public InputField roomName;
public InputField playerName;
public void PlayButton() {
PhotonNetwork.NickName = playerName.text;
}
using Photon.Pun;
public class Launcher : MonoBehaviourPunCallbacks{
// Start is called before the first frame update
void Start(){//以Photon Unity Network的设置进行连接
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster(){ //连接到服务器
base.OnConnectedToMaster();
Debug.Log("Connect service complete");
}
}
if(roomName.text.Length < 2)
return; //房间命名大于2个字符
//创建房间JoinOrCreateRoom
//加入随机房间 JoinRandomRoom
RoomOptions options = new RoomOptions {MaxPlayers = 4};
PhotonNetwork.JoinOrCreateRoom("roomName.text",option, default/*大厅属性*/);
在Player身上添加Photon View组件,其功能让服务器监控游戏对象,Oberserved Components,用于添加监控游戏对象的组件。对Animator 的监控能调整改变动画的间歇性传输或者连续性传输。注意:如果该游戏对象用Trigger组件,确保该组件在最后一项,如:Death。防止逐帧传输动画丢失。
using Photon.Pun;
public class PlayerController : MonoBehaviourPun{
void Update(){
if (!photonView.IsMine && PhotonNetwork.IsConnected)
return;
}
}
public override void OnJoinedRoom(){
base.OnJoinedRoom();
PhotonNetwork.Instantiate("PrefabName",new Vector3(1,1,0),Quaternion.identity, 0);
}
if (photonView.IsMine)
nameText.text = PhotonNetwork.NickName;
else
nameText.text = photonView.Owner.NickName;