我正在使用Unity中的新Unet功能制作一个简单的tic tac-tac-tac-toe游戏,以学习如何使用Unet功能。
我有一个脑代码,它会产生9个精灵来构成棋盘,并且正在努力将这些精灵设置为x。我使用[synchvar]跟踪精灵的状态,并使用钩子在[SyncVar]
更改时更改图像。如果我控制服务器,游戏将完美运行,但如果我控制客户端则无效。根据我的理解,您可以通过向对象添加本地播放器权限并使用[命令]来更正此问题,但这似乎无法解决问题。下面的代码是我精灵的附件。问题已得到解答,下面的代码反映了纠正。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.Networking;
public class spacescript : NetworkBehaviour {
public Sprite x;
public Sprite o;
SpriteRenderer sr;
public int state;
NetworkIdentity myNetId;
void Awake ()
{
myNetId = GetComponent<NetworkIdentity>();
}
public void setstate(int newstate)
{
state=newstate;
if (state == 1)
{
gameObject.GetComponent<SpriteRenderer> ().sprite = x;
}
}
void OnMouseDown()
{
GameObject whatplayer = braincode.singleton.GetComponent<braincode> ().returnplayer();
whatplayer.GetComponent<playerscript> ().thingwasclicked (myNetId, gameObject);
}
}
我的图块由以下代码生成
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.Networking;
public class braincode : NetworkBehaviour {
public GameObject spaceprefab;
static public braincode singleton;
GameObject players;
public static GameObject brain;
void Start ()
{
singleton = this;
brain = gameObject;
}
public GameObject returnplayer()
{
return players;
}
public void add_player(GameObject player)
{
players = player;
}
public override void OnStartServer()
{
for (int x=0; x<3; x++) {
for (int y=0; y<3; y++) {
GameObject space = (GameObject)GameObject.Instantiate(spaceprefab, transform.position, Quaternion.identity);
space.transform.position = new Vector3 (-3 + (2 * x), -3+ (2*y), 0f);
NetworkServer.Spawn (space);
}
}
}
}
我的playerobjects有以下代码
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.Networking;
public class playerscript : NetworkBehaviour {
void Start ()
{
if (isLocalPlayer)
{
braincode.brain.GetComponent<braincode> ().add_player (gameObject);
}
}
public void thingwasclicked(NetworkIdentity tiles , GameObject whoclicked)
{
Cmdassignstate (tiles,whoclicked);
}
[Command]
public void Cmdassignstate(NetworkIdentity tile, GameObject whoclicked)
{
RpcUpdateState (1,whoclicked);
}
[ClientRpc]
void RpcUpdateState(int newState, GameObject tile)
{
tile.GetComponent<spacescript> ().setstate (1);
}
}