Network
- AllocateViewID
- CloseConnection
- connections
- connectionTesterIP
- connectionTesterPort
- Connect
- DestroyPlayerObjects
- Destroy
- Disconnect
- GetAveragePing
- GetLastPing
- HavePublicAddress
- incomingPassword
- InitializeSecurity
- InitializeServer
- Instantiate
- isClient
- isMessageQueueRunning
- isServer
- logLevel
- maxConnections
- minimumAllocatableViewIDs
- natFacilitatorIP
- natFacilitatorPort
- OnConnectedToServer
- OnDisconnectedFromServer
- OnFailedToConnectToM...
- OnFailedToConnect
- OnNetworkInstantiate
- OnPlayerConnected
- OnPlayerDisconnected
- OnSerializeNetworkView
- OnServerInitialized
- peerType
- player
- proxyIP
- proxyPassword
- proxyPort
- RemoveRPCsInGroup
- RemoveRPCs
- sendRate
- SetLevelPrefix
- SetReceivingEnabled
- SetSendingEnabled
- TestConnectionNAT
- TestConnection
- time
- useProxy
Network.OnNetworkInstantiate 当网络实例化
function OnNetworkInstantiate (info : NetworkMessageInfo) : void
Description描述
Called on objects which have been network instantiated with Network.Instantiate
当一个物体使用Network.Instantiate已经网络实例化,在该物体上调用这个函数。
This is useful for disabling or enabling components for objects which have been instantiated and their behavior depends on if they are locally or remotely owned.
这个对于禁用或启用一个已经实例化的物体组件来说是非常有用的,它们的行为取决与它们是在本地还是在远端。
Note: The networkView attribute inside the NetworkMessageInfo is not used inside OnNetworkInstantiate
注意:在NetworkMessageInfo里的networkView属性不能在OnNetworkInstantiate里使用。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnNetworkInstantiate(NetworkMessageInfo info) {
Debug.Log("New object instantiated by " + info.sender);
}
}
function OnNetworkInstantiate (info : NetworkMessageInfo) {
Debug.Log("New object instantiated by " + info.sender);
}
最后修改:2011年4月1日 Friday 21:38