我的 Unity 2D 游戏中的 OnSerializeNetworkView 问题

OnSerializeNetworkView issus in my Unity 2D game

我有 2 个脚本:

和游戏对象播放器: 对于控制网络,我有 GameObject 脚本: PlayerScript 代码:

using UnityEngine;
using System.Collections;

public class PlayerScript : MonoBehaviour {

public float speed = 10f;

private float lastSynchronizationTime = 0f;
private float syncDelay = 0f;
private float syncTime = 0f;
private Vector3 syncStartPosition = Vector3.zero;
private Vector3 syncEndPosition = Vector3.zero;


private void InputMovement()
{
    if (Input.GetKey(KeyCode.W))
        rigidbody2D.MovePosition(rigidbody2D.position + Vector2.up * speed * Time.deltaTime);

    if (Input.GetKey(KeyCode.S))
        rigidbody2D.MovePosition(rigidbody2D.position - Vector2.up * speed * Time.deltaTime);

    if (Input.GetKey(KeyCode.D))
        rigidbody2D.MovePosition(rigidbody2D.position + Vector2.right * speed * Time.deltaTime);

    if (Input.GetKey(KeyCode.A))
        rigidbody2D.MovePosition(rigidbody2D.position - Vector2.right * speed * Time.deltaTime);
}

void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
{
    Debug.Log("OnSerializeNetworkView!!!!!!!!!!!!!!!!!!!!");
    Vector3 syncPosition = Vector3.zero;
    Vector3 syncVelocity = Vector3.zero;
    if (stream.isWriting)
    {
        syncPosition = rigidbody2D.position;
        stream.Serialize(ref syncPosition);

        syncPosition = rigidbody2D.velocity;
        stream.Serialize(ref syncVelocity);
    }
    else
    {
        stream.Serialize(ref syncPosition);
        stream.Serialize(ref syncVelocity);

        syncTime = 0f;
        syncDelay = Time.time - lastSynchronizationTime;
        lastSynchronizationTime = Time.time;

        syncEndPosition = syncPosition + syncVelocity * syncDelay;
        syncStartPosition = rigidbody2D.position;
    }
}

void Awake()
{
    lastSynchronizationTime = Time.time;

}

void Update()
{
    if (networkView.isMine)
    {
        InputMovement();
    }
    else
    {
        SyncedMovement();
    }
}

[RPC]
private void SyncedMovement()
{
    syncTime += Time.deltaTime;

    rigidbody2D.position = Vector3.Lerp(syncStartPosition, syncEndPosition, syncTime / syncDelay);
    Debug.Log(syncStartPosition+ " ####### " +rigidbody2D.position+ " ####### " +syncEndPosition);
}

}

和 NetworkManager 代码:

using UnityEngine;
using System.Collections;

public class NetworkManager : MonoBehaviour {

public Transform point1;
public Transform point2;

public GameObject player;

// Use this for initialization
void Start () {
    if (Network.isServer) {
        Network.Instantiate(player,point1.transform.position,Quaternion.identity,0);    
    }
}

void OnPlayerConnected ( NetworkPlayer netPlayer)
{
    Debug.Log("Player " + " connected from " + netPlayer.ipAddress + ":" + netPlayer.port);
    networkView.RPC("net_DoSpawn",RPCMode.All);
}

[RPC]
void net_DoSpawn()
{
    Network.Instantiate(player,point2.transform.position,Quaternion.identity,0);
}
}

我试了很多次调试id,都没有变化。 OnSerializeNetworkView 没有被调用并且玩家被生成两次。如果我试图去其他玩家的位置他们开始闪烁,否则他们不可见..有人可以帮助我吗?非常感谢和抱歉我的英语:))

您必须遵守脚本,而不是转换。

将脚本组件拖到观察到的插槽中。然后就会触发。