满足条件时显示 Photon Room(4 名玩家)中一名玩家的字符串

Displaying a string of one of the players in a Photon Room (4 players) when a condition is met

Playerprefs 有一种设置和获取玩家信息的方法,例如字符串、整数等

我正在使用 photon 来设置和获取每个玩家的字符串,但它只能捕获一个本地玩家!每个玩家输入的字符串稍后应该仅在满足条件(bool)时显示给所有其他玩家。

Playerprefs 是否实际存储了每个玩家的信息并且是否真的可以检索(每个玩家)?

例如: 轮到你玩时,假设一个布尔值设置为 true,然后向所有其他玩家显示你的字符串。 所以应该启动game over,阻止游戏继续!

我是通过下面的脚本来做到这一点的吗:您的建议或更正确实意义重大。我已经卡了一段时间了。

我的第一个脚本(输入字符串):

[SerializeField]
WordInfo wordInfo;

void Update()
{
    wordInfo.word = StringWord;
}

public void GetString()
{
    StringWord = PlayerPrefs.GetString("word", "no word");
}
//use Onclick to set the string 
public void SetString()
{
    saveWord = InputWord.text;
    PlayerPrefs.SetString("word", saveWord);
}

我的第二个脚本(检索要从另一个场景读取的输入字符串(静态))

public class WordInfo: MonoBehaviour
{
public string word;
public static WordInfo wordInfo;

private void Awake()
{
    if (wordInfo == null)
    {
        wordInfo = this;
        DontDestroyOnLoad(gameObject);
    }
    else if(wordInfo != this)
    {
        Destroy(wordInfo.gameObject);
        wordInfo = this;
        DontDestroyOnLoad(gameObject);
    }
}
}

我的第三个剧本(游戏剧本-不同场景)

public string TheSavedWord;
private const string DISPLAY_MY_STRING_PLAYER = "{0} Your Word is displayed to others!";
private const string DISPLAY_OTHER_STRING_PLAYER = "{0}'s word has been Displayed!";
private const string MY_WORD = "{0} your word is: ";

private void Update()
{
    TheSavedWord = WordInfo.wordInfo.word;

}
 
public void ShowPlayerString()
{
 //a bool to check when to display the string
 //if i am active and the isShow is set to true then display a notification
 Player_Notification.text = string.Format(isShow && iAmActive ? DISPLAY_MY_STRING_PLAYER : DISPLAY_OTHER_STRING_PLAYER, activePlayer.NickName);
 
 //display the string 
 WordToDisplay.text = string.Format(isShow && iAmActive ? MY_WORD+ " " + TheSavedWord: MY_WORD + " " + TheSavedWord, activePlayer.NickName);

}

结果很好。经过多次尝试和理解,我能够得到每个玩家的字符串。

代码如下:

[SerializeField]
WordInfo wordInfo;

void Update()
{
    wordInfo.word = saveWord;
}

//use Onclick to set the string 
public void SetString()
{
    saveWord = InputWord.text;

    var hash = PhotonNetwork.LocalPlayer.CustomProperties;
    hash.Add("SaveWord", saveWord);
    PhotonNetwork.LocalPlayer.SetCustomProperties(hash);

    if (!PhotonNetwork.IsMasterClient) return;

    Debug.Log(PhotonNetwork.LocalPlayer.ToStringFull());
    
}
public override void OnPlayerPropertiesUpdate(Player targetPlayer, ExitGames.Client.Photon.Hashtable changedProps)
{
    base.OnPlayerPropertiesUpdate(targetPlayer, changedProps);

    if (!PhotonNetwork.IsMasterClient) return;
    if (!changedProps.ContainsKey("SaveWord")) return;
}

最初,我使用的是仅在本地调用播放器的播放器首选项。所以这是我以前的代码(改进前的原始代码):

[SerializeField]
WordInfo wordInfo;

void Update()
{
    wordInfo.word = StringWord;
}

public void GetString()
{
    StringWord = PlayerPrefs.GetString("word", "no word");
}
//use Onclick to set the string 
public void SetString()
{
    saveWord = InputWord.text;
    PlayerPrefs.SetString("word", saveWord);
}