如何同步 UNet/Unity5 中的非玩家游戏对象属性?

How do I sync non-player GameObject properties in UNet/Unity5?

我正在研究和学习 Unity 5、UNET 和网络的一些基础知识。我制作了一个简单的 3D 游戏,您可以在其中四处走动并更改对象的颜色。但我现在想让它成为多人游戏,我在弄清楚如何通过网络发送更改以便所有玩家都能看到单个玩家的颜色变化时遇到了很多麻烦。

问题的一部分是使用较新的 UNET 网络引擎很难找到答案。有时我会遇到旧方法的答案。

所以主要问题是,我如何更改网络非玩家 GameObject 属性?颜色、形状、尺寸等..

这是我现在的一些代码 - 我有很多不同的版本,所以我只 post 当前版本:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;

 public class Player_Paint : NetworkBehaviour {

     private int range = 200;
     [SerializeField] private Transform camTransform;
     private RaycastHit hit;
     [SyncVar] private Color objectColor;
     [SyncVar] private GameObject objIdentity;

     void Update () {
         CheckIfPainting();
     }

     void CheckIfPainting(){
         if(Input.GetMouseButtonDown(0)) {
             if (Physics.Raycast (camTransform.TransformPoint (0, 0, 0.5f), camTransform.forward, out hit, range)) {
                 string objName = hit.transform.name;
                 CmdPaint(objName);
             }
         }
     }

     [ClientRpc]
     void RpcPaint(){
         objIdentity.GetComponent<Renderer>().material.color = objectColor;
     }

     [Command]
     void CmdPaint(string name) {
         objIdentity = GameObject.Find (name);  //tell us what was hit
         objectColor = new Color(Random.value, Random.value, Random.value, Random.value);
         RpcPaint ();
     }
 }

我尝试了更多的解决方案,包括在我想要更改颜色的对象上编写一个单独的脚本,包括 [SyncVar] 和挂钩函数。我还尝试了 Debug.Log 每个函数,我希望更新客户端上的对象,并且它们正在使用预期的数据执行。

我真的不知道还能做什么。我觉得这是我想做的一件非常简单的事情,但我在任何问题、教程或其他资源中都没有遇到同步非玩家 GameObject 的情况。任何想法都会有所帮助,谢谢。

我找到了答案。这非常困难,因为几乎每个问题,post,示例等等......我能找到的都是关于玩家对象,而不是非玩家对象。

所以,我需要使用 AssignClientAuthority 函数。我曾尝试过几次,但没有正确使用它。这是应用于播放器的有效 C# 脚本:

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;

public class Player_Paint : NetworkBehaviour {

    private int range = 200;
    [SerializeField] private Transform camTransform;
    private RaycastHit hit;
    [SyncVar] private Color objectColor;
    [SyncVar] private GameObject objectID;
    private NetworkIdentity objNetId;

    void Update () {
        // only do something if it is the local player doing it
        // so if player 1 does something, it will only be done on player 1's computer
        // but the networking scripts will make sure everyone else sees it
        if (isLocalPlayer) {
            CheckIfPainting ();
        }
    }

    void CheckIfPainting(){
        // yes, isLocalPlayer is redundant here, because that is already checked before this function is called
        // if it's the local player and their mouse is down, then they are "painting"
        if(isLocalPlayer && Input.GetMouseButtonDown(0)) {
            // here is the actual "painting" code
            // "paint" if the Raycast hits something in it's range
            if (Physics.Raycast (camTransform.TransformPoint (0, 0, 0.5f), camTransform.forward, out hit, range)) {
                objectID = GameObject.Find (hit.transform.name);                                    // this gets the object that is hit
                objectColor = new Color(Random.value, Random.value, Random.value, Random.value);    // I select the color here before doing anything else
                CmdPaint(objectID, objectColor);    // carry out the "painting" command
            }
        }
    }

    [ClientRpc]
    void RpcPaint(GameObject obj, Color col){
        obj.GetComponent<Renderer>().material.color = col;      // this is the line that actually makes the change in color happen
    }

    [Command]
    void CmdPaint(GameObject obj, Color col) {
        objNetId = obj.GetComponent<NetworkIdentity> ();        // get the object's network ID
        objNetId.AssignClientAuthority (connectionToClient);    // assign authority to the player who is changing the color
        RpcPaint (obj, col);                                    // usse a Client RPC function to "paint" the object on all clients
        objNetId.RemoveClientAuthority (connectionToClient);    // remove the authority from the player who changed the color
    }
}

!!!重要!!! 您要影响的每个对象都必须有一个 NetworkIdentity 组件,并且必须将其设置为 LocalPlayerAuthority

所以这个脚本只是为了改变一种随机颜色,但你应该能够改变实际的东西,将它应用到材料的任何变化或任何你想与非玩家对象联网的东西。 "Should" 是最佳词 - 我还没有尝试过任何其他功能。

编辑 - 为学习目的添加了更多评论。

Unity 5.3.2p3 将客户端权限分配给非玩家对象

对于任何有兴趣进行此设置的人,这是我的方法

客户端 OnLocalPlayer 组件 -> 通过对象 NetworkInstanceId 调用命令分配和删除对象权限。您可以添加任何 UI 以在此组件上调用这些方法

服务器端

    [Command]
    void CmdAssignObjectAuthority(NetworkInstanceId netInstanceId)
    {
        // Assign authority of this objects network instance id to the client
        NetworkServer.objects[netInstanceId].AssignClientAuthority(connectionToClient);
    }

    [Command]
    void CmdRemoveObjectAuthority(NetworkInstanceId netInstanceId)
    {
        // Removes the  authority of this object network instance id to the client
        NetworkServer.objects[netInstanceId].RemoveClientAuthority(connectionToClient);
    }  

客户端 3.对象组件->
OnStartAuthority() - 允许向服务器发送命令 OnStopAuthority() - 不允许向服务器发送命令

仅此而已!

我对这段代码做了一个小修改,并添加了脚本的可能性,如果我们放置玩家,他可以通过光线投射进行更改。

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;

public class Raycasting_Object : NetworkBehaviour {

    private int range = 200;
//  [SerializeField] private Transform camTransform;
    private RaycastHit hit;
    [SyncVar] private Color objectColor;
    [SyncVar] private GameObject objectID;
    private NetworkIdentity objNetId;

    void Update () {
        if (isLocalPlayer) {    
            CheckIfPainting ();
        }
    }

    void CheckIfPainting(){

        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        Debug.DrawRay (ray.origin, ray.direction * 100, Color.cyan);

        if(isLocalPlayer && Input.GetMouseButtonDown(0)) {
            if (Physics.Raycast (ray.origin, ray.direction, out hit, range)) {
                objectID = GameObject.Find (hit.transform.name);                                    // this gets the object that is hit
                Debug.Log(hit.transform.name);
                objectColor = new Color(Random.value, Random.value, Random.value, Random.value);    // I select the color here before doing anything else
                CmdPaint(objectID, objectColor);
            }
        }

    }

    [ClientRpc]
    void RpcPaint(GameObject obj, Color col){
        obj.GetComponent<Renderer>().material.color = col;      // this is the line that actually makes the change in color happen
    }

    [Command]
    void CmdPaint(GameObject obj, Color col) {
        objNetId = obj.GetComponent<NetworkIdentity> ();        // get the object's network ID
        objNetId.AssignClientAuthority (connectionToClient);    // assign authority to the player who is changing the color
        RpcPaint (obj, col);                                    // usse a Client RPC function to "paint" the object on all clients
        objNetId.RemoveClientAuthority (connectionToClient);    // remove the authority from the player who changed the color
    }
}

2018 年:

而不是使用“分配对象权限”,

我真的推荐简单地使用

.SpawnWithClientAuthority

真的很简单。

其实就是这么简单!

  [Command]
  void CmdPleaseSpawnSomething() {
 
        GameObject p = Instantiate(some_Prefab);
        NetworkServer.SpawnWithClientAuthority(p, connectionToClient);
    }

{在该代码中,请注意,“connectionToClient”神奇地可用 毫不费力 - 它表示调用此命令的“客户端”。}

在客户端(你想“拥有”东西的那个),只需调用 CmdPleaseSpawnSomething()

我的意思是 - 仅此而已,谢天谢地。

这里有很长很清楚的解释:

https://forum.unity.com/threads/assign-authority-to-local-client-gameobject.371113/#post-3592541