Simple Game Summary
簡單的游戲總結(jié)
With this example, we have covered most of the basic concepts and components needed to make a simple Multiplayer Networked game.
在這個例子中冤今,我們已經(jīng)涵蓋了制作一個簡單的多人網(wǎng)絡(luò)游戲所需的大部分基本概念和組件。
We have covered that basic architecture of a project written to use the Multiplayer Networking High Level API (HLAPI).
我們已經(jīng)介紹了一個使用多人網(wǎng)絡(luò)高級API (HLAPI)編寫的項(xiàng)目的基本架構(gòu)穿剖。
We understand that when using the HLAPI, the Server and all of the Clients are executing the same code from the same scripts on the same GameObjects at the same time.
我們理解,當(dāng)使用HLAPI時,服務(wù)器和所有客戶端同時在相同的游戲?qū)ο笊蠄?zhí)行相同的代碼睬愤。
We have discussed how to control the flow of logic when using the HLAPI with checks for the Server, LocalPlayer and Client.
我們討論了如何在使用HLAPI檢查服務(wù)器淆九、LocalPlayer和客戶機(jī)時控制邏輯流。
We have covered the RPCs available to the HLAPI;
我們已經(jīng)覆蓋了HLAPI可使用的RPCs;
both Commands and ClientRpc’s.
這兩個命令和ClientRpc配猫。
We have seen how to work with Commands, which are called on the Client and are executed on the Server;
我們已經(jīng)了解了如何處理命令幅恋,這些命令在客戶機(jī)上調(diào)用,并在服務(wù)器上執(zhí)行;
and ClientRpc’s, which are called on the Server, but invoked on the Clients.
以及ClientRpc的泵肄,它在服務(wù)器上調(diào)用捆交,但在客戶機(jī)上調(diào)用。
We have covered SyncVars and SyncVar hooks.
我們已經(jīng)討論了SyncVars和SyncVar鉤子腐巢。
We can keep variables in sync with the [SyncVar] attribute, and call functions when the values change with SyncVar hooks.
我們可以將變量與[SyncVar]屬性保持同步品追,并在值隨SyncVar掛鉤變化時調(diào)用函數(shù)。
We have seen how we can keep the Transforms of our networked GameObjects synchronized with the the NetworkIdentity and the NetworkTransform component.
我們已經(jīng)看到了如何將我們的網(wǎng)絡(luò)游戲?qū)ο蟮霓D(zhuǎn)換與NetworkIdentity和NetworkTransform組件保持同步冯丙。
We have covered many of the built-in components available under Networking in the editor, including the NetworkManager, the NetworkManagerHUD and the NetworkStartPosition.
在編輯器中肉瓦,我們已經(jīng)介紹了許多在網(wǎng)絡(luò)中可用的內(nèi)置組件,包括NetworkManager、NetworkManagerHUD和NetworkStartPosition泞莉。
There are more built-in components available under Networking, but these are more specialized, not used as frequently and will be covered in other lessons.
在網(wǎng)絡(luò)中有更多的內(nèi)置組件哪雕,但是這些組件更專門化,不經(jīng)常使用戒财,并且將在其他課程中使用热监。
We hope that this lesson has proven to be a good starting point for understanding how to make a Networked Multiplayer project and that this quick overview of the most important aspects of the system have shown how easy it is to create Multiplayer games in Unity.
我們希望這一課已經(jīng)被證明是理解如何建立一個聯(lián)網(wǎng)的多人游戲項(xiàng)目的好起點(diǎn),并且這個系統(tǒng)的最重要方面的快速概述顯示了在Unity中創(chuàng)建多人游戲是多么容易饮寞。
For more information on Multiplayer Networking, please see the lessons and documentation pages linked below.
有關(guān)多人聯(lián)網(wǎng)的更多信息孝扛,請參閱下面鏈接的課程和文檔頁面。