Unity5.1 新的网络引擎UNET(十五) Networking 引用--下
孙广东 2015.7.21
本节提供了与网络系统一起使用的组件的具体信息。
10、Network Proximity Checker
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NetworkProximityChecker 是一个组件,它能够用来控制 网络client,基于网络玩家 接近的对照度的对象。若要使用它。请将该组件放在一定范围内可见的对象上。此类依赖于物理计算的可见性。
Properties
Property: | Function: | |
---|---|---|
visRange | The range that the object should be visible in. | |
visUpdateInterval | how often in seconds the object should check for players entering it’s visible range. | |
checkMethod | Which type of physics to use for proximity checking. |
11、NetworkReader
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NetworkReader 是一个用于从字节流中读取对象的 UNET 高级别 API 类。
此类在与 NetworkWriter 一起工作。NetworkReader 具有很多Unity类型特定的序列化功能。
12、NetworkServer
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NetworkServer 是一个 UNET 高级别 API 类,管理来自多个client的连接。
Properties
Property: | Function: | |
---|---|---|
connections | The set of active connections to remote clients. | |
localConnections | The set of active connections to local clients. | |
handlers | The set of registered message handler function. | |
objects | The set of spawned objects with NetworkIdentities. | |
active | True if the server is listening and running (static). | |
localActiveClient | True if there is a local client in the same process; this server is a “Host”. | |
numChannels | The number of configured NetworkTransport QoS channels. |
13、NetworkStartPosition
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NetworkStartPosition 被NetworkManager 使用,当创建player对象时。NetworkStartPosition的位置 和 旋转 用来放新创建的Player 对象。
14、NetworkTransform
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NetworkTransform 组件通过网络同步movemen运动的游戏对象。此组件考虑权威,所以 LocalPlayer 对象 (当中有地方当局) 同步他们的 position 从client到server。然后出去给其它客户机。
其它对象 (与server授权机构) 同步他们从server到client的位置。
若要使用此组件,请将其加入到您想要同步运动的预制或游戏的对象。该组件要求游戏对象具有 NetworkIdentity。请注意。必须催生网络的对象来同步。
Properties
Property: | Function: | |
---|---|---|
transformSyncMode | Which synchronization method to use for position. | |
sendInterval | How often in seconds the object sends updates. | |
syncRotationAxis | Which axis to use for rotation. | |
rotationSyncCompression | What kind of compession to use for rotation. | |
syncSpin | Flag to sync angular velocity. | |
movementTheshold | The threshold to not send position updates. | |
snapThreshold | The threshold to “pop” instead of interpolate. | |
interpolateRotation | Factor to control rotation interpolation. | |
interpolateMovement | Factor to control movement interpolation. |
Hints
• NetworkTransform的inspector有一个 NetworkSendRate 滑块 。对于被创建后不须要更新 - 如子弹的对象,将此滑块设置为零。
15、NetworkTransformVisualizer
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NetworkTransformVisualizer 是一个有用程序utility 组件。同意可视化的内嵌使用 NetworkTransform 组件的对象。
Properties
Property: | Function: | |
---|---|---|
VisualizerPrefab | The prefab of an object to create to visualize the target position. |
16、NetworkTransport
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NetworkTransport 是 UNET 低级别 API 接口。它是一个静态的类。
17、NetworkWriter
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NetworkWriter 是一个 UNET 高级别 API 类,用于将对象写入字节流。
此类在与 NetworkReader 一起工作。NetworkWriter 具有很多统一类型特定的序列化功能。
NetworWriter 与 MessageBase 类用于使包括序列化的网络消息的字节数组。
void SendMessage(short msgType, MessageBase msg, int channelId)
{
// write the message to a local buffer
NetworkWriter writer = new NetworkWriter();
writer.StartMessage(msgType);
msg.Serialize(writer);
writer.FinishMessage(); myClient.SendWriter(writer, channelId);
}
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