我一直在为多人游戏使用Photon unity网络插件。在下面的字符实例化代码中,我想生成加入的玩家,然后在固定点产生然后随机。我是新手,我试图通过在按钮点击事件中给出固定的gameObject位置来编辑它但是无法这样做。这是代码 -
using UnityEngine;
public class CharacterInstantiation : OnJoinedInstantiate {
public delegate void OnCharacterInstantiated(GameObject character);
public static event OnCharacterInstantiated CharacterInstantiated;
public new void OnJoinedRoom() {
if (this.PrefabsToInstantiate != null) {
GameObject o = PrefabsToInstantiate[(PhotonNetwork.player.ID - 1) % 4];
//Debug.Log("Instantiating: " + o.name);
Vector3 spawnPos = Vector3.zero;
if (this.SpawnPosition != null) {
spawnPos = this.SpawnPosition.position;
}
Vector3 random = Random.insideUnitSphere;
random = this.PositionOffset * random.normalized;
spawnPos += random;
spawnPos.y = 0;
Camera.main.transform.position += spawnPos;
o = PhotonNetwork.Instantiate(o.name, spawnPos, Quaternion.identity, 0);
if (CharacterInstantiated != null) {
CharacterInstantiated(o);
}
}
}
}
此代码在插件的测试场景中。只想产生加入的玩家是固定点,如spawnpoint [0],spawnpoint [1]等。在此先感谢您的帮助。
以下是插件中预制实例化的代码 -
public class OnJoinedInstantiate : MonoBehaviour
{
public Transform SpawnPosition;
public float PositionOffset = 2.0f;
public GameObject[] PrefabsToInstantiate;
public void OnJoinedRoom()
{
if (this.PrefabsToInstantiate != null)
{
foreach (GameObject o in this.PrefabsToInstantiate)
{
Debug.Log("Instantiating: " + o.name);
Vector3 spawnPos = Vector3.up;
if (this.SpawnPosition != null)
{
spawnPos = this.SpawnPosition.position;
}
Vector3 random = Random.insideUnitSphere;
random.y = 0;
random = random.normalized;
Vector3 itempos = spawnPos + this.PositionOffset * random;
PhotonNetwork.Instantiate(o.name, itempos, Quaternion.identity, 0);
}
}
}
}
答案 0 :(得分:2)
如果要制作不同的生成点,则应将脚本更改为:
using UnityEngine;
public class CharacterInstantiation : OnJoinedInstantiate {
public delegate void OnCharacterInstantiated(GameObject character);
public static event OnCharacterInstantiated CharacterInstantiated;
public int counter = 0;
public Vector3[] spawnPositions;
public new void OnJoinedRoom() {
if (this.PrefabsToInstantiate != null) {
GameObject o = PrefabsToInstantiate[(PhotonNetwork.player.ID - 1) % 4];
//Debug.Log("Instantiating: " + o.name);
Vector3 spawnPos = Vector3.zero;
if (this.SpawnPosition != null) {
spawnPos = spawnPositions[counter];
}
Vector3 random = Random.insideUnitSphere;
random = this.PositionOffset * random.normalized;
spawnPos += random;
spawnPos.y = 0;
Camera.main.transform.position += spawnPos;
o = PhotonNetwork.Instantiate(o.name, spawnPos, Quaternion.identity, 0);
if (CharacterInstantiated != null) {
CharacterInstantiated(o);
counter++;
}
}
}
}
您只需要为spawnPositions
提供值。