服务器端的 UNET SyncVar 未更新
UNET SyncVar on server side not updated
我正在尝试使用 SyncVar,但我不完全理解我做错了什么,如果我做错了的话。情况是这样的:
我有两个 public SyncVar:redFunds 和 blueFunds 以及两个本地 "old" 版本要与
进行比较
我在 Start 中使用 Cmd_UpdateXxx 启动 SyncVar,有效
我有两个按钮,每个 SyncVar 一个
在更新中,我比较了 SyncVar 与 oldXxxFunds。如果命中我显示在现场
当我 运行 代码时,它确实在两个播放器(红色和蓝色)的场景中显示了正确的数字,但是当查看 "public" SyncVar 时,这并没有完全反映在编辑器中.当按下红色按钮时,它只会在编辑器中反映在红色播放器上,而不是蓝色播放器上。
有人可以向我解释一下我在这里做错了什么吗? ...如果我做错了什么。我不应该在编辑器中看到更改吗?
[SyncVar] public int redFunds;
[SyncVar] public int blueFunds;
public int oldRedFunds;
public int oldBlueFunds;
private void Start ()
{
if (!isLocalPlayer)
return;
Cmd_UpdateRed (10);
Cmd_UpdateBlue (20);
}
// Button
void btn_Red ()
{
if (!hasAuthority)
return;
Cmd_UpdateRed (10000);
}
void btn_Blue ()
{
if (!hasAuthority)
return;
Cmd_UpdateBlue (20000);
}
[Command]
void Cmd_UpdateRed (int _value)
{
redFunds = _value;
}
[Command]
void Cmd_UpdateBlue (int _value)
{
blueFunds = _value;
}
void Update ()
{
if (redFunds != oldRedFunds)
{
txt_RedTotalFunds = GameObject.Find ("txt_RedTotalFunds").GetComponent<Text> ();
txt_RedTotalFunds.text = "$" + redFunds;
oldRedFunds = redFunds;
}
if (blueFunds != oldBlueFunds)
{
txt_BlueTotalFunds = GameObject.Find ("txt_BlueTotalFunds").GetComponent<Text> ();
txt_BlueTotalFunds.text = "$" + blueFunds;
oldBlueFunds = blueFunds;
}
}
我能想到的最好方法是使用 GameRoomInfo 作为服务器拥有的网络对象。
可以使用如下 2 个简单的脚本来完成:
GameRoomInfo 脚本
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
using System.Collections;
public class GameRoomInfo : NetworkBehaviour
{
public Text txt_RedTotalFunds;
public Text txt_BlueTotalFunds;
public int oldRedFunds = 0;
public int oldBlueFunds = 0;
[SyncVar]
public int redFunds;
[SyncVar]
public int blueFunds;
void Update()
{
if (redFunds != oldRedFunds)
{
//txt_RedTotalFunds = GameObject.Find("txt_RedTotalFunds").GetComponent<Text>();
txt_RedTotalFunds.text = "$" + redFunds;
Debug.Log("Red - $" + redFunds);
oldRedFunds = redFunds;
}
if (blueFunds != oldBlueFunds)
{
//txt_BlueTotalFunds = GameObject.Find("txt_BlueTotalFunds").GetComponent<Text>();
txt_BlueTotalFunds.text = "$" + blueFunds;
Debug.Log("Blue - $" + blueFunds);
oldBlueFunds = blueFunds;
}
}
}
播放器脚本
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
using System.Collections;
public class Player : NetworkBehaviour
{
public enum PlayerColor
{
Red,
Blue
};
//used to update the right variables (Blue player updates blueFunds and Red player updates redFunds)
[SyncVar]
PlayerColor playerColor;
static int colorSelect = 0;
void Start()
{
if(isServer)
{
// the server selects the player color when created
switch(colorSelect % 2)
{
case 0:
playerColor = PlayerColor.Red;
break;
case 1:
playerColor = PlayerColor.Blue;
break;
}
colorSelect++;
}
}
void Update()
{
if (!isLocalPlayer)
return;
if (hasAuthority && Input.GetKeyDown(KeyCode.KeypadPlus))
{
Cmd_UpdateAdd(10);
}
}
// Button
void btn_Update()
{
if (!hasAuthority)
return;
Cmd_Update(0);
}
void btn_Add()
{
if (!hasAuthority)
return;
Cmd_Update(10);
}
[Command]
public void Cmd_Update(int _value)//The command updates the GameRoomInfo variables according to the player color
{
switch (playerColor)
{
case PlayerColor.Red:
FindObjectOfType<GameRoomInfo>().redFunds = _value;
break;
case PlayerColor.Blue:
FindObjectOfType<GameRoomInfo>().blueFunds = _value;
break;
default:
break;
}
}
[Command]
public void Cmd_UpdateAdd(int _value)
{
switch (playerColor)
{
case PlayerColor.Red:
FindObjectOfType<GameRoomInfo>().redFunds += _value;
break;
case PlayerColor.Blue:
FindObjectOfType<GameRoomInfo>().blueFunds += _value;
break;
default:
break;
}
}
}
我做了一些小改动以帮助测试。随意适应您的需求。
我正在尝试使用 SyncVar,但我不完全理解我做错了什么,如果我做错了的话。情况是这样的:
我有两个 public SyncVar:redFunds 和 blueFunds 以及两个本地 "old" 版本要与
进行比较
我在 Start 中使用 Cmd_UpdateXxx 启动 SyncVar,有效
我有两个按钮,每个 SyncVar 一个
在更新中,我比较了 SyncVar 与 oldXxxFunds。如果命中我显示在现场
当我 运行 代码时,它确实在两个播放器(红色和蓝色)的场景中显示了正确的数字,但是当查看 "public" SyncVar 时,这并没有完全反映在编辑器中.当按下红色按钮时,它只会在编辑器中反映在红色播放器上,而不是蓝色播放器上。
有人可以向我解释一下我在这里做错了什么吗? ...如果我做错了什么。我不应该在编辑器中看到更改吗?
[SyncVar] public int redFunds;
[SyncVar] public int blueFunds;
public int oldRedFunds;
public int oldBlueFunds;
private void Start ()
{
if (!isLocalPlayer)
return;
Cmd_UpdateRed (10);
Cmd_UpdateBlue (20);
}
// Button
void btn_Red ()
{
if (!hasAuthority)
return;
Cmd_UpdateRed (10000);
}
void btn_Blue ()
{
if (!hasAuthority)
return;
Cmd_UpdateBlue (20000);
}
[Command]
void Cmd_UpdateRed (int _value)
{
redFunds = _value;
}
[Command]
void Cmd_UpdateBlue (int _value)
{
blueFunds = _value;
}
void Update ()
{
if (redFunds != oldRedFunds)
{
txt_RedTotalFunds = GameObject.Find ("txt_RedTotalFunds").GetComponent<Text> ();
txt_RedTotalFunds.text = "$" + redFunds;
oldRedFunds = redFunds;
}
if (blueFunds != oldBlueFunds)
{
txt_BlueTotalFunds = GameObject.Find ("txt_BlueTotalFunds").GetComponent<Text> ();
txt_BlueTotalFunds.text = "$" + blueFunds;
oldBlueFunds = blueFunds;
}
}
我能想到的最好方法是使用 GameRoomInfo 作为服务器拥有的网络对象。
可以使用如下 2 个简单的脚本来完成:
GameRoomInfo 脚本
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
using System.Collections;
public class GameRoomInfo : NetworkBehaviour
{
public Text txt_RedTotalFunds;
public Text txt_BlueTotalFunds;
public int oldRedFunds = 0;
public int oldBlueFunds = 0;
[SyncVar]
public int redFunds;
[SyncVar]
public int blueFunds;
void Update()
{
if (redFunds != oldRedFunds)
{
//txt_RedTotalFunds = GameObject.Find("txt_RedTotalFunds").GetComponent<Text>();
txt_RedTotalFunds.text = "$" + redFunds;
Debug.Log("Red - $" + redFunds);
oldRedFunds = redFunds;
}
if (blueFunds != oldBlueFunds)
{
//txt_BlueTotalFunds = GameObject.Find("txt_BlueTotalFunds").GetComponent<Text>();
txt_BlueTotalFunds.text = "$" + blueFunds;
Debug.Log("Blue - $" + blueFunds);
oldBlueFunds = blueFunds;
}
}
}
播放器脚本
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
using System.Collections;
public class Player : NetworkBehaviour
{
public enum PlayerColor
{
Red,
Blue
};
//used to update the right variables (Blue player updates blueFunds and Red player updates redFunds)
[SyncVar]
PlayerColor playerColor;
static int colorSelect = 0;
void Start()
{
if(isServer)
{
// the server selects the player color when created
switch(colorSelect % 2)
{
case 0:
playerColor = PlayerColor.Red;
break;
case 1:
playerColor = PlayerColor.Blue;
break;
}
colorSelect++;
}
}
void Update()
{
if (!isLocalPlayer)
return;
if (hasAuthority && Input.GetKeyDown(KeyCode.KeypadPlus))
{
Cmd_UpdateAdd(10);
}
}
// Button
void btn_Update()
{
if (!hasAuthority)
return;
Cmd_Update(0);
}
void btn_Add()
{
if (!hasAuthority)
return;
Cmd_Update(10);
}
[Command]
public void Cmd_Update(int _value)//The command updates the GameRoomInfo variables according to the player color
{
switch (playerColor)
{
case PlayerColor.Red:
FindObjectOfType<GameRoomInfo>().redFunds = _value;
break;
case PlayerColor.Blue:
FindObjectOfType<GameRoomInfo>().blueFunds = _value;
break;
default:
break;
}
}
[Command]
public void Cmd_UpdateAdd(int _value)
{
switch (playerColor)
{
case PlayerColor.Red:
FindObjectOfType<GameRoomInfo>().redFunds += _value;
break;
case PlayerColor.Blue:
FindObjectOfType<GameRoomInfo>().blueFunds += _value;
break;
default:
break;
}
}
}
我做了一些小改动以帮助测试。随意适应您的需求。