初始設(shè)置
創(chuàng)建4個(gè)場景:Init饭冬,Start使鹅,Lobby,Game
在Init場景中添加GameManager昌抠,以及NetManager腳本
GameManager
using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : NetworkBehaviour
{
public static GameManager Instance;
void Start()
{
Instance = this;
DontDestroyOnLoad(gameObject);
SceneManager.LoadScene(1);
}
public void LoadScene(string sceneName)
{
NetworkManager.SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
}
}
NetworkManager
1.制作玩家預(yù)制體患朱,需要加上NetworkObject腳本
2.將玩家預(yù)制體添加到NetworkManager的PlayerPrefab中
3.添加一個(gè)NetworkPrefabsLists
4.設(shè)置為UnityTransport
連接服務(wù)器
LobbyCtr的作用是,每有一個(gè)玩家進(jìn)入服務(wù)器炊苫,在UI滾動(dòng)列表上加上一個(gè)帶有玩家名字的Cell
public class LobbyCtr : NetworkBehaviour
{
public Transform canvas;
public Transform content;
public GameObject goCell;
public Toggle togReady;
public Button btnStartGame;
Dictionary<ulong, UICell> dicAllCell;
Dictionary<ulong, PlayerInfo> dicAllPlayerInfos;
public void AddPlayer(PlayerInfo playerInfo)
{
GameObject go = Instantiate(goCell);
go.SetActive(true);
go.transform.SetParent(content, false);
var cell = go.GetComponent<UICell>();
cell.Init(playerInfo);
dicAllCell.Add(playerInfo.id, cell);
dicAllPlayerInfos.Add(playerInfo.id, playerInfo);
}
/// <summary>
/// 服務(wù)器客戶端都會(huì)調(diào)用
/// </summary>
public override void OnNetworkSpawn()
{
if (IsServer)
{
NetworkManager.OnClientConnectedCallback += OnClientConnect;
}
Debug.Log("OnNetworkSpawn");
dicAllPlayerInfos = new Dictionary<ulong, PlayerInfo>();
dicAllCell = new Dictionary<ulong, UICell>();
btnStartGame.onClick.AddListener(OnBtnStartGameClick);
togReady.onValueChanged.AddListener(OnReadyChange);
PlayerInfo playerInfo = new PlayerInfo();
playerInfo.id = NetworkManager.LocalClientId;
playerInfo.isready = false;
AddPlayer(playerInfo);
base.OnNetworkSpawn();
}
/// <summary>
/// 服務(wù)器在收到其他玩家進(jìn)入時(shí)調(diào)用
/// </summary>
/// <param name="obj"></param>
private void OnClientConnect(ulong obj)
{
Debug.Log("NetworkManager_OnClientConnectedCallback");
PlayerInfo playerInfo = new PlayerInfo();
playerInfo.id = obj;
playerInfo.isready = false;
AddPlayer(playerInfo);
UpdateAllPlayerInfos();
}
/// <summary>
/// 服務(wù)器通知所有玩家刷新狀態(tài)
/// </summary>
void UpdateAllPlayerInfos()
{
foreach (var item in dicAllPlayerInfos)
{
UpdatePlayerInfoClientRpc(item.Value);
}
}
/// <summary>
/// 服務(wù)器通知客戶端刷新狀態(tài)
/// </summary>
/// <param name="playerInfo"></param>
[ClientRpc]
void UpdatePlayerInfoClientRpc(PlayerInfo playerInfo)
{
Debug.Log("UpdatePlayerInfoClientRpc:" + playerInfo.id);
//服務(wù)器自己也會(huì)調(diào)用裁厅,所以判斷客戶端才執(zhí)行此方法
if (!IsServer)
{
if (dicAllPlayerInfos.ContainsKey(playerInfo.id))
{
dicAllPlayerInfos[playerInfo.id] = playerInfo;
}
else
{
AddPlayer(playerInfo);
}
UpdatePlayerCells();
}
}
private void UpdatePlayerCells()
{
foreach (var item in dicAllPlayerInfos)
{
dicAllCell[item.Key].SetReady(item.Value.isready);
}
}
/// <summary>
/// 客戶端通知服務(wù)器刷新狀態(tài)
/// </summary>
[ServerRpc(RequireOwnership = false)]
void UpdateAllPlayerInfoServerRpc(PlayerInfo playerInfo)
{
dicAllPlayerInfos[playerInfo.id] = playerInfo;
dicAllCell[playerInfo.id].SetReady(playerInfo.isready);
UpdateAllPlayerInfos();
}
private void OnBtnStartGameClick()
{
}
/// <summary>
/// 準(zhǔn)備
/// </summary>
private void OnReadyChange(bool arg0)
{
//刷新本地UI
dicAllCell[NetworkManager.LocalClientId].SetReady(arg0);
//更改本地值
UpdatePlayerInfo(NetworkManager.LocalClientId, arg0);
//通知RPC
if (IsServer)
{
//服務(wù)器直接通知所有客戶端
UpdateAllPlayerInfos();
}
else
{
//通知服務(wù)器
UpdateAllPlayerInfoServerRpc(dicAllPlayerInfos[NetworkManager.LocalClientId]);
}
}
/// <summary>
/// 修改本地值
/// </summary>
void UpdatePlayerInfo(ulong id, bool isReady)
{
PlayerInfo playerInfo = dicAllPlayerInfos[id];
playerInfo.isready = isReady;
dicAllPlayerInfos[id] = playerInfo;
}
}
注意要點(diǎn):
1.LobbyCtr需要繼承NetworkBehaviour類
2.實(shí)現(xiàn)OnNetworkSpawn方法,OnNetworkSpawn方法在Start方法前執(zhí)行
3.服務(wù)器需要在OnNetworkSpawn方法中添加監(jiān)聽客戶端加入的接口
4.客戶端加入服務(wù)器后侨艾,服務(wù)器統(tǒng)一轉(zhuǎn)發(fā)給所有客戶端
5.如果是服務(wù)器执虹,直接轉(zhuǎn)發(fā)給其他客戶端
6.如果是客戶端,需要先發(fā)給服務(wù)器唠梨,再由服務(wù)器轉(zhuǎn)發(fā)給其他客戶端
7.服務(wù)器調(diào)用客戶端的方法以ClientRpc結(jié)尾袋励,并在方法頭加上[ClientRpc]
特性
8.客戶端調(diào)用服務(wù)器的方法以ServerRpc結(jié)尾,并在方法頭加上[ServerRpc]
特性
PlayerInfo需要繼承INetworkSerializable接口序列化
public struct PlayerInfo : INetworkSerializable
{
public ulong id;
public bool isready;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref id);
serializer.SerializeValue(ref isready);
}
}
Variables 和 RPC 消息的區(qū)別
- Variables是一定時(shí)間同步一次變化
- RPC是每次變化都會(huì)同步
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