本文整理汇总了C#中UnityEngine.Networking.NetworkInstanceId类的典型用法代码示例。如果您正苦于以下问题:C# NetworkInstanceId类的具体用法?C# NetworkInstanceId怎么用?C# NetworkInstanceId使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
NetworkInstanceId类属于UnityEngine.Networking命名空间,在下文中一共展示了NetworkInstanceId类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: AddItem
/// <summary>
/// Attribue un item à un slot déjà existant
/// </summary>
/// <param name="name"></param>
/// <param name="type"></param>
/// <param name="spritePath"></param>
public static void AddItem(Item itemToAdd, NetworkInstanceId _go)
{
itemToAdd.go = _go;
int slotId = 0;
InventorySlot currentSlot;
// Initialisation du numéro de slot à remplir
while (slotId < slots.Count())
{
if (slotId >= SLOTS_NBR)
{
return;
}
currentSlot = slots[slotId];
if (currentSlot.IsEmpty)
break;
else if (currentSlot.Item.Name.Equals(itemToAdd.Name) && currentSlot.Amount < 100)
{
currentSlot.Amount += 1; // Si un ojet du même type a été trouvé, on incrémente juste la quantité
return;
}
slotId++;
}
slots[slotId].FillSlot(itemToAdd);
}
开发者ID:CalvoR,项目名称:2016_3A_Unity_Calvo_GodVSMan,代码行数:32,代码来源:Inventory.cs
示例2: RpcSetWeaponTarget
void RpcSetWeaponTarget(NetworkInstanceId target)
{
//Prende la transform del veicolo per settare la mira correttamente. Trovare un altro sistema!!!
targetIk.solver.target = ClientScene.FindLocalObject(target).transform.GetComponent<ControllerWheels>().CentralPoint.transform;
}
开发者ID:Alx666,项目名称:ProjectPhoenix,代码行数:7,代码来源:IKControllerHumanoid.cs
示例3: PlayerInfoPacket
public PlayerInfoPacket(string name, string team, NetworkInstanceId networkID, int score = 0)
{
this.playerName = name;
this.playerTeam = team;
this.networkID = networkID;
this.score = score;
}
开发者ID:gcoope,项目名称:HeroesAndVillains,代码行数:7,代码来源:PlayerInfoPacket.cs
示例4: StopDragging
public void StopDragging(NetworkInstanceId netId)
{
//draggingHelper = playerTransform.GetComponent<DraggingHelper>();
//draggingHelper.CmdSetDraggedBody(netId);
StopDragging();
}
开发者ID:cristi16,项目名称:Artefacts---Collaborative-evolution-of-three-dimensional-objects,代码行数:7,代码来源:Dragable.cs
示例5: CmdAddDeath
public void CmdAddDeath(NetworkInstanceId attacker)
{
deaths++;
var attackerObj = ClientScene.FindLocalObject(attacker);
if (attackerObj) {
attackerObj.GetComponent<Player>().kills++;
}
}
开发者ID:raftelti,项目名称:flamewars,代码行数:8,代码来源:Player.cs
示例6: CmdUnspawnUnit
public void CmdUnspawnUnit(NetworkInstanceId objID)
{
GameObject unspawnedObj = NetworkServer.FindLocalObject(objID);
//NetworkServer.UnSpawn(unspawnedObj);
NetworkServer.Destroy(unspawnedObj);
//For the server we don't want to see it, but it will stil exists, because we need the reference to the old object due to buttons listeners.
unspawnedObj.GetComponent<MeshRenderer>().enabled = false;
}
开发者ID:cristinaNiculescu,项目名称:towerBattle,代码行数:8,代码来源:UnitConstruction.cs
示例7: registerKill
public void registerKill(NetworkInstanceId netId, int playerKilledId, int playerKillerId)
{
KillPlayer kp = new KillPlayer();
kp.netId = netId;
nm.client.Send(Msgs.killPlayer, kp);
pom.killPlayerLocal(playerKilledId, playerKillerId);
Debug.Log("Player " + playerKilledId + " died");
}
开发者ID:Geor23,项目名称:Planets,代码行数:8,代码来源:RoundEvents.cs
示例8: RpcPickUp
void RpcPickUp(NetworkInstanceId id)
{
if (pc == null)
pc = ClientScene.FindLocalObject (id).GetComponent<PlayerControls> ();
GetComponent<SpriteRenderer> ().enabled = false;
GetComponent<CircleCollider2D> ().enabled = false;
if (pc.isLocalPlayer)
MainGUI.GUI.SetPowerUpIcon (Icon);
}
开发者ID:tylerbonnell,项目名称:Platformer-Bullet-Hell,代码行数:9,代码来源:GhostMode.cs
示例9: LogKill
// Logs deaths in the scoreboard and kills where applicable
public static void LogKill(NetworkInstanceId killerId, NetworkInstanceId victimId)
{
PlayerStats[victimId]["deaths"]++;
// Not a suicide or environmental death, so log a kill
if (!killerId.IsEmpty () && killerId != victimId) {
PlayerStats[killerId]["kills"]++;
}
}
开发者ID:tylerbonnell,项目名称:Platformer-Bullet-Hell,代码行数:10,代码来源:GameManager.cs
示例10: Reset
public void Reset()
{
Life = MAX_PLAYER_LIFE;
ExplosionRange = MIN_EXPLOSION_RANGE;
MaxBombsNum = MIN_BOMB_NUM;
Speed = MIN_SPEED * 2;
NetId = NetworkInstanceId.Invalid;
KickSkill = false;
}
开发者ID:MasakiWang,项目名称:Team-Trainning-2015-08,代码行数:9,代码来源:PlayerData.cs
示例11: CmdShoot
private void CmdShoot(NetworkInstanceId id, bool explosion)
{
GameObject player = NetworkServer.FindLocalObject(id);
var healthScript = player.GetComponent<NetworkHealth>();
if(healthScript == null) {
Debug.LogError("no healthScripts attached to player");
return;
}
healthScript.TakeDamage(damage, explosion);
}
开发者ID:cwp10,项目名称:MyFPSGameProject,代码行数:10,代码来源:Grenade.cs
示例12: GetNetworkIdentity
internal bool GetNetworkIdentity(NetworkInstanceId netId, out NetworkIdentity uv)
{
if (this.m_LocalObjects.ContainsKey(netId) && (this.m_LocalObjects[netId] != null))
{
uv = this.m_LocalObjects[netId];
return true;
}
uv = null;
return false;
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:10,代码来源:NetworkScene.cs
示例13: CmdEquipItem
public void CmdEquipItem(NetworkInstanceId netId, int handIndex)
{
var go = NetworkServer.FindLocalObject(netId);
go.transform.SetParent(handIndex == -1 ? playerLeftHand : playerRightHand);
go.transform.position = Vector3.zero;
go.transform.localPosition = Vector3.zero;
go.transform.rotation = Quaternion.identity;
go.SetActive(true);
RpcEquipItem(netId, handIndex);
}
开发者ID:CalvoR,项目名称:2016_3A_Unity_Calvo_GodVSMan,代码行数:10,代码来源:gvmPlayerControler.cs
示例14: FindLocalObject
internal GameObject FindLocalObject(NetworkInstanceId netId)
{
if (this.m_LocalObjects.ContainsKey(netId))
{
NetworkIdentity localObject = this.m_LocalObjects[netId];
if ((Object) localObject != (Object) null)
return localObject.gameObject;
}
return (GameObject) null;
}
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:10,代码来源:NetworkScene.cs
示例15: CmdShoot
private void CmdShoot(NetworkInstanceId id)
{
GameObject player = NetworkServer.FindLocalObject(id);
var healthScript = player.GetComponent<NetworkHealth>();
if (healthScript == null)
{
Debug.LogError("no hleathscript attached to player");
return;
}
healthScript.GetShot(damage);
}
开发者ID:Velantine,项目名称:Testgroud,代码行数:11,代码来源:Bullet.cs
示例16: FindLocalObject
internal GameObject FindLocalObject(NetworkInstanceId netId)
{
if (this.m_LocalObjects.ContainsKey(netId))
{
NetworkIdentity identity = this.m_LocalObjects[netId];
if (identity != null)
{
return identity.gameObject;
}
}
return null;
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:12,代码来源:NetworkScene.cs
示例17: RpcChangeLightStatus
public void RpcChangeLightStatus(NetworkInstanceId id, int status)
{
foreach (GameObject player in players)
{
if (player.GetComponent<NetworkIdentity>().netId == id)
{
FlashlightScript theirLight = player.GetComponentInChildren<FlashlightScript>();
if (theirLight != null)
theirLight.changeStatus(status);
}
}
}
开发者ID:dgarrick,项目名称:RunForIt,代码行数:12,代码来源:TransportLayer.cs
示例18: RpcSyncPlayer
public void RpcSyncPlayer(NetworkInstanceId[] hId)
{
for (int i = 0; i < hId.Count(); i++)
{
Actor hActor = ClientScene.FindLocalObject(hId[i]).GetComponent<Actor>();
if (!scores.ContainsKey(hActor))
scores.Add(hActor, 0);
if(hActor.gameObject != Radar.Player)
Radar.Add(hActor.gameObject);
}
}
开发者ID:Alx666,项目名称:ProjectPhoenix,代码行数:12,代码来源:GameManager.cs
示例19: CheckPlayerBombCount
public static int CheckPlayerBombCount(NetworkInstanceId playerId)
{
int count = 0;
foreach (var obj in ClientScene.objects)
{
Bomb bomb = obj.Value.GetComponent<Bomb>();
if (bomb != null && bomb.PuttingPlayer.PlayerData.NetId == playerId)
++count;
}
return count;
}
开发者ID:MasakiWang,项目名称:Team-Trainning-2015-08,代码行数:12,代码来源:BombMgr.cs
示例20: updateParentId
protected void updateParentId(NetworkInstanceId id)
{
this.parentId = id;
GameObject parentObject = ClientScene.FindLocalObject(id);
if(parentObject != null) {
transform.parent = parentObject.transform;
if (setPositionAndRotation) {
transform.localPosition = positionAndRotation.position;
transform.localEulerAngles = positionAndRotation.rotation;
}
}
}
开发者ID:autarch-design-team,项目名称:OpenCircuit,代码行数:12,代码来源:NetworkParenter.cs
注:本文中的UnityEngine.Networking.NetworkInstanceId类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。 |
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