InstantiateInRoomOnly
How do I use Instantiate In Room Only
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
2092 | if (!connected || (InstantiateInRoomOnly && !inRoom)) | 1 |
2152 | if (!connected || (InstantiateInRoomOnly && !inRoom)) | 2 |
File name: PhotonNetwork.cs
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2090 public static GameObject Instantiate(string prefabName, Vector3 position, Quaternion rotation, int group, object[] data)
2091 {
2092 if (!connected || (InstantiateInRoomOnly && !inRoom))
2093 {
2094 Debug.LogError("Failed to Instantiate prefab: " + prefabName + ". Client should be in a room. Current connectionStateDetailed: " + PhotonNetwork.connectionStateDetailed);
2095 return null;
2096 }
2097
2098 GameObject prefabGo;
2099 if (!UsePrefabCache || !PrefabCache.TryGetValue(prefabName, out prefabGo))
2100 {
2101 prefabGo = (GameObject)Resources.Load(prefabName, typeof(GameObject));
2102 if (UsePrefabCache)
2103 {
2104 PrefabCache.Add(prefabName, prefabGo);
2105 }
2106 }
2107
2108 if (prefabGo == null)
2109 {
2110 Debug.LogError("Failed to Instantiate prefab: " + prefabName + ". Verify the Prefab is in a Resources folder (and not in a subfolder)");
2111 return null;
2112 }
2113
2114 // a scene object instantiated with network visibility has to contain a PhotonView
2115 if (prefabGo.GetComponent
2116 {
2117 Debug.LogError("Failed to Instantiate prefab:" + prefabName + ". Prefab must have a PhotonView component.");
2118 return null;
2119 }
2120
2121 Component[] views = (Component[])prefabGo.GetPhotonViewsInChildren();
2122 int[] viewIDs = new int[views.Length];
2123 for (int i = 0; i < viewIDs.Length; i++)
2124 {
2125 //Debug.Log("Instantiate prefabName: " + prefabName + " player.ID: " + player.ID);
2126 viewIDs[i] = AllocateViewID(player.ID);
2127 }
2128
2129 // Send to others, create info
2130 Hashtable instantiateEvent = networkingPeer.SendInstantiate(prefabName, position, rotation, group, viewIDs, data, false);
2131
2132 // Instantiate the GO locally (but the same way as if it was done via event). This will also cache the instantiationId
2133 return networkingPeer.DoInstantiate(instantiateEvent, networkingPeer.mLocalActor, prefabGo);
2134 }
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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