我想要发生的事情是当玩家连接到他们挑选红色或蓝色球队(1或2)的房间时 每支球队的最大球员数为5,我通过使用
等变量跟踪球员int currentRedPlayers = 0;
int maxRedPlayers = 5;
int currentBluePlayers = 0;
int MaxBluePlayers = 5;
我在通过网络同步时遇到了很多麻烦。 目前我正在做的是当你加入Room时,你使用PhotonNetwork.Instantiate为自己生成一个GameManagerObject。 假设您是第一个加入服务器的人,那么变量currentRedPlayers和currentBluePlayers将被设置为0.然后当您选择一个团队时(假设您选择了红队) currentRedPlayers将跳转到1,因此4个变量将如下所示。
currentRedPlayers = 1;
maxRedPlayers = 5;
currentBluePlayers = 0;
MaxBluePlayers = 5;
这有效。
现在说第二名球员加入,他们选择蓝队,他们的变量将是
currentRedPlayers = 0;
maxRedPlayers = 5;
currentBluePlayers = 1;
maxBluePlayers = 5;
我试图让两个客户更新彼此GameManagerObject的方法是添加一个光子视图并让它观察对象的脚本" GameManager" 这是剧本:
using UnityEngine;
using System.Collections;
public class GameManager : MonoBehaviour
{
public int currentRedPlayers = 0;
public int maxRedPlayers = 5;
public int currentBluePlayers = 0;
public int maxBluePlayers = 5;
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
//player sends info to network data
stream.SendNext(currentRedPlayers);
stream.SendNext(currentBluePlayers);
}
else
{
//player recieves info from network data (isReading)
currentRedPlayers = (int)stream.ReceiveNext();
currentBluePlayers = (int)stream.ReceiveNext();
}
}
}
这应该更新每个客户端的GameManagerObject,以便每个人都将变量读取为
currentredPlayers = 1;
maxRedplayers = 5;
currentBluePlayers = 1;
maxBluePlayers = 5;
但是它只会显示自己的,如果我在Unity编辑器中运行客户端1而客户端2作为构建和运行运行,我可以在层次结构中的客户端1中看到它显示为每个玩家实例化GameManagerObjects,并且它显示了正确的值
int currentRedPlayers = 1;
int maxRedPlayers = 5;
int currentBluePlayers = 0;
int MaxBluePlayers = 5;
和
currentRedPlayers = 0;
maxRedPlayers = 5;
currentBluePlayers = 1;
maxBluePlayers = 5;
但他们不会互相更新。 (这就是我希望它看起来像)
int currentRedPlayers = 1;
int maxRedPlayers = 5;
int currentBluePlayers = 1;
int MaxBluePlayers = 5;
对不起,如果这是一个新手问题,但我非常喜欢PUN,我花了无数个小时试图找到不同的方法来解决这个问题,但这是关于尽可能接近,我已经撞墙了。任何人都可以告诉我如何让每个客户的对象互相更新,以便他们能够以正确的方式读取房间中的当前玩家?
答案 0 :(得分:1)
您现在可能已找到答案,但对于其他任何人,只需使用customproperties。
using System.Linq;
public void team()
{
int redteam = 0, blueteam = 0;
PhotonNetwork.playerList.ForEach(x => { if (x.customproperties[teamproperty] == "red") redteam++; else if (x.customproperties[teamproperty] == "blue") bluetime++; });
}