currentHealth as int = 0

	def OnSerializeNetworkView(stream as BitStream, info as NetworkMessageInfo) as void:
		if stream.isWriting:
			healthC as int = currentHealth
			stream.Serialize()
		else:
			healthZ as int = 0
			stream.Serialize()
			currentHealth = healthZ