如何使摄像机跟随由服务器上的预制件产生的对象统一?

时间:2015-12-02 15:31:00

标签: c# unity3d

我知道这是一个很长的问题很安静,但我几天都在不停地尝试,我仍然没有找到任何帮助...... 我想用一个统一服务器设置一个小的在线PVP游戏,并产生玩家从现在起一切正常。现在出现了2个未解决的问题...我无法更改播放器克隆创建的生成点,也不能让相机跟随你的角色...... 我希望有人可以帮助我:))

继承了网络脚本:

using UnityEngine;
using System.Collections;

public class NetworkManager : MonoBehaviour
{
private const string typeName = "Elemental Fox";
private const string gameName = "Elemental Fox";

private bool isRefreshingHostList = false;
private HostData[] hostList;

public GameObject playerPrefab;

void OnGUI()
{
    if (!Network.isClient && !Network.isServer)
    {
        if (GUI.Button(new Rect(100, 100, 250, 100), "Start Server"))
            StartServer();

        if (GUI.Button(new Rect(100, 250, 250, 100), "Refresh Hosts"))
            RefreshHostList();

        if (hostList != null)
        {
            for (int i = 0; i < hostList.Length; i++)
            {
                if (GUI.Button(new Rect(400, 100 + (110 * i)300,    100),     hostList[i].gameName))
                    JoinServer(hostList[i]);
            }
        }
    }
}

private void StartServer()
{
    Network.InitializeServer(16, 25000, !Network.HavePublicAddress());
    MasterServer.RegisterHost(typeName, gameName);
}

void OnServerInitialized()
{
    Debug.Log("initialized!");
    SpawnPlayer();
}


void Update()
{
    if (isRefreshingHostList && MasterServer.PollHostList().Length > 0)
    {
        isRefreshingHostList = false;
        hostList = MasterServer.PollHostList();
    }
}

private void RefreshHostList()
{
    if (!isRefreshingHostList)
    {
        isRefreshingHostList = true;
        MasterServer.RequestHostList(typeName);
    }
}


private void JoinServer(HostData hostData)
{
    Network.Connect(hostData);
}

void OnConnectedToServer()
{
    Debug.Log("Connected!");
    SpawnPlayer();
}

void changePosition()
{
    GameObject player = GameObject.Find("Player(Clone)");
    player.transform.position = new Vector3(3, 12, 3);
}


private void SpawnPlayer()
{
    Network.Instantiate(playerPrefab, Vector3.up * 10, Quaternion.identity, 0);
}

}

0 个答案:

没有答案