当前位置: 首页>>代码示例>>C#>>正文


C# NetworkConnection.GetPlayerController方法代码示例

本文整理汇总了C#中UnityEngine.Networking.NetworkConnection.GetPlayerController方法的典型用法代码示例。如果您正苦于以下问题:C# NetworkConnection.GetPlayerController方法的具体用法?C# NetworkConnection.GetPlayerController怎么用?C# NetworkConnection.GetPlayerController使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnityEngine.Networking.NetworkConnection的用法示例。


在下文中一共展示了NetworkConnection.GetPlayerController方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: InternalReplacePlayerForConnection

 internal bool InternalReplacePlayerForConnection(NetworkConnection conn, GameObject playerGameObject, short playerControllerId)
 {
     NetworkIdentity identity;
     PlayerController controller;
     if (!GetNetworkIdentity(playerGameObject, out identity))
     {
         if (LogFilter.logError)
         {
             Debug.LogError("ReplacePlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to " + playerGameObject);
         }
         return false;
     }
     if (!CheckPlayerControllerIdForConnection(conn, playerControllerId))
     {
         return false;
     }
     if (LogFilter.logDev)
     {
         Debug.Log("NetworkServer ReplacePlayer");
     }
     if (conn.GetPlayerController(playerControllerId, out controller))
     {
         controller.unetView.SetNotLocalPlayer();
         controller.unetView.ClearClientOwner();
     }
     PlayerController player = new PlayerController(playerGameObject, playerControllerId);
     conn.SetPlayerController(player);
     identity.SetConnectionToClient(conn, player.playerControllerId);
     if (LogFilter.logDev)
     {
         Debug.Log("NetworkServer ReplacePlayer setup local");
     }
     if (!this.SetupLocalPlayerForConnection(conn, identity, player))
     {
         if (LogFilter.logDebug)
         {
             Debug.Log(string.Concat(new object[] { "Replacing playerGameObject object netId: ", playerGameObject.GetComponent<NetworkIdentity>().netId, " asset ID ", playerGameObject.GetComponent<NetworkIdentity>().assetId }));
         }
         FinishPlayerForConnection(conn, identity, playerGameObject);
         if (identity.localPlayerAuthority)
         {
             identity.SetClientOwner(conn);
         }
     }
     return true;
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:46,代码来源:NetworkServer.cs

示例2: InternalAddPlayerForConnection

 internal bool InternalAddPlayerForConnection(NetworkConnection conn, GameObject playerGameObject, short playerControllerId)
 {
     NetworkIdentity view;
       if (!NetworkServer.GetNetworkIdentity(playerGameObject, out view))
       {
     if (LogFilter.logError)
       Debug.Log((object) ("AddPlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to " + (object) playerGameObject));
     return false;
       }
       if (!this.CheckPlayerControllerIdForConnection(conn, playerControllerId))
     return false;
       PlayerController playerController1 = (PlayerController) null;
       GameObject gameObject = (GameObject) null;
       if (conn.GetPlayerController(playerControllerId, out playerController1))
     gameObject = playerController1.gameObject;
       if ((UnityEngine.Object) gameObject != (UnityEngine.Object) null)
       {
     if (LogFilter.logError)
       Debug.Log((object) ("AddPlayer: player object already exists for playerControllerId of " + (object) playerControllerId));
     return false;
       }
       PlayerController playerController2 = new PlayerController(playerGameObject, playerControllerId);
       conn.SetPlayerController(playerController2);
       view.m_PlayerId = playerController2.playerControllerId;
       view.SetConnectionToClient(conn);
       NetworkServer.SetClientReady(conn);
       if (this.SetupLocalPlayerForConnection(conn, view, playerController2))
     return true;
       if (LogFilter.logDebug)
       {
     object[] objArray = new object[4];
     int index1 = 0;
     string str1 = "Adding new playerGameObject object netId: ";
     objArray[index1] = (object) str1;
     int index2 = 1;
     // ISSUE: variable of a boxed type
     __Boxed<NetworkInstanceId> local1 = (ValueType) playerGameObject.GetComponent<NetworkIdentity>().netId;
     objArray[index2] = (object) local1;
     int index3 = 2;
     string str2 = " asset ID ";
     objArray[index3] = (object) str2;
     int index4 = 3;
     // ISSUE: variable of a boxed type
     __Boxed<NetworkHash128> local2 = (ValueType) playerGameObject.GetComponent<NetworkIdentity>().assetId;
     objArray[index4] = (object) local2;
     Debug.Log((object) string.Concat(objArray));
       }
       this.FinishPlayerForConnection(conn, view, playerGameObject);
       return true;
 }
开发者ID:Kitabalef,项目名称:Unet-Decompiles,代码行数:50,代码来源:NetworkServer.cs

示例3: InternalAddPlayerForConnection

 internal bool InternalAddPlayerForConnection(NetworkConnection conn, GameObject playerGameObject, short playerControllerId)
 {
     NetworkIdentity identity;
     if (!GetNetworkIdentity(playerGameObject, out identity))
     {
         if (LogFilter.logError)
         {
             Debug.Log("AddPlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to " + playerGameObject);
         }
         return false;
     }
     if (!CheckPlayerControllerIdForConnection(conn, playerControllerId))
     {
         return false;
     }
     PlayerController playerController = null;
     GameObject gameObject = null;
     if (conn.GetPlayerController(playerControllerId, out playerController))
     {
         gameObject = playerController.gameObject;
     }
     if (gameObject != null)
     {
         if (LogFilter.logError)
         {
             Debug.Log("AddPlayer: player object already exists for playerControllerId of " + playerControllerId);
         }
         return false;
     }
     PlayerController player = new PlayerController(playerGameObject, playerControllerId);
     conn.SetPlayerController(player);
     identity.SetConnectionToClient(conn, player.playerControllerId);
     SetClientReady(conn);
     if (!this.SetupLocalPlayerForConnection(conn, identity, player))
     {
         if (LogFilter.logDebug)
         {
             Debug.Log(string.Concat(new object[] { "Adding new playerGameObject object netId: ", playerGameObject.GetComponent<NetworkIdentity>().netId, " asset ID ", playerGameObject.GetComponent<NetworkIdentity>().assetId }));
         }
         FinishPlayerForConnection(conn, identity, playerGameObject);
         if (identity.localPlayerAuthority)
         {
             identity.SetClientOwner(conn);
         }
     }
     return true;
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:47,代码来源:NetworkServer.cs


注:本文中的UnityEngine.Networking.NetworkConnection.GetPlayerController方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。