Страница:
NetworkedBehaviour
Страницы
Attribute Message System
Binary Serialization
BitWriter & BitReader
Connection Approval
Core Components
Custom Transports
Dedicated Servers
Differences from UNET HLAPI
Getting Started
HLAPI Differences
Handshake
Home
Lag Compensation
Library Initialization
Limitations
Message Encryption
Message System
Modularity
NetworkConfig
NetworkProfiler Editor Window
Networked Object Pooling
NetworkedAnimator
NetworkedBehaviour
NetworkedNavMeshAgent
NetworkedObject
NetworkedTransform
NetworkedVar
NetworkingManager
Object & Behaviour Relation
Object Ownership
Object Spawning
Observer
Optimization
Passthrough Messages
Prototype Components
Roadmap
Scene Management
SyncedVars
Targeted Messages
TrackedObject
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NetworkedBehaviour
Albin Corén редактировал(а) эту страницу 2018-10-16 14:11:49 +02:00
NetworkedBehaviour is a abstract class that derives from MonoBehaviour, it's the base class all your networked scripts should derive from. It's what provides messaging functionality and much more. Each NetworkedBehaviour will belong to a NetworkedObject, it will be the first parent or first component on the current object that is found.
Properties
isLocalPlayer
This returns true if this is the player object of our own client.
isOwner
This returns true if we own this object.
isOwnedByServer
Returns true if this object is owned by the server.
isServer
Returns true if we are a server.
isClient
Returns true if we are a client.
isHost
Returns true if we are a host.
networkId
Returns the NetworkId of the NetworkedObject that owns this Behaviour.
OwnerClientId
Returns the clientId of the Owner of this object
Getting Started
The Basics
- Message System
- Object Spawning
- Object & Behaviour Relation
- Modularity
- NetworkedVar
- Scene Management
- Object Ownership
Components
Advanced Topics
- Encryption
- Networked Object Pooling
- Lag Compensation
- BitWriter & BitReader
- Custom Transports
- Optimization
- Network Profiler Window
- Dedicated Servers