初始設置
創建4個場景:Init,Start,Lobby,Game
在Init場景中添加GameManager,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.制作玩家預制體,需要加上NetworkObject腳本
2.將玩家預制體添加到NetworkManager的PlayerPrefab中
3.添加一個NetworkPrefabsLists
4.設置為UnityTransport
連接服務器
LobbyCtr的作用是,每有一個玩家進入服務器,在UI滾動列表上加上一個帶有玩家名字的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>
/// 服務器客戶端都會調用
/// </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>
/// 服務器在收到其他玩家進入時調用
/// </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>
/// 服務器通知所有玩家刷新狀態
/// </summary>
void UpdateAllPlayerInfos()
{
foreach (var item in dicAllPlayerInfos)
{
UpdatePlayerInfoClientRpc(item.Value);
}
}
/// <summary>
/// 服務器通知客戶端刷新狀態
/// </summary>
/// <param name="playerInfo"></param>
[ClientRpc]
void UpdatePlayerInfoClientRpc(PlayerInfo playerInfo)
{
Debug.Log("UpdatePlayerInfoClientRpc:" + playerInfo.id);
//服務器自己也會調用,所以判斷客戶端才執行此方法
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>
/// 客戶端通知服務器刷新狀態
/// </summary>
[ServerRpc(RequireOwnership = false)]
void UpdateAllPlayerInfoServerRpc(PlayerInfo playerInfo)
{
dicAllPlayerInfos[playerInfo.id] = playerInfo;
dicAllCell[playerInfo.id].SetReady(playerInfo.isready);
UpdateAllPlayerInfos();
}
private void OnBtnStartGameClick()
{
}
/// <summary>
/// 準備
/// </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)
{
//服務器直接通知所有客戶端
UpdateAllPlayerInfos();
}
else
{
//通知服務器
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:
1.LobbyCtr需要繼承NetworkBehaviour類
2.實現OnNetworkSpawn方法,OnNetworkSpawn方法在Start方法前執行
3.服務器需要在OnNetworkSpawn方法中添加監聽客戶端加入的接口
4.客戶端加入服務器后,服務器統一轉發給所有客戶端
5.如果是服務器,直接轉發給其他客戶端
6.如果是客戶端,需要先發給服務器,再由服務器轉發給其他客戶端
7.服務器調用客戶端的方法以ClientRpc結尾,并在方法頭加上[ClientRpc]
特性
8.客戶端調用服務器的方法以ServerRpc結尾,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 消息的區別
- Variables是一定時間同步一次變化
- RPC是每次變化都會同步
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