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.maxConnections 最大连接数
static var maxConnections : int
Description描述
Set the maximum amount of connections/players allowed.
设置允许连接(玩家)的最大数量。
Setting it to 0 means no new connections can be made but the existing ones stay connected. Setting it to -1 means the maximum connections count is set to the same number of current open connections. In that case, if a players drops then the slot is still open for him. This cannot be set higher than the connection count given in Network.InitializeServer.
设置0,意味着没有新的连接可以被建立,但现有保持连接。设置为-1表示最大连接数,设置为与当前开发的连接数相同。在这种情况下,如果一个玩家掉线,那么这个空位还是为它开放的。这个不能设置为高于Network.InitializeServer设置的连接数。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void StartGameNow() {
Network.maxConnections = -1;
}
}
function StartGameNow() {
// Don't allow any more players
// 不允许更多玩家
Network.maxConnections = -1;
}
最后修改:2011年4月2日 Saturday 15:31