我开始使用Photon Networking for Unity,但我遇到了一个问题。我想添加到播放器中的CustomProperties,然后我想调试结果。但是调试打印“Null”。我在创建房间后这样做。
有趣的是OnPhotonPlayerPropertiesChanged()
它打印“已更改”,只有当我执行SetPlayerPosition()
时才这样做。
但是,如果我然后检查customproperties里面的密钥是不包含它所以它不打印“10”?
void Awake()
{
SetPlayerPosition();
}
public override void OnPhotonPlayerPropertiesChanged(object[] playerAndUpdatedProps)
{
Debug.Log("changed");
if (PhotonNetwork.player.CustomProperties.ContainsKey("1"))
{
Debug.Log("it works");
}
}
void SetPlayerPosition()
{
ExitGames.Client.Photon.Hashtable xyzPos = new ExitGames.Client.Photon.Hashtable();
xyzPos.Add(1, "10");
xyzPos.Add(2, "5");
xyzPos.Add(3, "10");
PhotonNetwork.player.SetCustomProperties(xyzPos);
// PhotonNetwork.player.SetCustomProperties(xyzPos, null, true); doesnt work either
}
答案 0 :(得分:2)
根据PUN's doc-api你应该这样做:
void OnPhotonPlayerPropertiesChanged(object[] playerAndUpdatedProps)
{
PhotonPlayer player = playerAndUpdatedProps[0] as PhotonPlayer;
Hashtable props = playerAndUpdatedProps[1] as Hashtable;
Debug.Log(string.Format("Properties {0} updated for player {1}", SupportClass.DictionaryToString(props), player);
if (player.CustomProperties.ContainsKey("1"))
{
Debug.Log("it works 1");
}
if (props.ContainsKey("1"))
{
Debug.Log("it works 2");
}
}
答案 1 :(得分:0)
实际上,awnser是键必须是字符串!