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。

Network.Destroy

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

public static function Destroy(viewID: NetworkViewID): void;
public static void Destroy(NetworkViewID viewID);
public static def Destroy(viewID as NetworkViewID) as void

Description

ViewIDに関連付けられたオブジェクトを破棄します

The object is destroyed locally and remotely. Note that this does not remove any RPCs accociated with the object or NetworkViewID, these have to be explicitly removed with the Network.RemoveRPCs method.

	var timer : float = 0;
	function Awake () {
		timer = Time.time;
	}
	// Network destroy the object which has this script
	// it must have a NetworkView attached
	function Update() {
		if (Time.time - timer > 2) {
			Network.Destroy(GetComponent(NetworkView).viewID);
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float timer = 0;
    void Awake() {
        timer = Time.time;
    }
    void Update() {
        if (Time.time - timer > 2)
            Network.Destroy(GetComponent<NetworkView>().viewID);
        
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public timer as float = 0

	def Awake() as void:
		timer = Time.time

	def Update() as void:
		if (Time.time - timer) > 2:
			Network.Destroy(GetComponent[of NetworkView]().viewID)

public static function Destroy(gameObject: GameObject): void;
public static void Destroy(GameObject gameObject);
public static def Destroy(gameObject as GameObject) as void

Description

Destroy the object across the network.

The object is destroyed locally and remotely.

	var timer : float = 0;
	function Awake () {
		timer = Time.time;
	}
	// Network destroy the object which has this script
	function Update() {
		if (Time.time - timer > 2) {
			Network.Destroy(gameObject);
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float timer = 0;
    void Awake() {
        timer = Time.time;
    }
    void Update() {
        if (Time.time - timer > 2)
            Network.Destroy(gameObject);
        
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public timer as float = 0

	def Awake() as void:
		timer = Time.time

	def Update() as void:
		if (Time.time - timer) > 2:
			Network.Destroy(gameObject)