AllocateSceneViewIDs
How do I use Allocate Scene View I Ds
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
2053 | private static int[] AllocateSceneViewIDs(int countOfNewViews) | 1 |
2188 | int[] viewIDs = AllocateSceneViewIDs(views.Length); | 2 |
File name: PhotonNetwork.cs
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2053 private static int[] AllocateSceneViewIDs(int countOfNewViews)
2054 {
2055 int[] viewIDs = new int[countOfNewViews];
2056 for (int view = 0; view < countOfNewViews; view++)
2057 {
2058 viewIDs[view] = AllocateViewID(0);
2059 }
2060
2061 return viewIDs;
2062 }
File name: PhotonNetwork.cs
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2150 public static GameObject InstantiateSceneObject(string prefabName, Vector3 position, Quaternion rotation, int group, object[] data)
2151 {
2152 if (!connected || (InstantiateInRoomOnly && !inRoom))
2153 {
2154 Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". Client should be in a room. Current connectionStateDetailed: " + PhotonNetwork.connectionStateDetailed);
2155 return null;
2156 }
2157
2158 if (!isMasterClient)
2159 {
2160 Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". Client is not the MasterClient in this room.");
2161 return null;
2162 }
2163
2164 GameObject prefabGo;
2165 if (!UsePrefabCache || !PrefabCache.TryGetValue(prefabName, out prefabGo))
2166 {
2167 prefabGo = (GameObject)Resources.Load(prefabName, typeof(GameObject));
2168 if (UsePrefabCache)
2169 {
2170 PrefabCache.Add(prefabName, prefabGo);
2171 }
2172 }
2173
2174 if (prefabGo == null)
2175 {
2176 Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". Verify the Prefab is in a Resources folder (and not in a subfolder)");
2177 return null;
2178 }
2179
2180 // a scene object instantiated with network visibility has to contain a PhotonView
2181 if (prefabGo.GetComponent
2182 {
2183 Debug.LogError("Failed to InstantiateSceneObject prefab:" + prefabName + ". Prefab must have a PhotonView component.");
2184 return null;
2185 }
2186
2187 Component[] views = (Component[])prefabGo.GetPhotonViewsInChildren();
2188 int[] viewIDs = AllocateSceneViewIDs(views.Length);
2189
2190 if (viewIDs == null)
2191 {
2192 Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". No ViewIDs are free to use. Max is: " + MAX_VIEW_IDS);
2193 return null;
2194 }
2195
2196 // Send to others, create info
2197 Hashtable instantiateEvent = networkingPeer.SendInstantiate(prefabName, position, rotation, group, viewIDs, data, true);
2198
2199 // Instantiate the GO locally (but the same way as if it was done via event). This will also cache the instantiationId
2200 return networkingPeer.DoInstantiate(instantiateEvent, networkingPeer.mLocalActor, prefabGo);
2201 }
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